Monte Carlo Tree Search A Review of Recent Modifications and Applications
Monte Carlo Tree Search A Review of Recent Modifications and Applications
Abstract
Monte Carlo Tree Search (MCTS) is a powerful approach to design-
ing game-playing bots or solving sequential decision problems. The
method relies on intelligent tree search that balances exploration and
exploitation. MCTS performs random sampling in the form of simu-
lations and stores statistics of actions to make more educated choices
in each subsequent iteration. The method has become a state-of-the-
art technique for combinatorial games. However, in more complex
games (e.g. those with a high branching factor or real-time ones) as
well as in various practical domains (e.g. transportation, scheduling
or security) an efficient MCTS application often requires its problem-
dependent modification or integration with other techniques. Such
domain-specific modifications and hybrid approaches are the main fo-
cus of this survey. The last major MCTS survey was published in 2012.
Contributions that appeared since its release are of particular interest
for this review.
1
1 Introduction
Monte Carlo Tree Search (MCTS) is a decision-making algorithm that con-
sists in searching combinatorial spaces represented by trees. In such trees,
nodes denote states, also referred to as configurations of the problem, whereas
edges denote transitions (actions) from one state to another.
MCTS has been originally proposed in the work by Kocsis and Szepesvári
(2006) and by Coulom (2006), as an algorithm for making computer players
in Go. It was quickly called a major breakthrough (Gelly et al., 2012) as
it allowed for a leap from 14 kyu, which is an average amateur level, to 5
dan, which is considered an advanced level but not professional yet. Before
MCTS, bots for combinatorial games had been using various modifications
of the minimax alpha-beta pruning algorithm (Junghanns, 1998) such as
MTD(f) (Plaat, 2014) and hand-crafted heuristics. In contrast to them, the
MCTS algorithm is at its core aheuristic, which means that no additional
knowledge is required other than just rules of a game (or a problem, gener-
ally speaking). However, it is possible to take advantage of heuristics and
include them in the MCTS approach to make it more efficient and improve
its convergence.
Moreover, in practical applications, the given problem often tends to be
difficult for the base variant of the algorithm. The utilitarian definition of
“too difficult” is that MCTS achieves poor outcomes in the given setting
under practical computational constraints. Sometimes, increasing the effec-
tive computational budget would help, although in practical applications it
may not be possible (e.g., because of strict response times, hardware costs,
parallelization scaling). However, often, a linear increase is not enough to
tackle difficult problems represented by trees and solving them would re-
quire effectively unlimited memory and computational power. There can
be various reasons for a given problem being hard for MCTS. To name a
few - combinatorial complexity, sparse rewards or other kinds of inherent
difficulty. Whenever the vanilla MCTS algorithm, i.e., implemented in its
base unmodified form, fails to deliver the expected performance, it needs
to be equipped with some kind of enhancements. In this survey, we will
focus only on such papers that introduce at least one modification to
the vanilla version of the method. Although works that describe the use of
standard MCTS in new domains have been published, they are not in the
scope of this survey.
More recently, MCTS combined with deep reinforcement learning has
become the backbone of AlphaGo developed by Google DeepMind and de-
scribed in the article from Silver et al. (2016). It has been widely regarded
2
as not only another major breakthrough in Go, but in Artificial Intelligence
(AI) in general. It is safe to say that MCTS has been tried in most of com-
binatorial games and even some real-time video games (Farooq et al., 2016;
Kim and Kim, 2017)(examples include Poker (Van den Broeck et al., 2009),
Chess (Silver et al., 2018) Settlers of Catan (Szita et al., 2009), Othello (Rob-
les et al., 2011), Hex (Arneson et al., 2010), Lines of Action (Winands et al.,
2010), Arimaa (Syed and Syed, 2003), Havannah (Teytaud and Teytaud,
2010) and General Game Playing (GGP) (Genesereth and Thielscher, 2014;
Perez et al., 2014)). The latter is particularly interesting because in GGP,
computer bots are pitted against each other to play a variety of games with-
out any domain knowledge. This is where MCTS is a commonly applied
approach.
Driven by successes in games, MCTS has been increasingly often applied
in domains outside the game AI such as planning, scheduling, control and
combinatorial optimization. We include examples from these categories in
this article as well. Formally, MCTS is directly applicable to problems which
can be modelled by a Markov Decision Process (MDP) (Lizotte and Laber,
2016), which is a type of discrete-time stochastic control process. Certain
modifications of MCTS make it possible to apply it to Partially Observable
Markov Decision Processes (POMDP).
1.1 Methodology
We review only such applications of the MCTS algorithm in which the stan-
dard version of the algorithm has been deemed ineffective or unsatisfactory,
because of the given problem difficulty or unsuitability for the standard ver-
sion as it is. This is a common scenario, for instance, in real world problems
such as Vehicle Routing Problem (VRP) or real-time video games, which
tend to be more complex than combinatorial games due to an enormous
branching factor, large state spaces, a continuous environment (time and
space) and fast-paced action that requires making constant decisions.
It is useful to distinguish between two classes of environments – single-
agent and multi-agent ones. Let us comment on this using the game do-
main example. The differences between single-player and multi-player games
make various AI techniques suitable for a particular environment. For in-
stance, deterministic single-player games are like puzzles to solve. The suc-
cess in solving them depends only on the agent and not on external factors
such as chance or opponents. Multi-player games require some form of
opponent’s modelling or cooperation (if they are cooperative). The imple-
mentation of MCTS can be optimized appropriately for the given case.
3
We focus on multi-agent problems, e.g., multi-player games, with a few
exceptions. The exception is that we include such approaches of using the
MCTS algorithm that, in our opinion, could be easily applied if the given
problem was a multi-agent one. This is due to our subjective evaluation.
The idea behind this was to provide readers with relatively well-generalizable
modifications and not necessarily tailored for a given single-player game.
Moreover, certain problems may be modelled as single-player or multi-
player games. For example, VRP can be modelled as a multi-player cooper-
ative game, in which each vehicle has its own game tree and the synchroniza-
tion between them is treated as in a multi-agent system. However, it can
also be modelled as a single-player game, in which there is one coordinator
player.
This survey covers contributions made after 2012. The reasoning behind
2012 was to start from the year in which the previous comprehensive MCTS
survey was published by Browne et al. (2012). We recommend it to readers
interested in earlier developments related to MCTS and as an additional
introduction to the method. Section 2 contains an introduction to the MCTS
algorithm as well.
To start with, we focused on IEEE Transactions on Games (ToG), which
was previously known as IEEE Transactions on Computational Intelligence
and AI in Games (TCIAG, until 2018). This is the leading journal con-
cerning scientific, technical, and engineering aspects of games and the main
source of high-quality contributions related to MCTS. We have also included
the major conference on games - IEEE Conference on Games (CoG). It also
changed the name and we included proceedings published under the pre-
vious name of IEEE Computational Intelligence and Games (CIG). Given
those two sources, we performed an exhaustive search within each issue of
ToG/TCIAG and each proceedings of CoG/CIG and analyzed all articles
whether they fit the scope of this survey.
The remaining articles were found through scientific bibliography providers
(online libraries): dblp, IEEE Xplore Digital Library and Google Scholar.
Using them, we performed search over titles and abstracts by keywords.
The following keywords were chosen: “Monte Carlo”, “Monte-Carlo”, “Tree
Search”, “MCTS”, “Upper Confidence Bounds”, “UCT”, “UCB”, “Multi-
Armed Bandit”, “Bandit-Based”, “General Game Playing” and “General
Video Game Playing”. The results were curated by us with the bar set low
(i.e., an acceptance rate was high). Using common sense, we excluded arti-
cles which had not been peer reviewed or were available only from unverified
sources. The latter applies to Google Scholar which can index such sources
too.
4
1.2 Structure of the Survey
The following survey structure is mainly organized by types of extensions
of MCTS algorithm. However, those modifications are usually motivated
by challenging applications of the algorithm. These two classifications cross
each other multiple times, which makes unambiguous navigation through the
survey content troublesome. This section is to present the main structure
of the text. The complete overview of references is presented in two Tables,
grouped by application and grouped by method. It could be found in the
last section Conclusions on pages 71, 72, 73.
