AlphaZero-Inspired Game Learning: Faster Training by Using MCTS Only at Test Time
Johannes Scheiermann, Wolfgang Konen

TL;DR
This paper introduces a novel approach combining Monte Carlo Tree Search (MCTS) with temporal difference learning, applied only at test time, enabling low-resource agents to outperform strong game programs on complex games.
Contribution
It presents a new architecture that integrates MCTS with TD learning agents only during testing, reducing training computational demands while maintaining high performance.
Findings
Agent beats strong Othello program Edax up to level 7
Achieves competitive results on ConnectFour and Rubik's Cube
Operates effectively on standard hardware without GPUs or TPUs
Abstract
Recently, the seminal algorithms AlphaGo and AlphaZero have started a new era in game learning and deep reinforcement learning. While the achievements of AlphaGo and AlphaZero - playing Go and other complex games at super human level - are truly impressive, these architectures have the drawback that they require high computational resources. Many researchers are looking for methods that are similar to AlphaZero, but have lower computational demands and are thus more easily reproducible. In this paper, we pick an important element of AlphaZero - the Monte Carlo Tree Search (MCTS) planning stage - and combine it with temporal difference (TD) learning agents. We wrap MCTS for the first time around TD n-tuple networks and we use this wrapping only at test time to create versatile agents that keep at the same time the computational demands low. We apply this new architecture to several…
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Taxonomy
TopicsArtificial Intelligence in Games · Sports Analytics and Performance · Digital Games and Media
MethodsAlphaZero
