• DocumentCode
    3477252
  • Title

    Learning non-random moves for playing Othello: Improving Monte Carlo Tree Search

  • Author

    Robles, David ; Rohlfshagen, Philipp ; Lucas, Simon M.

  • Author_Institution
    Sch. of Comput. Sci. & Electr. Eng., Univ. of Essex, Colchester, UK
  • fYear
    2011
  • fDate
    Aug. 31 2011-Sept. 3 2011
  • Firstpage
    305
  • Lastpage
    312
  • Abstract
    Monte Carlo Tree Search (MCTS) with an appropriate tree policy may be used to approximate a minimax tree for games such as Go, where a state value function cannot be formulated easily: recent MCTS algorithms successfully combine Upper Confidence Bounds for Trees with Monte Carlo (MC) simulations to incrementally refine estimates on the game-theoretic values of the game´s states. Although a game-specific value function is not required for this approach, significant improvements in performance may be achieved by derandomising the MC simulations using domain-specific knowledge. However, recent results suggest that the choice of a non-uniformly random default policy is non-trivial and may often lead to unexpected outcomes. In this paper we employ Temporal Difference Learning (TDL) as a general approach to the integration of domain-specific knowledge in MCTS and subsequently study its impact on the algorithm´s performance. In particular, TDL is used to learn a linear function approximator that is used as an a priori bias to the move selection in the algorithm´s default policy; the function approximator is also used to bias the values of the nodes in the tree directly. The goal of this work is to determine whether such a simplistic approach can be used to improve the performance of MCTS for the well-known board game Othello. The analysis of the results highlights the broader conclusions that may be drawn with respect to non-random default policies in general.
  • Keywords
    Monte Carlo methods; function approximation; game theory; games of skill; learning (artificial intelligence); minimax techniques; temporal reasoning; trees (mathematics); MC simulations; MCTS algorithms; Monte Carlo simulations; Monte Carlo tree search; TDL; algorithm default policy; board game Othello; domain-specific knowledge; game-specific value function; game-theoretic values; linear function approximator; minimax tree; nonrandom moves; nonuniformly random default policy; state value function; temporal difference learning; tree policy; upper confidence bounds; Approximation algorithms; Approximation methods; Games; Law; Monte Carlo methods; Reliability;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational Intelligence and Games (CIG), 2011 IEEE Conference on
  • Conference_Location
    Seoul
  • Print_ISBN
    978-1-4577-0010-1
  • Electronic_ISBN
    978-1-4577-0009-5
  • Type

    conf

  • DOI
    10.1109/CIG.2011.6032021
  • Filename
    6032021