The main content of the survey is composed of seven sections.
Section 2 - Classic MCTS introduces the MCTS algorithm in its classic
(vanilla) variant. The basics are recalled for readers with less experience
with the method.
Section 3 - Games with Perfect Information is devoted to the modi-
fications of MCTS in games with perfect information, which are simpler in
the combinatorial aspect. The topic is divided into three subsections:
UCT Alternatives (sec. 3.2) - Upper Confidence Bounds for Trees (UCT)
is the core equation in the MCTS method. Several modification of
UCT are discussed.
5
Information Sets (sec. 4.2) - a method to deal with imperfect informa-
tion games, where states, which are indistinguishable from player’s
perspective are grouped in information sets.
6
Evolutionary MCTS (sec. 6.4) - combination of MCTS and EA in a single
approach.
Security (sec. 7.2) - finding optimal patrolling schedules for security forces
in attacker-defender scenarios.
7
1.3 Definitions of the Considered Game Genres
In this section we present selected definitions of the most popular genres
of games considered in this paper. An application-oriented taxonomy is
presented in Table 1 in section 9.
8
General Video Game Playing (GVGP). GVGP is also referred to
as General Video Game AI (GVGAI) (Perez-Liebana et al., 2016). The
GVGP Competition, first hosted in 2014 at IEEE Conference on Compu-
tational Intelligence and Games, has been inspired by a more mature GGP
Competition. However, it is not a successor to GGP but rather a different
framework where the time to decide on an action is significantly shorter.
The goal remains the same - to create agents capable of playing various
games based only on rules given to them as a run-time parameter. The
games of choice, in GVGP, are simple 2D real-time video games. The ex-
amples are Sokoban, Asteroids, Crossfire or Frogger. Similar to GGP, this
framework has its own language for game definitions that features concepts
such as sprites, levels and it is generally more suitable for said games. The
agents have only 40ms to make a move in the game. Despite such a vast
difference in response times, both GGP and GVGP competitions are domi-
nated by simulation-based approaches including ones based on MCTS. The
competition is open for entries to various specific tracks such as single-player
planning, single-player learning, two-player planning and level generation.
Real Time Strategy games. In Real Time Strategy games players com-
bat each other through building units and simulating battles on a map. In
general, there are two types of units which the players can deploy: economy-
based and military. The former gather resources from certain places on the
map; they can be either renewable or depletable depending on the game.
These resources are spent on recruiting military units, which fight in battles
controlled by the players. This combination of financial and tactical man-
agement results in RTS games posing a significant challenge to tree search
algorithms. The three main issues associated with RTS games are:
• huge decision space - Starcraft1 , the precursor of the genre, with the
branching factor about 1050 or higher Ontañón et al. (2013), whereas
Chess about 35 and Go roughly 180. Moreover, the player typically
has to manage tens of units simultaneously,
1
Blizzard Entertainment INC.
9
• real-time - actions can be performed simultaneously, at any time, as
opposed to turn-based games where players must take actions one at
a time, in turns. Typically, actions in strategy games are divided into
macro-management (e.g., strategic decisions) and micro-management
(e.g., units’ movement). The latter are taken with a higher frequency.
• partial observability - the map is covered with fog of war, meaning that
some parts are hidden from the players. Handling partial observability
in RTS games is presented in Uriarte and Ontañón (2017). Given
the current observation and past knowledge the method estimates the
most probable game state. This state is called believe state and is then
sampled while performing MCTS.
2 Classic MCTS
2.1 Basic Theory
Monte Carlo Tree Search is an iterative algorithm that searches the state
space and builds statistical evidence about the decisions available in partic-
ular states. As mentioned in the Introduction, formally, MCTS is applicable
to MDPs. MDP is a process modelled as a tuple (S, AS , Pa , Ra ), where:
10
current state and the performed action. We will use the game-related term
action and a broader one - decision - interchangeably. The same applies for
the term game and problem.
In non-trivial problems, the state space (e.g. a game tree) cannot be fully
searched. In practical applications, MCTS is allotted some computational
budget which can be either specified by the number of iterations or the
time available for making a decision. MCTS is an anytime algorithm. This
property means that it can be stopped at anytime and provide the currently
best action (decision) using Equation 1:
1. Selection - the algorithm searches the portion of the tree that has
already been represented in the memory. Selection always starts from
the root node and, at each level, selects the next node according to the
selection policy also referred to as tree policy. This phase terminates
when a leaf node is visited and the next node is either not represented
11
in the memory yet or a terminal state of the game (problem) has been
reached.
12
methods such as minimax. The promising lines of play are searched more
thoroughly. Figure 2 illustrates the type of asymmetrical MCTS search.
Figure 2: The root denotes the starting state. The average scores (Q(s, a))
of actions leading to next states are shown inside the circles. The bars
denote how many simulations started from a particular action. This is an
abstract example - not taken from any particular game.
( s )
∗ ln [N (s)] 1 2 ∗ ln [N (s)]
a = arg max Q(s, a) + C min( , σa + ) (3)
a∈A(s) N (s, a) 4 N (s, a)
13
to UCT, it makes no assumption about the reward distribution. For a fixed
horizon, EXP3 provides an expected cumulative regret bound against the
best single-arm strategy. It is often used in combination with UCT in games
with partial observability and/or simultaneous actions.
Thomson sampling is a different than UCT, heuristic approach to the ex-
ploration vs. exploitation problem. It preceded the MCTS algorithm (Thomp-
son, 1933) but has found its use as a tree policy as shown by Bai et al. (2013).
Thomson sampling is a model that incorporates Bayesian concepts:
• prior distribution,
• posterior distribution.
The model is updated as more information comes in. The expected reward
of given action is sampled using the posterior distribution.
Typically, in the expansion phase, only one node is added to the tree
which is a practical trade-off based on empirical experiments in lots of games.
Adding more nodes visited in simulations would slow down the algorithm
and increase its memory usage. The further down the road in a simulation a
state is visited, the less likely it is for the actual game to reach it. However,
if the states (and therefore potential nodes) belonged to the optimal path,
it could be beneficial to add them. To make more use of simulations, Gelly
and Silver (2011) proposes a method called Rapid Value Action Estimation
(RAVE). In RAVE, an additional score is maintained called QRAV E , which
is updated for each action performed in the simulation phase and not only
for those chosen in the selection steps. The idea is to minimize the effect of
the cold start, because especially at the beginning when there are not many
samples, the MCTS algorithm behaves chaotically. One of the standard pro-
cedures is to linearly weight the RAVE evaluation with the regular average
score (c.f. Q(s, a) in Eq. 2) and reduce the impact of RAVE when more
simulations have been performed. The new formula is shown in Equation 4:
s s !
k k
∗ QRAV E (s, a) + 1 − ∗ Q(s, a) (4)
3 ∗ N (s) + k 3 ∗ N (s) + k
14
There are a few more algorithms that modify or build upon the UCT
formula such as Move-Average Sampling Technique (MAST) or Predicate-
Average Sampling Technique (PAST). We recommend papers by Finnsson
and Björnsson (2010) and Finnsson and Björnsson (2011) for details.
15
2.4 History Heuristic
History Heuristic, pioneered by the work of Schaeffer (1989), is an enhance-
ment to game-tree search that dates back to 1989. It dwells on the assump-
tion that historically good actions are likely to be good again regardless of
the state they were performed in. Therefore, additional statistics Q(a) -
the average payoff for action a and N (a) - the number of times action a
has been chosen, are stored globally. There are a few ways of how these
statistics can be used. The most common approach is to use the Q(a) score
to bias simulations. In a simulation, instead of uniform random choice,
the historically best action is chosen with probability, whereas with 1 −
probability, the default random choice is performed. This method is called
− greedy. An alternative approach is to use the roulette sampling based
on Q(a) or a particular distribution such as Boltzmann Distribution, which
is the choice in the article from Finnsson and Björnsson (2010). A similar
enhancement to History Heuristic is called Last-Good Reply Policy (LGRP),
which is presented in Tak et al. (2012). The idea is to detect countermoves
to particular actions and store them globally. For each action, the best reply
to it is stored. The authors use the LGRP to rank the unexplored actions in
the selection step and the simulation step. In the same article (Tak et al.,
2012), the idea is further expanded to the so-called N-grams Selection Tech-
nique (NST). In NST, the statistics are stored not just for actions but for
sequences of actions of length N .
