Loading…

Monte Carlo Tree Search in Lines of Action

The success of Monte Carlo tree search (MCTS) in many games, where αβ-based search has failed, naturally raises the question whether Monte Carlo simulations will eventually also outperform traditional game-tree search in game domains where αβ -based search is now successful. The forte of αβ-based se...

Full description

Saved in:
Bibliographic Details
Published in:IEEE transactions on computational intelligence and AI in games. 2010-12, Vol.2 (4), p.239-250
Main Authors: Winands, M H M, Bjornsson, Y, Saito, J
Format: Article
Language:English
Subjects:
Citations: Items that this one cites
Items that cite this one
Online Access:Get full text
Tags: Add Tag
No Tags, Be the first to tag this record!
cited_by cdi_FETCH-LOGICAL-c341t-ccb4b770cb22986dc875def0e036a57defba98eabeadcda326271a1d5eb611e63
cites cdi_FETCH-LOGICAL-c341t-ccb4b770cb22986dc875def0e036a57defba98eabeadcda326271a1d5eb611e63
container_end_page 250
container_issue 4
container_start_page 239
container_title IEEE transactions on computational intelligence and AI in games.
container_volume 2
creator Winands, M H M
Bjornsson, Y
Saito, J
description The success of Monte Carlo tree search (MCTS) in many games, where αβ-based search has failed, naturally raises the question whether Monte Carlo simulations will eventually also outperform traditional game-tree search in game domains where αβ -based search is now successful. The forte of αβ-based search are highly tactical deterministic game domains with a small to moderate branching factor, where efficient yet knowledge-rich evaluation functions can be applied effectively. In this paper, we describe an MCTS-based program for playing the game Lines of Action (LOA), which is a highly tactical slow-progression game exhibiting many of the properties difficult for MCTS. The program uses an improved MCTS variant that allows it to both prove the game-theoretical value of nodes in a search tree and to focus its simulations better using domain knowledge. This results in simulations superior in both handling tactics and ensuring game progression. Using the improved MCTS variant, our program is able to outperform even the world's strongest αβ-based LOA program. This is an important milestone for MCTS because the traditional game-tree search approach has been considered to be the better suited for playing LOA.
doi_str_mv 10.1109/TCIAIG.2010.2061050
format article
fullrecord <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_crossref_primary_10_1109_TCIAIG_2010_2061050</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><ieee_id>5523941</ieee_id><sourcerecordid>2246774761</sourcerecordid><originalsourceid>FETCH-LOGICAL-c341t-ccb4b770cb22986dc875def0e036a57defba98eabeadcda326271a1d5eb611e63</originalsourceid><addsrcrecordid>eNo9kM1qwzAQhEVpoSHNE-Qieiw41Y8lWUdj2sTg0kNd6E3I8po6pFYqOYe-fR0cspcdlpkd-BBaU7KhlOjnuijzcrthZDowIikR5AYtqE55QqTObq86-7pHqxj3ZBrOuWRygZ7e_DACLmw4eFwHAPwBNrhv3A-46geI2Hc4d2Pvhwd019lDhNVlL9Hn60td7JLqfVsWeZU4ntIxca5JG6WIaxjTmWxdpkQLHQHCpRVqko3VGdgGbOtay5lkilraCmgkpSD5Ej3Of4_B_54gjmbvT2GYKk2WSs0UF2oy8dnkgo8xQGeOof-x4c9QYs5YzIzFnLGYC5YptZ5TPQBcE0IwrlPK_wE_710M</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>846927357</pqid></control><display><type>article</type><title>Monte Carlo Tree Search in Lines of Action</title><source>IEEE Electronic Library (IEL) Journals</source><creator>Winands, M H M ; Bjornsson, Y ; Saito, J</creator><creatorcontrib>Winands, M H M ; Bjornsson, Y ; Saito, J</creatorcontrib><description>The success of Monte Carlo tree search (MCTS) in many games, where αβ-based search has failed, naturally raises the question whether Monte Carlo simulations will eventually also outperform traditional game-tree search in game domains where αβ -based search is now successful. The forte of αβ-based search are highly tactical deterministic game domains with a small to moderate branching factor, where efficient yet knowledge-rich evaluation functions can be applied effectively. In this paper, we describe an MCTS-based program for playing the game Lines of Action (LOA), which is a highly tactical slow-progression game exhibiting many of the properties difficult for MCTS. The program uses an improved MCTS variant that allows it to both prove the game-theoretical value of nodes in a search tree and to focus its simulations better using domain knowledge. This results in simulations superior in both handling tactics and ensuring game progression. Using the improved MCTS variant, our program is able to outperform even the world's strongest αβ-based LOA program. This is an important milestone for MCTS because the traditional game-tree search approach has been considered to be the better suited for playing LOA.