Monte Carlo Tree Search in Lines of Action

Mark H. M. Winands*, Yngvi Björnsson, Jahn-Takeshi Saito

*Corresponding author for this work

Research output: Contribution to journalArticleAcademicpeer-review

36 Citations (Web of Science)

Abstract

The success of Monte Carlo tree search (MCTS) in many games, where alpha beta-based search has failed, naturally raises the question whether Monte Carlo simulations will eventually also outperform traditional game-tree search in game domains where alpha beta-based search is now successful. The forte of alpha beta-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 alpha beta-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.
Original languageEnglish
Pages (from-to)239-250
JournalIEEE Transactions on Computational Intelligence and AI in Games
Volume2
Issue number4
DOIs
Publication statusPublished - Dec 2010

Keywords

  • Game-tree solver
  • Lines of Action (LOA)
  • Monte Carlo tree search (MCTS)

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