16
strong end-game player and far less efficient at the beginning, where the
whole game tree is to be searched.
In this section, we presented the MCTS algorithm as it was originally
defined and discussed several standard modifications that were proposed
before 2012. In the next sections, we focus exclusively on modifications
proposed after 2012.
17
tree is growing sideways, with limited chances for the in-depth inspection
of promising branches. The aim of the action reduction methods is to limit
this effect by eliminating some of the actions.
Sephton et al. (2014) apply heuristic move pruning to a strategy card
game Lords of War2 . The heuristic knowledge is split into two categories:
measuring the fitness of a state card-based statistics and evaluating card
positions based on heat maps. The former proves more efficient, but the
heat maps make use of state extrapolation.
Justesen et al. (2014) extend the UCT Considering Durations (UCTCD)
algorithm for combats in Starcraft 3 (Churchill and Buro, 2013). Unlike
UCTCD, where the algorithm searches for unit actions, the proposed method
considers sequences of scripts assigned to individual units. The approach is
elaborated even further - the experiments prove that the scripts appointed
to groups of units are more effective in terms of branching factor reduction.
Similarly to the scripts, Option Monte Carlo Tree Search (O-MCTS) is
presented by De Waard et al. (2016). The option is a predefined method of
reaching a particular subgoal, e.g. conquering an area in an RTS game. In
order to do this, options that contain several consecutive actions within the
tree - Fig. 3 were introduced. O-MCTS selects options instead of actions
as in vanilla MCTS. Once the selected option is finished (the subgoal has
been reached), the expansion phase (Fig. 1) is conducted. This process
allows a more in-depth search in the same amount of time and diminishes
the branching factor. The paper includes an empirical optimisation of the
basic parameters of the algorithm such as discount factor, maximum action
time, maximum search depth and UCT constant C.
Another approach to reducing the branching factor is imposing con-
straints. Constraints determine situations to be avoided, i.e. actions which
result in a defeat, whereas options lead to a specific sub-goal. Subramanian
et al. (2016) propose a new technique of applying options and constraints
to the search policy called Policy-Guided Sparse Sampling (PGSS). PGSS
uses constraints for the possibility of pruning a node and options to bias the
search towards the desired trajectories. Endowing MCTS with both tech-
niques provides more accurate value estimation. Different action abstraction
methods can be found in (Gabor et al., 2019; Moraes et al., 2018; Uriarte
and Ontanón, 2014).
Real Time Strategy games are challenging for MCTS due to a huge
branching factor. Ontanón (2016) proposes Informed MCTS (IMCTS) - an
2
Black Box Games Publishing
3
Blizzard Entertainment
18
Figure 3: Representation of options within a tree.
algorithm dedicated for games with large decision spaces. IMCTS aggre-
gates information of a game using two novel probability distribution mod-
els: Calibrated Naive Bayes Model (CNB) and Action-Type Independence
Model (AIM). CNB is a Naive Bayes classifier with a simplified calibration
of posterior probability. AIM derives the distribution only for legal actions
in the current game state. The models are incorporated into the tree policy
by computing the prior probability distributions in the exploration phase.
The models are trained on the data from bot duels in an RTS testbed. The
experiments show that the models outperform other MCTS approaches in
the RTS domain.
One of the basic techniques of heuristic action reduction is Beam Search
(Lowerre (1976)). It determines the most promising states using an esti-
mated heuristic. These states are then considered in a further expansion
phase, whereas the other ones get permanently pruned. Baier and Winands
(2012) combine Beam Search with MCTS (BMCTS). BMCTS features two
parameters: beam width W and tree depth d. They describe how many of
the most promising nodes should be selected at an arbitrary depth - Fig. 4.
The nodes outside the beam are pruned. Manual experimentation is used
for finding optimal values of parameters: C - exploration coefficient, L - sim-
ulation limit, W - beam width. Different variants of MCTS with a variable
depth can be found in (Pepels and Winands, 2012), (Soemers et al., 2016),
(Zhou et al., 2018).
19
Figure 4: A sketch of tree pruning at depth d = 2 for BMCTS: a) a beam
of the 3 most visited nodes (W = 3) is selected, b) the rest is pruned.
Hi
P =W (5)
Ti (1 − X̄i ) + 1
where Hi is the heuristic value, X̄i is the average reward for the node, Ti is
the number of node visits and W is a positive constant controlling the impact
of the bias. Unlike the basic approach, in this formula the heuristic value
depends on the number of losses. Other extensions to UCB can be found in
20
(Liu and Tsuruoka, 2015), (Mandai and Kaneko, 2016), (Tak et al., 2014)
and (Yee et al., 2016). Perick et al. (2012) compare different UCB selection
policies. Ikeda and Viennot (2013a) involve Bradley-Terry Model of static
knowledge (Coulom, 2007) to bias UCB. A Bias in MCTS can affect the
performance in terms of suboptimal moves (Imagawa and Kaneko, 2015).
Demediuk et al. (2017) introduce a set of Outcome-Sensitive Action Se-
lection formulas to create an MCTS agent in a fighting game. The equations
evaluate actions with a score function, which in this case is the difference
between the player’s and the enemy agent’s health. The action with the
score closest to zero is selected.
A large branching factor can be limited by manipulation of the explo-
ration term in the tree policy function (UCT, eq. 2), which is covered in
Section 3.2.
W (s, a) W̄ (s, a)
Z̄(s, a) = (1 − β(s, a)) + β(s, a) , (6)
N (s, a) N̄ (s, a)
where N̄ (s, a) is the AMAF visit count, W̄ (s, a) is the corresponding
total reward and β(s, a) is a weighting parameter that decays from 1 to 0
as the visit count N (s, a) increases. In recent years, several RAVE improve-
ments within the GGP domain have been proposed - Sironi and Winands
21
(2016), Cazenave (2015). Sarratt et al. (2014) and Sironi and Winands
(2019) discuss effects of different parameterization policies on convergence.
A case analysis of the classical position in the Go game (Browne, 2012)
shows that the inclusion of domain knowledge in the form of heavy playouts
(see also section 4.3) dramatically improves the performance of MCTS, even
in the simplest flat version. Heavy playouts reduce the risk of convergence
to a wrong move. Exploration constant has been found empirically to give
the best convergence. Incorporating domain-independent RAVE technique
can actually have a negative effect on performance, if the information taken
from playouts is unreliable.
The non-uniformity of tree shape is another serious challenge for the
MCTS method. The Maximum Frequency method (Imagawa and Kaneko,
2015) adjusts a threshold used in recalculation of playout scores into wins
or losses. The method is based on maximizing the difference between the
expected reward of the optimal move and the remaining ones. The Maximum
Frequency method observes the histogram of the results and returns the best
threshold based on it. Algorithm parameters are manually adjusted in order
to minimize failure rate. The proposed solution has been verified on both
random and non-random trees.
The playout policy can be changed during a tree search. Graf and
22
Platzner (2015, 2016) show that updating policy parameters (see Alg. 1)
increases the strength of the algorithm. An adaptive improvement of the
policy is achieved by the gradient reinforcement learning technique.
Despite its effectiveness in GGP, there are some domains in which the
UCT selection strategy does not work nearly as well. Chess-like games fea-
turing many tactical traps pose a challenging problem for MCTS. One of the
tactical issues are optimistic actions - initially promising moves (even lead-
ing to a win), but easy to refute in practice (Gudmundsson and Björnsson,
2013). Until MCTS determines the true refutation, the move path leading to
an optimistic action is scored favorably. To diminish this positive feedback
UCT (see Eq. 2) has been extended with sufficiency threshold α (Gud-
mundsson and Björnsson, 2013). It replaces constant C with the following
function:
(
C when all Q(s, a) ≤ α,
Ĉ = (7)
0 when any Q(s, a) > α.