</description><identifier>ISSN: 1943-068X</identifier><identifier>ISSN: 2475-1502</identifier><identifier>EISSN: 1943-0698</identifier><identifier>EISSN: 2475-1510</identifier><identifier>DOI: 10.1109/TCIAIG.2010.2061050</identifier><identifier>CODEN: TCIARR</identifier><language>eng</language><publisher>Piscataway: IEEE</publisher><subject>Filling ; Game-tree solver ; Imaging phantoms ; Lines of Action (LOA) ; Monte Carlo tree search (MCTS) ; Studies</subject><ispartof>IEEE transactions on computational intelligence and AI in games., 2010-12, Vol.2 (4), p.239-250</ispartof><rights>Copyright The Institute of Electrical and Electronics Engineers, Inc. (IEEE) Dec 2010</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c341t-ccb4b770cb22986dc875def0e036a57defba98eabeadcda326271a1d5eb611e63</citedby><cites>FETCH-LOGICAL-c341t-ccb4b770cb22986dc875def0e036a57defba98eabeadcda326271a1d5eb611e63</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://ieeexplore.ieee.org/document/5523941$$EHTML$$P50$$Gieee$$H</linktohtml><link.rule.ids>314,780,784,27915,27916,54787</link.rule.ids></links><search><creatorcontrib>Winands, M H M</creatorcontrib><creatorcontrib>Bjornsson, Y</creatorcontrib><creatorcontrib>Saito, J</creatorcontrib><title>Monte Carlo Tree Search in Lines of Action</title><title>IEEE transactions on computational intelligence and AI in games.</title><addtitle>TCIAIG</addtitle><description>The success of Monte Carlo tree search (MCTS) in many games, where αβ-based search has failed, naturally raises the question whether Monte Carlo simulations will eventually also outperform traditional game-tree search in game domains where αβ -based search is now successful. The forte of αβ-based search are highly tactical deterministic game domains with a small to moderate branching factor, where efficient yet knowledge-rich evaluation functions can be applied effectively. In this paper, we describe an MCTS-based program for playing the game Lines of Action (LOA), which is a highly tactical slow-progression game exhibiting many of the properties difficult for MCTS. The program uses an improved MCTS variant that allows it to both prove the game-theoretical value of nodes in a search tree and to focus its simulations better using domain knowledge. This results in simulations superior in both handling tactics and ensuring game progression. Using the improved MCTS variant, our program is able to outperform even the world's strongest αβ-based LOA program. This is an important milestone for MCTS because the traditional game-tree search approach has been considered to be the better suited for playing LOA.</description><subject>Filling</subject><subject>Game-tree solver</subject><subject>Imaging phantoms</subject><subject>Lines of Action (LOA)</subject><subject>Monte Carlo tree search (MCTS)</subject><subject>Studies</subject><issn>1943-068X</issn><issn>2475-1502</issn><issn>1943-0698</issn><issn>2475-1510</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2010</creationdate><recordtype>article</recordtype><recordid>eNo9kM1qwzAQhEVpoSHNE-Qieiw41Y8lWUdj2sTg0kNd6E3I8po6pFYqOYe-fR0cspcdlpkd-BBaU7KhlOjnuijzcrthZDowIikR5AYtqE55QqTObq86-7pHqxj3ZBrOuWRygZ7e_DACLmw4eFwHAPwBNrhv3A-46geI2Hc4d2Pvhwd019lDhNVlL9Hn60td7JLqfVsWeZU4ntIxca5JG6WIaxjTmWxdpkQLHQHCpRVqko3VGdgGbOtay5lkilraCmgkpSD5Ej3Of4_B_54gjmbvT2GYKk2WSs0UF2oy8dnkgo8xQGeOof-x4c9QYs5YzIzFnLGYC5YptZ5TPQBcE0IwrlPK_wE_710M</recordid><startdate>201012</startdate><enddate>201012</enddate><creator>Winands, M H M</creator><creator>Bjornsson, Y</creator><creator>Saito, J</creator><general>IEEE</general><general>The Institute of Electrical and Electronics Engineers, Inc. (IEEE)</general><scope>97E</scope><scope>RIA</scope><scope>RIE</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7SC</scope><scope>7SP</scope><scope>8FD</scope><scope>JQ2</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope></search><sort><creationdate>201012</creationdate><title>Monte Carlo Tree Search in Lines of Action</title><author>Winands, M H M ; Bjornsson, Y ; Saito, J</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c341t-ccb4b770cb22986dc875def0e036a57defba98eabeadcda326271a1d5eb611e63</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2010</creationdate><topic>Filling</topic><topic>Game-tree solver</topic><topic>Imaging phantoms</topic><topic>Lines of Action (LOA)</topic><topic>Monte Carlo tree search (MCTS)</topic><topic>Studies</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Winands, M H M</creatorcontrib><creatorcontrib>Bjornsson, Y</creatorcontrib><creatorcontrib>Saito, J</creatorcontrib><collection>IEEE All-Society Periodicals Package (ASPP) 2005-present</collection><collection>IEEE All-Society Periodicals Package (ASPP) 1998-Present</collection><collection>IEEE/IET Electronic Library</collection><collection>CrossRef</collection><collection>Computer and Information Systems Abstracts</collection><collection>Electronics &amp; Communications Abstracts</collection><collection>Technology Research Database</collection><collection>ProQuest Computer Science Collection</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts – Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><jtitle>IEEE transactions on computational intelligence and AI in games.</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Winands, M H M</au><au>Bjornsson, Y</au><au>Saito, J</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Monte Carlo Tree Search in Lines of Action</atitle><jtitle>IEEE transactions on computational intelligence and AI in games.</jtitle><stitle>TCIAIG</stitle><date>2010-12</date><risdate>2010</risdate><volume>2</volume><issue>4</issue><spage>239</spage><epage>250</epage><pages>239-250</pages><issn>1943-068X</issn><issn>2475-1502</issn><eissn>1943-0698</eissn><eissn>2475-1510</eissn><coden>TCIARR</coden><abstract>The success of Monte Carlo tree search (MCTS) in many games, where αβ-based search has failed, naturally raises the question whether Monte Carlo simulations will eventually also outperform traditional game-tree search in game domains where αβ -based search is now successful. The forte of αβ-based search are highly tactical deterministic game domains with a small to moderate branching factor, where efficient yet knowledge-rich evaluation functions can be applied effectively. In this paper, we describe an MCTS-based program for playing the game Lines of Action (LOA), which is a highly tactical slow-progression game exhibiting many of the properties difficult for MCTS. The program uses an improved MCTS variant that allows it to both prove the game-theoretical value of nodes in a search tree and to focus its simulations better using domain knowledge. This results in simulations superior in both handling tactics and ensuring game progression. Using the improved MCTS variant, our program is able to outperform even the world's strongest αβ-based LOA program. This is an important milestone for MCTS because the traditional game-tree search approach has been considered to be the better suited for playing LOA.</abstract><cop>Piscataway</cop><pub>IEEE</pub><doi>10.1109/TCIAIG.2010.2061050</doi><tpages>12</tpages><oa>free_for_read</oa></addata></record>
fulltext fulltext
identifier ISSN: 1943-068X
ispartof IEEE transactions on computational intelligence and AI in games., 2010-12, Vol.2 (4), p.239-250
issn 1943-068X
2475-1502
1943-0698
2475-1510
language eng
recordid cdi_crossref_primary_10_1109_TCIAIG_2010_2061050
source IEEE Electronic Library (IEL) Journals
subjects Filling
Game-tree solver
Imaging phantoms
Lines of Action (LOA)
Monte Carlo tree search (MCTS)
Studies
title Monte Carlo Tree Search in Lines of Action
url http://sfxeu10.hosted.exlibrisgroup.com/loughborough?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-15T06%3A32%3A33IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Monte%20Carlo%20Tree%20Search%20in%20Lines%20of%20Action&rft.jtitle=IEEE%20transactions%20on%20computational%20intelligence%20and%20AI%20in%20games.&rft.au=Winands,%20M%20H%20M&rft.date=2010-12&rft.volume=2&rft.issue=4&rft.spage=239&rft.epage=250&rft.pages=239-250&rft.issn=1943-068X&rft.eissn=1943-0698&rft.coden=TCIARR&rft_id=info:doi/10.1109/TCIAIG.2010.2061050&rft_dat=%3Cproquest_cross%3E2246774761%3C/proquest_cross%3E%3Cgrp_id%3Ecdi_FETCH-LOGICAL-c341t-ccb4b770cb22986dc875def0e036a57defba98eabeadcda326271a1d5eb611e63%3C/grp_id%3E%3Coa%3E%3C/oa%3E%3Curl%3E%3C/url%3E&rft_id=info:oai/&rft_pqid=846927357&rft_id=info:pmid/&rft_ieee_id=5523941&rfr_iscdi=true