On the Evolution of the MCTS Upper Confidence Bounds for Trees by Means of Evolutionary Algorithms in the Game of Carcassonne
Edgar Galv\'an, Gavin Simpson

TL;DR
This paper introduces an evolutionary algorithm approach to optimize the Upper Confidence Bounds for Trees in Monte Carlo Tree Search, demonstrating superior performance in the game of Carcassonne compared to existing methods.
Contribution
It proposes a novel EA-based method to evolve UCT expressions, improving MCTS decision-making in complex games like Carcassonne.
Findings
ES-MCTS outperforms all tested controllers
EA-evolved UCT expressions enhance MCTS performance
Method surpasses traditional UCT variants and minimax algorithms
Abstract
Monte Carlo Tree Search (MCTS) is a sampling best-first method to search for optimal decisions. The MCTS's popularity is based on its extraordinary results in the challenging two-player based game Go, a game considered much harder than Chess and that until very recently was considered infeasible for Artificial Intelligence methods. The success of MCTS depends heavily on how the tree is built and the selection process plays a fundamental role in this. One particular selection mechanism that has proved to be reliable is based on the Upper Confidence Bounds for Trees, commonly referred as UCT. The UCT attempts to nicely balance exploration and exploitation by considering the values stored in the statistical tree of the MCTS. However, some tuning of the MCTS UCT is necessary for this to work well. In this work, we use Evolutionary Algorithms (EAs) to evolve mathematical expressions with the…
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Taxonomy
TopicsArtificial Intelligence in Games · Sports Analytics and Performance · Evolutionary Algorithms and Applications