When the state-action estimate Q(s, a) is sufficiently good (the value
exceeds α) then the exploration is discounted; otherwise the standard UCT
strategy is applied. This approach allows rearrangement of the order of
moves so that occasional fluctuations of the estimated value can be taken
into account.
Hybrid MCTS-minimax algorithms (Baier and Mark, 2013; Baier and
Winands, 2014) have also been proposed for handling domains with a large
number of tactical traps. In this context, the basic drawback of vanilla
MCTS is the averaging of the sampled outcomes. It results in missing cru-
cial moves and underestimation of significant terminal states. To overcome
this, the authors employ shallow-depth minimax search at different MCTS
phases (section 2). Since the minimax search is performed without any eval-
uation functions, the method does not require domain knowledge and finds
its application in any game. Parameters tuning covers exploration constant,
minimax depth and visit counter limit.
23
search. One of the key issues is to determine the cut-off depth. Earlier
terminations save the simulation time although they result in evaluation
uncertainty. On the other hand, later terminations cause the algorithm to
behave more like vanilla MCTS.
Lorentz (2016) finds the optimal termination point for diverse evaluation
functions in the context of three different board games. The results prove
that even a weak function can compare favorably to a long random play-
out. The evaluation functions can also augment the quality of simulations
(Lanctot et al., 2014). The proposed method replaces Q(s, a) in the classic
UCB selection - Eq. 2 - with the following formula:
τ
rs,a τ
Q̂(s, a) = (1 − α) + αvs,a , (8)
ns,a
τ is the cumulative reward of the state-action pair with respect to
where rs,a
τ is the implicit minimax evaluation
the player τ , ns,a is the visit count, vs,a
for that player and alpha - weighting parameter. The minimax evaluations
are computed implicitly along with standard updates to the tree nodes and
maintained separately from the playout outcomes. Hierarchical elimination
tournament with 200 games has been used to tune the parameters of the
algorithm.
The generation of evaluation functions is a challenging research especially
in General Game Playing (see section 1.3). Waledzik and Mańdziuk (2011,
2014) construct a state evaluation function in GGP automatically based
solely on the game rules description, and apply this function to guide the
UCT search process in their Guided UCT method.
Moreover, evaluation functions can be approximated with neural net-
works (Wu et al., 2018). Goodman (2019) trains an evaluation network on
the data from offline MCTS, which allows omission of the simulation step
during the tree search.
24
The paper by Baier and Kaisers (2020) emphasizes the idea of “focusing
on yourself” during MCTS simulations. The authors argue that in multi-
player games the agent’s own actions have often a significantly greater im-
pact on the final score than appropriate opponent prediction. Naturally,
there are exceptions to this, such as complex tactical situations. The pro-
posed approach considers abstractions over opponent moves (OMA) that
only consider the history (past moves) of the main agent’s moves. The ab-
stracted moves share the same estimates that are combined with the UCT
formula in various ways. The authors report a better win-rate than vanilla
MCTS in six perfect-information, turn-taking, board games with 3+ players.
Fighting games pose a special challenge, since they require a short re-
sponse time. However, players often repeat the same patterns, e.g., se-
quences of punches and kicks. An algorithm designed for such a game is
described by Kim and Kim (2017). An action table is used to describe
the opponent’s playing patterns. A default action table has three columns
depending on the distance to the opponent. Each column corresponds to
a particular distance range. After each round the action table is updated
based on the observed action frequency.
Opponent modelling is also present in games such as Pacman. In a paper
by (Nguyen and Thawonmas, 2012), the main enhancement was related to
the prediction of the opponent’s moves, which reduced the number of states
analyzed. In the backpropagation phase, the node reward scheme combines
the final playout score, but also the simulation time. The playouts are not
completely random, the space of the analyzed moves is limited by heuristic
rules.
25
several improvements of the methods such as Perfect Information MCTS
(PIMC) (see section 4.1) and Information Set MCTS (ISMCTS) (see sec-
tion 4.2).
Rules of the game and human expert knowledge can be used to increase
the reliability of playouts (see Section 4.3 for heavy playouts), or to optimize
the tree development process (see Section 4.4 for policy update). The highest
quality results can be achieved by combining several methods. Papers of this
type usually concern algorithms created for competitions and is described in
Section 4.5. The last issue related to imperfect information discussed in this
section is especially relevant for games and concerns modelling the opponent
(see Section 4.6).
4.1 Determinization
One method of solving the problem of randomness in games is determiniza-
tion, which involves sampling from the space of possible states and forming
games of perfect information for each such sampling, correspondingly. The
sampling requires setting a specific instance (value) for each unknown fea-
ture, thus determining it, so it is no longer unknown. For instance, deter-
minization may involve guessing the cards an opponent might have in their
hand in a card game (see Fig. 5).
Figure 5: Determinization method. The dice and the cards in the opponent’s
hand are sampled in order to form possible subsets. Then each subset rolls
out a new subtree.
26
is determined and then the game is treated as a perfect information one
with respect to a certain assumed state of the world. PIMC faces three
main challenges (Cowling et al., 2012a):
• strategy fusion - since a given imperfect information state can contain
tree nodes with different strategies, a (deterministic) search process
may make different decisions in that state depending on particular
determinization.
27
Figure 6: Two information sets (red and blue). Each set contains nodes
indistinguishable from a player’s perspective.
sets reduces the effects of strategy fusion, as the search is able to exploit
moves that are beneficial in many states of the same information set. For
an extension of ISMCTS that incorporates advanced opponent modelling,
please refer to Section 4.6.
In games where non-locality is a key factor, Lisỳ et al. (2015) intro-
duce Online Outcome Sampling (OOS). The algorithm extends Monte Carlo
Counterfactual Regret Minimization with two features: building its tree in-
crementally and targeting samples to more situation relevant parts of the
game tree. Performance evaluated on both OOS and ISMCTS shows that
only OOS consistently converges close to Nash Equilibrium, and it does so
by adapting an offline equilibrium computation to a limited time. This is
achieved using the information set about the current position in the game.
To tune efficiency of the algorithm sampling technique is used for strategy
probabilities parameters.
Furtak and Buro (2013) introduce Recursive Imperfect Information Monte
Carlo (IIMCTS) which is used for playouts with a fixed maximum recursive
depth. One of the differences to Cowling et al. (2012a) is that ISMCTS
implicitly leaks game state information by restricting the playouts to be
consistent with the player’s hidden/private information (e.g. cards in the
player’s hand in Poker). IIMCTS prevents the leakage by not adapting the
players’ playout policies across playouts.
Moreover, the move computation in IIMCTS allows use of the inference
mechanism at any node during the lookup, while Information Set MCTS
considers nodes only at the root or sets uniform distributions of the hidden
state variables.
Another collectible card game with imperfect information in which MCTS
28
was used is Pokemon (Ihara et al., 2018). In this research, authors compare
the effectiveness of determinization versus information sets within MCTS.
The results indicate a significant advantage of information sets as ISM-
CTS reduces the effects of strategy fusion and allocates computing resources
more effectively. A similar approach has been presented for Scopone game
(Di Palma and Lanzi, 2018).
Sephton et al. (2015) propose the RobustRoulette extension for the se-
lection mechanism in ISMCTS, which averages across many possible states
and has a positive effect on the playing strength.
Uriarte and Ontañón (2017) use a similar method to generate a single
believe state - an estimation of the most probable game state. The estima-
tion derives from the current game state, which is not fully observable to
the player. This situation is often encountered in Real Time Strategy games
(see Section 1.3), where enemy units’ positions are unknown (covered with
“fog of war”).
The concept of Information Sets, which is inherent in MCTS application
to solving imperfect information problems, has been recently utilized also
in domains other than games, e.g. in Security (Karwowski and Mańdziuk,
2015, 2019a,b, 2020). A more detailed discussion is presented in Section 7.2.
29
they are expected to be able to play games with very different rules (see
Section 1.3). On the one hand, a fully random playout strategy is univer-
sal although, it avoids the use of domain knowledge gained from the past
simulations. On the other hand, too much heuristics can lead to omitting a
potentially important group of moves. Therefore, one has to find a balance
between these two extremes. Świechowski and Mańdziuk (2014) present
a method based on switching between six different strategies (from simple
random or History Heuristic to more advanced ones). Their solution has
been implemented in the MINI-Player agent, which reached the final round
in the 2012 GGP Competition. The method was further extended towards
handling single-player games more efficiently (Świechowski et al., 2016).
