Learning to Stop: Dynamic Simulation Monte-Carlo Tree Search
Li-Cheng Lan, Meng-Yu Tsai, Ti-Rong Wu, I-Chen Wu, Cho-Jui Hsieh

TL;DR
This paper introduces DS-MCTS, a method that predicts uncertainty during Monte Carlo tree search to dynamically stop simulations, significantly speeding up decision-making in Go-like games without sacrificing performance.
Contribution
The paper presents a novel uncertainty prediction approach for dynamic stopping in MCTS, reducing computational resources while maintaining competitive results.
Findings
DS-MCTS speeds up a NoGo agent 2.5 times faster.
Maintains similar winning rate with fewer simulations.
Achieves 61% win rate against the original program.
Abstract
Monte Carlo tree search (MCTS) has achieved state-of-the-art results in many domains such as Go and Atari games when combining with deep neural networks (DNNs). When more simulations are executed, MCTS can achieve higher performance but also requires enormous amounts of CPU and GPU resources. However, not all states require a long searching time to identify the best action that the agent can find. For example, in 19x19 Go and NoGo, we found that for more than half of the states, the best action predicted by DNN remains unchanged even after searching 2 minutes. This implies that a significant amount of resources can be saved if we are able to stop the searching earlier when we are confident with the current searching result. In this paper, we propose to achieve this goal by predicting the uncertainty of the current searching status and use the result to decide whether we should stop…
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Taxonomy
TopicsArtificial Intelligence in Games · Reinforcement Learning in Robotics · Sports Analytics and Performance
MethodsAlphaZero
