Upper Confidence bounds applied to Trees (UCT) is the default selection policy in Monte-Carlo Tree Search (MCTS), yet it overlooks the strategic use of ancestral node information. Consequently, UCT approaches each decision level as an independent Multi-Armed Bandit problem, disregarding the results achieved along the path that led to the current state. Consequently, it treats decisions as separate in the tree, without integrating the historical context of previous choices. This paper introduces an enhancement to UCT for two-player, deterministic zero-sum games by integrating insights from alpha-beta pruning-a method that increases minimax search efficiency through selective pruning. We propose a revised selection policy that leverages ancestor node data, mirroring alpha-beta pruning's principle, to refine sample-based search. Our experiments with this enhanced method reveal performance gains in Breakthrough, Mini Shogi, and GoMoku, highlighting the effectiveness of incorporating ancestor search results into the MCTS selection processes.
This paper investigates Sequential Halving as a selection policy in the following four partially observable games: Go Fish, Lost Cities, Phantom Domineering, and Phantom Go. Additionally, H-MCTS is studied, which uses Sequential Halving at the root of the search tree, and UCB elsewhere. Experimental results reveal that H-MCTS performs the best in Go Fish, whereas its performance is on par in Lost Cities and Phantom Domineering. Sequential Halving as a flat Monte-Carlo Search appears to be the stronger technique in Phantom Go.
In this paper, Monte Carlo tree search (MCTS) is introduced for controlling the Pac-Man character in the real-time game Ms Pac-Man. MCTS is used to find an optimal path for an agent at each turn, determining the move to make based on the results of numerous randomized simulations. Several enhancements are introduced in order to adapt MCTS to the real-time domain. Ms Pac-Man is an arcade game, in which the protagonist has several goals but no conclusive terminal state. Unlike games such as Chess or Go there is no state in which the player wins the game. Instead, the game has two subgoals, 1) surviving and 2) scoring as many points as possible. Decisions must be made in a strict time constraint of 40 ms. The Pac-Man agent has to compete with a range of different ghost teams, hence limited assumptions can be made about their behavior. In order to expand the capabilities of existing MCTS agents, four enhancements are discussed: 1) a variable-depth tree; 2) simulation strategies for the ghost team and Pac-Man; 3) including long-term goals in scoring; and 4) reusing the search tree for several moves with a decay factor γ. The agent described in this paper was entered in both the 2012 World Congress on Computational Intelligence (WCCI'12, Brisbane, Qld., Australia) and the 2012 IEEE Conference on Computational Intelligence and Games (CIG'12, Granada, Spain) Pac-Man Versus Ghost Team competitions, where it achieved second and first places, respectively. In the experiments, we show that using MCTS is a viable technique for the Pac-Man agent. Moreover, the enhancements improve overall performance against four different ghost teams.
Monte Carlo Tree Search (MCTS) has improved the performance of game engines in domains such as Go, Hex, and general game playing. MCTS has been shown to outperform classic alpha beta search in games where good heuristic evaluations are difficult to obtain. In recent years, combining ideas from traditional minimax search in MCTS has been shown to be advantageous in some domains, such as Lines of Action, Amazons, and Breakthrough. In this paper, we propose a new way to use heuristic evaluations to guide the MCTS search by storing the two sources of information, estimated win rates and heuristic evaluations, separately. Rather than using the heuristic evaluations to replace the playouts, our technique backs them up implicitly during the MCTS simulations. These minimax values are then used to guide future simulations. We show that using implicit minimax backups leads to stronger play performance in Kalah, Breakthrough, and Lines of Action.
Monte-Carlo Tree Search is a best-first search technique based on simulations to sample the state space of a decision-making problem. In games, positions are evaluated based on estimates obtained from rewards of numerous randomized play-outs. Generally, rewards from play-outs are discrete values representing the outcome of the game (loss, draw, or win), e.g., r ∈ {-1, 0, 1}, which are backpropagated from expanded leaf nodes to the root node. However, a play-out may provide additional information. In this paper, we introduce new measures for assessing the a posteriori quality of a simulation. We show that altering the rewards of play-outs based on their assessed quality improves results in six distinct two-player games and in the General Game Playing agent CADIAPLAYER. We propose two specific enhancements, the Relative Bonus and Qualitative Bonus. Both are used as control variates, a variance reduction method for statistical simulation. Relative Bonus is based on the number of moves made during a simulation and Qualitative Bonus relies on a domain-dependent assessment of the game's terminal state. We show that the proposed enhancements, both separate and combined, lead to significant performance increases in the domains discussed.