Genetic programming (GP) has been successfully used to enhance the
default MCTS policy in Pac-Man (Alhejali and Lucas, 2013). The GP sys-
tem operated using seven categories of elements such as IF ELSE statements,
numerical operators and comparison operators. Based on these components,
a tree policy function was evolved. After sweeping for optimal value of nine
different GP and MCTS algorithm parameters, it allowed achievement of a
18% greater average score than the random default policy. Moreover, the
constructed function did not introduce a significant computational overhead.
Experiment with different ’weights’ of heavy playouts are described by
Godlewski and Sawicki (2021). Increasing the amount of expert knowledge
added to the playout function generally improves the performance of the AI
agent. However, for multistage card games like “The Lord of the Rings”,
each stage might have a different value of optimal playout weight.
The RAVE and RIDE approaches differ in their sampling strategy. RAVE
applies an independent sampling strategy, whereas RIDE applies a pairwise
sampling strategy.
30
The playout policy can be updated by moves, but also based on features
of the moves. In the solution presented by Cazenave (2016), the tree is
developed exactly as UCT does. However, the playouts have weights for
each possible move and choose randomly, proportionally to the exponential
of the weight.
Heuristics can be added at the tree development phase or at the playouts
phase. Naturally, it is also possible to combine these two approaches (Trut-
man and Schiffel, 2015). The authors propose three schemes (playout heuris-
tics, tree heuristics, combined heuristics) in the General Game Playing
framework. They have been compared with MAST (Move-Average Sampling
Technique) (Finnsson and Björnsson, 2008), which is used to bias random
playouts, and the RAVE technique for trees. None of the proposed heuris-
tics is universally better than the others and their performance depends on
a particular type of game.
The default policy update using heuristics is one of the key enhancements
in MCTS experiments for Hearthstone. Since the release in 2014, every year
the game has attracted thousands of players, quickly becoming the most
popular card game, exceeding 100 million of users worldwide in 20184 .
The game state includes imperfect information - each player’s hand is
hidden for the opponent. Moreover, the game-play imposes random events
and complex decisions. Because of this, state evaluation for this game has
always been under research. Santos et al. (2017) propose heuristic functions
for evaluating subsequent states based on hand-picked features. In addition,
they enhance the state search with a database of cards, which contains cards
already played by the opponent. The database is used for prediction of cards
in the next turn.
State evaluation with a value network (Świechowski et al., 2018) is an-
other approach. The authors employ the network to predict the winner in a
given state. To transform the state vector as the input of the network, they
use skip-gram model instead of hand-picking. A value network from Zhang
and Buro (2017) maps a game state to a vector of probabilities for a card
to be played in the next turn. Training data for both networks is generated
by bot players.
31
many events in which AI players compete against each other. One of the
largest ones among academic community members is the IEEE Conference
of Games (CoG) (formerly Computational Intelligence and Games - CIG)
with over ten categories for popular games such as Angry Birds, Hearthstone
and StarCraft; and more general disciplines (General Video Game Playing
- GVGP, MicroRTS, Strategy Card Game) e.g. (IEEE-CoG, 2020). Open
competitions stimulate development of new methods, but particularly good
results are achieved by combining multiple methods masterfully. Strong
problem-specific enhancements can address different phases of the MCTS
algorithm.
One example of such a master combination is the algorithm developed to
win the Pac-Man versus Ghost Team competition (Nguyen and Thawonmas,
2012). The team of ghosts was controlled by MCTS to catch Pac-Man. It
is intrinsically interesting that the winner on the Pac-Man side was also
an agent using the MCTS algorithm. The set of several improvements was
described by Pepels and Winands (2012); Pepels et al. (2014). Most of them
refer to heuristic changes in the policy:
• a tree with variable length edges (taking the distance between decision
points into account),
Another popular challenge is the Mario arcade game (see Fig. 7). Jacob-
sen et al. (2014) describe a combination of several improvements to vanilla
MCTS that shows excellent results. However, most of them could be clas-
sified as an incorporation of domain knowledge into the general algorithm:
MixMax (high rewards for good actions), Macro Actions (avoid monsters in
a sequence of moves), Partial Expansion (eliminate obvious choices), Hole
Detection (extra heuristic to jump over a deadly trap). The paper con-
tains explanation of optimization process for playout depth and exploration
constant.
General Video Game Playing (GVGP) is a class of AI competitions where
agents do not know in advance what game will be played (see Section 1.3).
The vanilla MCTS is an algorithm which does not rely on domain-specific
heuristics, so it is naturally a good candidate for such problems. In the first
GVG-AI competition at CIG 2014 (Preuss and Gunter, 2015), the vanilla
MCTS agent surprisingly came in 3rd place, achieving a win-rate of about
32
Figure 7: Comparison of MCTS enhancements for Mario arcade game
(Vanilla MCTS - yellow line, Macro Actions - red line, Best combination
- blue line). Figure reproduced from (Jacobsen et al., 2014).
33
heuristics: winning maximization, exploration maximization, knowledge dis-
covery and knowledge estimation. It is beneficial to start with enhancing
knowledge discovery or knowledge estimation and only then add more win-
ning or exploration heuristics. These rules could be described by a high level
meta-heuristic extension.
An interesting combination of MCTS enhancements is shown by Good-
man (2019) describing their efforts to win the Hanabi competition at CIG
in 2018. Hanabi is a cooperative game, so communication is an essential
factor. The convention used for communication is a particularly interesting
sub-problem for AI. When all players are controlled by the same AI agent,
hidden information can be naturally shared. In the case of the cooperation
between different agents, the communication convention has to be estab-
lished. For this task, a novel Re-determinizing ISMCTS algorithm has been
proposed, supported by adding rules to restrict the action space. The rules
of competition give an agent 40ms time for a decision but these were easily
achieved using a supervised neural network with one hidden layer.
Nowadays, AI agents usually outperform human players, which could be
perceived as a problem when human enjoyment of the game is necessary.
This topic has been studied by Khalifa et al. (2016) in terms of GVGP.
Several modifications of the UCT formula are introduced, such as an action
selection bias towards repeating the current action, making pauses, and
limiting rapid switching between actions. In this way, the algorithm behaves
in a manner similar to humans, which increases the subjective feeling of
satisfaction with the game in human players.
This section can be concluded by stating that the best results are achieved
by combining different types of extensions of the MCTS algorithm. How-
ever, there is no one-size-fits-all solution. So this should encourage scientists
to experiment with various methods.
34
agent based on Rolling Horizon Evolutionary Algorithm (RHEA). The find-
ings show that the latter is more sensitive to the quality (accuracy) of the
opponent model.
A game in which opponent modelling is crucial in order to succeed is
Poker. Cowling et al. (2015) extend ISMCTS with the ability to perform
inference or bluffing. Inference is a method of deriving the probability dis-
tribution of opponent moves based on the observed data (actions already
done). However, the opponent can assume that his moves are inferred, and
then bluffing comes into play - they can take misleading actions deliberately.
Bluffing as an ISMCTS extension is realized by allowing sampling of states
that are possible only from the opponent’s perspective, the search agent’s
point of view is neglected. This technique is called self-determinization. The
frequency with which the determinization samples each part of the tree is
also recorded, thereby allowing performance of inference.
Another example of opponent modelling is Dynamic Difficulty Adjust-
ment (DDA) (Hunicke, 2005). DDA is a family of methods focused on cre-
ating a challenging environment for the player. In order to keep the player
engaged during the whole game, DDA changes the difficulty of encountered
opponents according to the player’s actual skill level.
