Asymmetric Move Selection Strategies in Monte-Carlo Tree Search: Minimizing the Simple Regret at Max Nodes
Yun-Ching Liu, Yoshimasa Tsuruoka

TL;DR
This paper introduces Asymmetric-MCTS, a novel approach that applies different bandit algorithms to max and min nodes in Monte-Carlo Tree Search, aiming to improve decision-making in complex board games.
Contribution
It proposes a new MCTS variant that uses simple regret algorithms for max nodes and UCB for min nodes, exploiting the different roles of nodes in game trees.
Findings
Improved performance on 9x9 Go, NoGo, and Othello.
Demonstrates the effectiveness of asymmetric bandit strategies.
Shows potential for better value estimation in MCTS.
Abstract
The combination of multi-armed bandit (MAB) algorithms with Monte-Carlo tree search (MCTS) has made a significant impact in various research fields. The UCT algorithm, which combines the UCB bandit algorithm with MCTS, is a good example of the success of this combination. The recent breakthrough made by AlphaGo, which incorporates convolutional neural networks with bandit algorithms in MCTS, also highlights the necessity of bandit algorithms in MCTS. However, despite the various investigations carried out on MCTS, nearly all of them still follow the paradigm of treating every node as an independent instance of the MAB problem, and applying the same bandit algorithm and heuristics on every node. As a result, this paradigm may leave some properties of the game tree unexploited. In this work, we propose that max nodes and min nodes have different concerns regarding their value estimation,…
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Taxonomy
TopicsArtificial Intelligence in Games · Advanced Bandit Algorithms Research · Reinforcement Learning in Robotics