Preface In this thesis I present the result of my investigation into regret minimization for Monte-Carlo Tree Search. The thesis presents the motivation, background, and formal definition of a novel search technique based on minimizing both simple and cumulative regret in a game tree: Hybrid MCTS (H-MCTS). The technique minimizes the two types of regret in a single search-tree. This ensures that recommendations made by the algorithm have a low simple regret, and at the same time internal nodes are sampled efficiently. It was developed for, and tested in six two-Special thanks goes to both Dr. Mark Winands and Dr. Marc Lanctot for providing the inspiration and guidance required to develop this novel algorithm. Their combined experience was crucial to obtain the results presented in this work. Thanks goes to Prof. Dr. Tristan Cazenave for his time and assistance with the implementation of SHOT, and for the experiments he performed in his award-winning engine. Thanks also to Dr. Steve Kroon for his insightful input and assistance in proofreading the work. Moreover , I would like to thank my wife Priscilla for her support, and for her patience and understanding. Without both her emotional and financial assistance you would not be reading this thesis. Summary Monte-Carlo Tree Search (MCTS) is a best-first search technique, which bases decisions on sampling the state-space of a domain. In different domains, MCTS has proven to be an effective approach when complex decision-making based on future rewards and outcomes is required. The technique was initially inspired by algorithms used to solve multi-armed bandit (MAB) problems. Such a problem can be described as a single-ply MCTS search, in which an agent is given a choice of options (arms), each with their own probability distribution. Sampling an arm returns a random result from its underlying distribution, and the goal of the agent is to maximize its reward and/or provide a recommendation of which arm has the most rewarding distribution. Based on the context of the MAB problem, the agent's goal is to either minimize simple regret, i.e., the regret of not recommending the best action, or cumulative regret, i.e., regret accumulated over time. Applying this theory to MCTS however, may require more consideration. In a recursive MAB (such as MCTS), where the distribution of each arm is based on an underlying growing search-tree, minimizing a single type of regret throughout the tree implies that at each ply of …
Regret minimization is important in both the Multi-Armed Bandit problem and Monte-Carlo Tree Search (MCTS). Recently, simple regret, i.e., the regret of not recommending the best action, has been proposed as an alternative to cumulative regret in MCTS, i.e., regret accumulated over time. Each type of regret is appropriate in different contexts. Although the majority of MCTS research applies the UCT selection policy for minimizing cumulative regret in the tree, this paper introduces a new MCTS variant, Hybrid MCTS (H-MCTS), which minimizes both types of regret in different parts of the tree. H-MCTS uses SHOT, a recursive version of Sequential Halving, to minimize simple regret near the root, and UCT to minimize cumulative regret when descending further down the tree. We discuss the motivation for this new search technique, and show the performance of H-MCTS in six distinct two-player games: Amazons, AtariGo, Ataxx, Breakthrough, NoGo, and Pentalath.
In this paper enhancements for the Monte-Carlo Tree Search (MCTS) framework are investigated to play Ms Pac-Man. MCTS is used to find an optimal path for an agent at each turn, determining the move to make based on randomised simulations. Ms Pac-Man is a real-time arcade game, in which the protagonist has several independent goals but no conclusive terminal state. Unlike games such as Chess or Go there is no state in which the player wins the game. Furthermore, the Pac-Man agent has to compete with a range of different ghost agents, hence limited assumptions can be made about the opponent's behaviour. In order to expand the capabilities of existing MCTS agents, five enhancements are discussed: 1) a variable depth tree, 2) playout strategies for the ghost-team and Pac-Man, 3) including long-term goals in scoring, 4) endgame tactics, and 5) a Last-Good-Reply policy for memorising rewarding moves during playouts. An average performance gain of 40,962 points, compared to the average score of the top scoring Pac-Man agent during the CIG'11, is achieved by employing these methods.