A topic which can be related to opponent modelling is making an MCTS-
driven player to model a certain behavior. Here, instead of predicting what
other players may do in the game, the goal is to make the agent mimic a
certain group of players. Baier et al. (2018) consider the problem of creating
a computer agent that imitates a human play-style in a mobile card game
Spades. The human-like behavior leads to a more immersive experience
for human players, increases retention as well as enables prediction what
human players will do, e.g. for testing and QA purposes. The MCTS-
based bots are often very strong but rarely feel human-like in their style of
playing. The authors train neural networks using approximately 1.2 million
games played by humans. The output of the networks is the probability, for
each action, that such an action would be chosen by a human player in a
given state. Various network architectures were tested, but all of them were
shallow, i.e., not falling into the category of deep learning. Next, various
biasing techniques, i.e., ways of including the neural networks in the MCTS
algorithm were tested. The notable one was based on knowledge bias, in
which the UCT formula (c.f. 2) was modified as in Eq. 10:
( s s )
∗ ln [N (s)] K
a = arg max Q(s, a) + C + CBT P (mi ) (10)
a∈A(s) N (s, a) N (s) + K
35
- where P (mi ) is the output from the neural network trained on human
data; CBT is a weight of how the bias blends with the UCT score and K is
a parameter controlling the rate at which the bias decreases. Values of CBT
and K have been experimentally optimized.
36
a regular board without a handicap. Subsequently, in 2016, AlphaGo won
4-1 in a match versus Lee Sedol (Silver et al., 2017), one of the strongest
Go players of all time. By many scientists, e.g. Wang et al. (2016), this
result was considered one of the most important achievements of AI in the
recent years. AlphaGo inspired many approaches that combine MCTS and
ML models. Because many of them share the same basic structure, we will
now outline it. The structure is based on two ML models that represent the
so-called value and policy functions, respectively. Such models are often
referred to as “heads” if they are constructed using neural networks, which
is the most common choice to modelling them.
• Value function - a function v ∗ (s) that approximates the outcome of
the game in a given state s. A perfect (non-approximate) value func-
tion is often used when solving a game, e.g. Checkers by Schaeffer
et al. (2007). This is a similar concept to the state evaluation func-
tion. The use of them can be technically the same, however, the term
“state evaluation function” is usually used when the function is static,
whereas value function is self-improving through machine learning.
• Policy function - the policy, denoted by p(a|s) informs which action
- a - should be chosen given state s. A policy can be deterministic or
stochastic. It is often modelled as a probability distribution of actions
in a given state.
The AlphaGo approach employs deep convolutional networks for mod-
elling both value and policy functions as depicted in Fig. 8. In contrast to a
later iteration of the program called AlphaZero, AlphaGo’s policy function
is kick-started by supervised learning over a corpus of moves from expert
human players. Readers interested in the details of the machine learning
pipelines pursued in various versions of AlphaGo and AlphaZero are advised
to check the papers from Silver et al. (2016, 2017, 2018). The initial policy
is called the supervised learning (SL) policy and contains 13 layers (Silver
et al., 2016). Such a policy is optimized by a reinforcement learning (RL)
policy through self-play and the policy gradient optimization method. This
adjusts the SL policy to correctly approximate the final outcome rather than
maximize the predictive accuracy of expert moves. Next, the value network
is trained to predict the winner in games played by the RL policy.
The authors propose to use a slightly modified formula for selection in
MCTS compared to 2:
P (s, a)
∗
a = arg max Q(s, a) + (11)
a∈A(s) 1 + N (s, a))
37
Figure 8: Policy and value deep convolutional networks used in AlphaGo.
The figure is reproduced from (Silver et al., 2016).
- where P (s, a) is the prior probability and the remaining symbols are defined
in the same way as in Eq. 2.
When a leaf node is encountered, its evaluation becomes:
- where υΘ (sL ) is the value coming from the value network, zL is the result
of a rollout performed by the policy network and λ is the mixing parameter.
38
proach. Chang et al. (2018) propose one such work called the “Big Win
Strategy”. It is essentially the AlphaGo approach applied for 6x6 Othello.
The authors propose small incremental improvements in the form of an ad-
ditional network that estimates how many points a player will win/lose in a
game as well as using depth rewards during the MCTS search.
Yang et al. (2020) build upon the AlphaGo approach to work without
the prior knowledge of komi, which is the handicap that can be dynami-
cally applied before a match. AlphaGo as well as most of the programs are
trained using a komi fixed beforehand, i.e. equal to 7.5. In the described
work, the authors designed the networks that can gradually learn how much
komi there is. In addition, they modified the UCT formula to work with the
game score directly and not with the win-rate, which is better for unknown
komi. Wu et al. (2018) propose another approach to tackle the dynamic komi
settings. Here, the authors proposed a novel architecture for the value func-
tion called a multi-labelled value network. Not only it supports dynamic
komi but also lowers the mean squared error (MSE).
39
Value network Policy network
Input: 128x128, 25 planes Input: 128x128, 26 planes
8 conv layers 8 conv layers
Global averaging over 16x16 planes
2-way softmax 4-way softmax
Tang et al. (2016) state in the first sentence of the abstract that their
method for creating a Gomoku agent was inspired by AlphaGo. The main
differences are that (1) here only one neural network is trained that predicts
the probability of players winning the game given the board state, (2) the
network is only three-layer deep (3) the network is trained using Adaptive
Dynamic Programming (ADP).
Barriga et al. (2017) in their work aim at creating AI agents for RTS
games in the µRTS framework. You can find more details about the ap-
proach in the RTS games section 1.3 of this survey. The use of machine
learning is very similar to the AlphaGo’s approach as both value and policy
functions are modelled as CNNs. However, the networks are only used for
the strategic search, which outputs a strategic action. Next, a purely ad-
versarial search replaces the strategic action by lower level tactical actions.
This can be considered a two-level hierarchical approach.
Hearthstone, which has already been introduced in Section 4.4, is a two
player, competitive card game in which the information about game state is
imperfect. That partial observability in practice means two situations - when
player draws a card and when takes combat decisions without knowing the
opponent’s cards in hand and the so-called secrets on the board. To handle
the first case, Zhang and Buro (2017) introduce chance event bucketing.
Chance event is a game mechanics with a random outcome e.g. a player
rolls a dice or draws a card. Those tens or hundreds different outcomes
produced by a single chance event can be divided into an arbitrary number
of buckets. Then at the simulation phase each bucket containing similar
outcomes is sampled, that process allows to reduce branching factor in the
tree search. Other sampling methods based on chance nodes are described
by Choe and Kim (2019) and Santos et al. (2017).
Świechowski et al. (2018) use the MCTS algorithm together with su-
pervised learning for the game of Hearthstone. In this work, the authors
describe various ways in which ML-based heuristics can be combined with
MCTS. Their variant of choice uses a value network for the early cutoff which
happens at the end of the opponent’s turn, therefore the simulation phase
40
of the MCTS algorithm searches the tree only two turns ahead. However,
players can make multiple moves within their turns. The policy network
is used to bias the simulations. The authors use pseudo-roulette selection
in two variants. In the first one, the probability of choosing an action in a
simulation was computed using Boltzmann distribution over heuristic eval-
uations from the value network. In the second variant, the move with the
highest evaluation was chosen with the probability of , whereas a random
one (the default policy) was chosen otherwise, i.e., with the probability of
1 − .
Dots-and-Boxes is a paper-and-pencil game that involves capturing ter-
ritory. For actions, players draw horizontal or vertical lines that connect
two adjacent dots. Zhuang et al. (2015) present an approach to creating
a strong agent for this game. The program is based on the MCTS algo-
rithm and a sophisticated board representation. The MCTS is combined
with a traditional, i.e., shallow, neural network that predicts the chance of
winning of the players. Although this is effectively a value network, it is
used to guide the simulation phase of MCTS. The network is trained using
stochastic gradient descent.
Yang and Ontañón (2018) propose a neural network approach to RTS
games in the µRTS framework. It relies on learning map-independent fea-
tures that are either global (e.g. resources, game time left) or belong to
one of 15 feature planes. Each map is represented by a tensor of size
15×width×height. Such tensor are passed to convolutional neural networks
that are trained to estimate winning probability in the current state. The
generalization ability of the trained network then allows extension to larger
maps than the ones used for training.
Hu et al. (2019) present work that is another of the many examples
of approaches that have been inspired by AlphaGo. Here, a system called
Spear has been proposed for dependency-aware task scheduling that consid-
ers both task dependencies and task resource demands for various resources.
