Title :
MCTS-Minimax Hybrids
Author :
Baier, Hendrik ; Winands, Mark H. M.
Author_Institution :
Dept. of Knowledge Eng., Maastricht Univ., Maastricht, Netherlands
Abstract :
Monte Carlo tree search (MCTS) is a sampling-based search algorithm that is state of the art in a variety of games. In many domains, its Monte Carlo rollouts of entire games give it a strategic advantage over traditional depth-limited minimax search with αβ pruning. These rollouts can often detect long-term consequences of moves, freeing the programmer from having to capture these consequences in a heuristic evaluation function. But due to its highly selective tree, MCTS runs a higher risk than full-width minimax search of missing individual moves and falling into traps in tactical situations. This paper proposes MCTS-minimax hybrids that integrate shallow minimax searches into the MCTS framework. Three approaches are outlined, using minimax in the selection/expansion phase, the rollout phase, and the backpropagation phase of MCTS. Without assuming domain knowledge in the form of evaluation functions, these hybrid algorithms are a first step towards combining the strategic strength of MCTS and the tactical strength of minimax. We investigate their effectiveness in the test domains of Connect-4, Breakthrough, Othello, and Catch the Lion, and relate this performance to the tacticality of the domains.
Keywords :
Monte Carlo methods; artificial intelligence; game theory; minimax techniques; Breakthrough; Catch the Lion; Connect-4; MCTS framework; MCTS-minimax hybrids; Monte Carlo rollouts; Monte Carlo tree search; Othello; backpropagation phase; depth-limited minimax search; full-width minimax search; games; heuristic evaluation function; highly selective tree; rollout phase; sampling-based search algorithm; selection/expansion phase; Backpropagation; Density measurement; Games; Law; Monte Carlo methods; Tuning; Artificial intelligence; Monte Carlo methods; computational intelligence; game tree search; games; planning;
Journal_Title :
Computational Intelligence and AI in Games, IEEE Transactions on
DOI :
10.1109/TCIAIG.2014.2366555