It is based on MCTS in which the simulation phase is replaced by a deep re-
inforcement learning model that acts in the environment and chooses actions
according to its policy rather than randomly.
41
for the RL component. The authors motivate this approach as “safer rein-
forcement learning” in “hard-exploration” domains, where negative rewards
may have profound consequences. The domain of choice is a classic video
game called Pommerman. In each state, the agent may move in one of four
directions on the map, stay in place or plant a bomb. The MCTS is run
with relatively shallow depth for time-constraints. However it is sufficient
to learn, for instance, to avoid being killed by agent’s own bomb. Please
note that the bombs placed by the agent explode with a delay and this in-
teraction is hard to learn from scratch by pure RL methods. The approach,
depicted in Fig. 9, is based on the actor-critic idea.
A relatively similar idea of using MCTS as a trainer for reinforcement
learner was proposed by Guo et al. (2014) for simple Atari games. In con-
trast to the previous approach, the authors use deep convolutional neural
networks (CNN) as a model for policy. The input to the CNNs are raw
pixel images of what is displayed on the screen. This is essentially the same
representation human players observe. The original size of 160 x 120 pixels
is downgraded to 84 x 84 in a preprocessing step. The last four frames,
e.g., a tensor of size 84 x 84 x 4 is passed to the network. The output is a
fully connected linear layer with a single output for each valid action in the
game. The authors compare three different variants of how MCTS can train
a CNN: UCTtoRegression, UCTtoClassification and UCTtoClassification-
Interleaved.
Pinto and Coutinho (2018) present another approach in which MCTS
and reinforcement learning are combined. Here, MCTS operates in the
“Options Framework”. Options are defined as a tuple (I, µ, β):
1. I - is the initiation set that contains states from which options are
valid;
2. µ - is a policy that tells what actions to make as part of the current
option;
3. β - is the termination condition for the option.
The MCTS algorithm searches the combinatorial space of possible op-
tions and prepares them for reinforcement learning. Using options allowed
the authors to reformulate the MPD problem into a semi-markov decision
problem (SMDP). In the latter, the Q-learning rule can be defined over
options as shown in Eq. 13.
Q(s, o) = (1 − α)Q(s, o) + α r + γ max
0
Q(s0 , o0 ) (13)
o ∈O
where O denotes the possible options.
42
Figure 9: Overview of the the Planner Imitation based A3C framework.
There are multiple demonstrators making MCTS actions while keeping track
of what action the actor network would take. The figure is reproduced
from (Kartal et al., 2019b).
43
any state in the game as:
where α is the learning factor; γ is the discount factor; Rt+1 is the reward
observed in step (t + 1) and V (st ) is the value of state encountered in step
t of the game.
where ω is the weight, V is the estimate sampled from the TD value function
and the remaining symbols are as defined in Equation 2.
The Equation 16 is used instead of the UCT formula as the tree policy.
The TD value function update ((V )) is performed in the back-propagation
phase. For this task, the authors specifically chose the TD(λ) algorithm, in
which a state value V (st ) is updated based on the immediate reward – Rt+1
– and the value in the following state – V (st+1 ):
where
δt = Rt+1 + γV (st+1 ) − V (st ) (18)
δt is the temporal difference error (TD error) and e(st ) denotes the eligibility
trace. The remaining symbols have already been defined before.
Three variants of the TD(λ) integration have been proposed:
44
• TD-UCT Weighted Rewards - this variant is even more simplified ver-
sion of TD-UCT Single Backup obtained by fixing most of the param-
eters. In particular, they set γ = 1 (in Eq. 18) and ω = 1 (in Eq. 16)
which makes V fully replace the average score estimate Q. However,
the exploration part of Eq. 2 remains unchanged, so this variant com-
bines the idea of TD learning with the UCT exploration part.
In addition, the combinations with the AMAF heuristic and RAVE (c.f.
Eq. 4) are considered in the experiments. The various combinations were
tested on four games: Hex, Connect-4, Gomoku and Tic-Tac-Toe. One vari-
ant, namely TD-UCT Merged Bootstrapping with AMAF, achieved the best
performance in all four games compared to the other variants as well as
compared to the plain UCT.
The Temporal Difference method can also be used to adapt the policy
used in the simulation phase of the MCTS algorithm (Ilhan and Etaner-
Uyar, 2017). This is especially useful for games (or other domains) in which
uniform random simulation performs poorly. This idea is explored in Gen-
eral Video Game AI games: Frogs, Missile Command, Portals, Sokoban and
Zelda. The Temporal Difference method of choice is Sarsa(λ). The au-
thors use a linear value function approximation (as suggested in true online
Sarsa(λ)) along with a state representation method. The representation is
a vector of numerical features that describe the game state and its weights.
Here, the goal is to learn the weights of the state vector and then use a cus-
tom rollout procedure that incorporates state evaluation. The outcome of a
rollout is calculated as in Eq. 14, so the outcome at step t is a discounted sum
of future steps. Each consecutive step is performed by a separate rollout.
This is a different approach to a vanilla MCTS, in which there is one rollout
that fetches the game score, obtained at the terminal state, and propagates
the same score to all nodes visited along the path. Here, states on the visited
path receive different scores according to the TD learning idea. The rollouts
are performed according to the −Greedy selection policy that maximizes
the weighted linear combination of features in a state over possible actions
that lead to it. The authors achieve better results than vanilla MCTS in 4
out 5 tested games.
45
5.5 Advantages and Challenges of Using ML with MCTS
We have reviewed approaches that combine MCTS with machine learning
techniques in various ways. Let us conclude this section with a short dis-
cussion about the advantages and specific challenges that arise when such a
joint approach is pursued.
Advantages:
• New quality results. The main factor that motivates researchers to
introduce ML into MCTS is to obtain better results than the current
state-of-the-art. In the game domain, the common goal is to create
a next-level player that will win against the strongest programs or
human champions. The examples of AlphaGo (Silver et al., 2016),
MoHex-3HNN (Gao et al., 2018) and other show that ML can in-
deed be an enabler for such spectacular results. In Section 7, which
is devoted to non-game applications, we will also show an approach
that combines ML and MCTS and achieves novel results in chemical
synthesis (Segler et al., 2018).
• Faster convergence. Another motivation, and ultimately an advantage,
that ML brings to MCTS is that it enables MCTS to converge faster.
We have seen three groups of approaches in this category. First, e.g.
by Zhuang et al. (2015), Wu et al. (2018) and Świechowski et al. (2018),
achieve it by introducing an ML model for the evaluation function in
MCTS. Second, which is often combined with the first as in AlphaGo’s
inspired approaches, consists in using an ML model as the policy for
simulations. Lastly, RL algorithms such as TD(λ) can be combined
with the UCT formula or used instead in MCTS as shown by Vodopivec
and Šter (2014).
• Approximation capabilities. Let us discuss the last two advantages on a
theoretical level. MCTS is a search-based method. In order to properly
evaluate the quality of a state, the state must be visited enough number
of times (to gain the confidence about the statistics). The MCTS
algorithm has no inherent ability to reason about the states rather
than based on statistics stored directly for them. Many ML models,
however, such as neural networks or logistic regression are universal
approximators. They can provide answers for states that have never
been observed during simulations as long as the ML models are well-
trained, i.e., achieve good performance on the training data and are
neither underfit nor overfit.
46
• Generalization. Continuing on the aspect the approximation - ML
models can generalize to some extend the knowledge encoded in MCTS
trees. Although the training process usually takes a long time, using
the trained models in real-time is by orders of magnitude faster than
using MCTS or any search-based method. Moreover, let us imagine a
solved end-game position in Chess, in which there is a strategy for a
king that involves a traversal around an enemy piece. If we increased
the board size from 8x8 to 9x9, then MCTS not only would have
to compute everything from scratch but also the complexity of the
problem would increase (bigger board). Thanks to generalization and
abstraction capabilities, ML models can bring new quality here.
Challenges:
47
6 MCTS with Evolutionary Methods
6.1 Evolving Heuristic Functions
Benbassat and Sipper (2013) describe an approach, in which each individual
in the population encodes a board-evaluation function that returns a score
of how good the state is from the perspective of the active player. The
authors use strongly typed genetic programming framework with boolean
and floating-point types. The genetic program, i.e., the evaluation function,
is composed of terminal nodes and operations such as logic functions, basic
arithmetic functions and one conditional statement. The terminal nodes
consist of several domain-independent nodes such as random constant, true,
false, one or zero as well as domain-specific nodes such as EnemyMan-
Count, Mobility or IsEmptySquare(X,Y). The paper considers two domains
of choice: Reversi and Dodgem games. Figure 10 illustrates exemplar func-
tion for Reversi.
48
parameter called playoutBranchingFactor in each step. The upper bound of
this value is equal to the number of currently available actions. Then, a set
of playoutBranchingFactor random moves is selected and the one with the
highest heuristic evaluation is chosen to be played in the simulation. This
way, there is still stochastic element in simulations, which is beneficial for
the exploration of the state-space.
The authors conclude that evolving heuristic evaluation function im-
proves the performance of the MCTS players in both games. However, it is
time consuming, therefore it is most suitable in scenarios, when it can be
done offline, i.e., before the actual game, which is played by MCTS with an
already prepared evaluation function.
Alhejali and Lucas (2013) propose a similar idea to evolving heuristics
by means of genetic programming for Ms Pac-Man agent. In this research,
the new default policy to carry out simulations is evolved directly.
49
soft-max function is used to calculate the probability of choosing an action.
KB Fast-Evo MCTS also introduces a dynamic construction of a knowl-
edge base. The knowledge base consists of knowledge items, for which statis-
tics such as occurrences and average scores changes are maintained. The
authors introduce the notions of curiosity and experience and the formula
to calculate them for a knowledge base. Next, both the values, i.e. curiosity
and experience, are combined to calculate the knowledge change for a knowl-
edge base. Finally, the authors propose a formula to calculate the predicted
end-game reward that can be used for the MCTS roll-out. The reward is
either equal to the change of the game score or equals to the weighted sum
of the knowledge change and the distance change if no game score change
is observed. The distance change is a heuristic value introduced for GVGP.
This approach was tested using 10 games from the GVGP corpus. The pro-
posed KB Fast-Evo MCTS outperformed the vanilla MCTS in all of the
games, whereas the previous Fast-Evo MCTS in 7 out of 10 games.
Pettit and Helmbold (2012) introduced a system called Hivemind that
learns how to play abstract strategy games on regular boards. The game of
choice here is Hex. The system uses MCTS/UCT and Evolution Strategies
to optimize the default policy for simulations. The subject of evolution are
individuals that encode:
• Local patterns on a board. For example, the status of a given hex cell
with its 6 neighbors as shown in Figure 11.
Thanks to using ES, the authors were able to evolve meaningful patterns
that used by move selection strategies outperform baseline default policies,
including uniform random selection. The obtained results are stable, i.e., the
evolutionary process finds similar efficient policies each time. The authors
also show that the learnt policies generalizes to different board sizes.
The tree policy, i.e., in the selection part of MCTS, can also be op-
timized alone. Bravi et al. (2016) investigated whether it is possible to
evolve a heuristic that will perform better than UCB in the field of General
Video Game Playing. They experimented with five different games from this
framework: Boulderdash, Zelda, Missile Command, Solar Fox and Butter-
flies. In this work, Genetic Programming (GP) is employed with a syntax
tree that serves as an encoding of a chromosome. The syntax tree denotes
a formula to use instead of UCB.
The possible components are:.
50
Figure 11: Example of a board pattern encoded in an individual of a popu-
lation optimized by EA. (Pettit and Helmbold, 2012).
• Variables such as child visits, child depth, parent visits, child max
value.
In a similar paper, Bravi et al. (2017), the authors added certain Game
Variables as possible components that describe features of the state of the
game. The evolved heuristic functions perform on a similar level, i.e., not
significantly better or worse, to UCB in four of five tested games. In the
last game, they yield poor results. However, these heuristics give a lot of
insights about particular games, e.g., whether exploration is an important
factor. The authors conclude that this approach can be promising when
combined with additional variables and mechanisms.
51
6.3 Rolling Horizon Evolutionary Algorithm
In this subsection, we will provide a short background of Rolling Horizon
Evolutionary Algorithm (RHEA). In general, RHEA is a competitor tech-
nique for creating decision-making AI agents in games. As the name implies,
it is a representative of a broad class of evolutionary algorithms (EA). How-
ever, it should not be mistaken with Evolutionary-MCTS, which has been
inspired by RHEA. Although MCTS and RHEA are different techniques,
they are often compared in terms of performance in particular games as well
combined within the same agent.
The first application of RHEA was published in Perez et al. (2013) for the
task of navigation in single-player real-time games. For a recent summary of
this method and its modifications so far, we recommend the article by Gaina
et al. (2021).
Instead of doing the traditional selection and simulation steps, the RHEA
algorithms evolve sequences of actions starting from the current state up to
some horizon of N actions. Each individual in a population encodes one
sequence. Only the first action from the best sequence is played in the
actual game. To compute the fitness value, the simulator applies encoded
actions one by one. If an action is not legal, then it is replaced by a default
one (“do nothing”). After applying the last action, the score of the game is
computed as shown in Equation 19:
1
win = True,
h(s) = 0 win = False, (19)
score ∈ [0, 1] otherwise.
52
hybridization scheme proposed is an ensemble approach, which first runs
RHEA for a fixed time and then MCTS to check for alternative paths.
The analysis by Gaina et al. (2017a) compares the MCTS and RHEA
approaches in General Video Game Playing. In addition, in this works, the
impact of various parameters of RHEA is measured. Within the consid-
ered corpus of various games used in GVGP, there are cases, in which one
method is stronger than the other. The conclusion is that neither algorithm
is inherently stronger and their efficacy depends on a particular game.
53
7 MCTS Applications Beyond Games
7.1 Planning
Automated planning is one of the major domains of application of the MCTS
algorithm outside games. The planning problem is typically formulated as
MDP, which was defined in Section 2, or POMDP (Partially Observable
MDP). Similarly to games, in AI planning, there is a simulated model that
can be reasoned in. The model consists of an environment with the initial
state, the goal states (to achieve) and available actions. The solution is a
strategy - either deterministic or stochastic, depending on a particular prob-
lem, that transitions the initial state to the goal state, playing by the rules
of the environment, in the most efficient way. The most efficient fashion
may be, e.g., the shortest transition or having the smallest cost. Particular
applications differ between each other with respect to various constraints,
extensions and assumptions. In this subsection, we focus on general planning
problems. Scheduling, transportation problems and combinatorial optimiza-
tion have their own dedicated sections.
Vallati et al. (2015) present a summary of the International Planning
Competitions up to 2014, in which we can read that winning approaches of
the probabilistic track (International Probabilistic Planning Competition) in
2009-2014 were using Monte Carlo Tree Search. It was shown that MCTS-
based planners were very strong but they lost ground in the largest problems.
They often needed to be combined with other models such as Bayesian
Reinforcement Learning (Sharma et al., 2019). This is along the motivation
behind this survey, which focuses on extensions aimed at tackling the most
difficult problems from the combinatorial point of view.
Scheduling is a similar problem to planning, wherein resources are as-
signed to certain tasks that are performed according to a schedule. Ghallab
et al. (2004) point out that both automated planning and scheduling are
often denoted as AI planning. There have been several standard implemen-
tations of MCTS to scheduling such as of Amer et al. (2013) for activity
recognition and by Neto et al. (2020) for forest harvest scheduling.
MCTS has been used in other discrete combinatorial problems in a
relatively standard variant, e.g. by Kuipers et al. (2013) for optimizing
the Horner’s method of evaluating polynomials. In the work by Jia et al.
(2020), MCTS is used for optimizing low latency communication. The au-
thors present a parallelized variant, in which each parallel node is initialized
with a different seed. The master processor merges the MCTS trees con-
structed with different seeds. Shi et al. (2020) apply MCTS to automated
54
design of generating large scale floor plans with adjacency constraints. The
only non-standard modification there is discarding the rollout phase entirely.
Instead the tree is expanded by each node encountered by the tree policy.
The MCTS algorithm has also been used as part of a more general frame-
work, e.g., to the imbalance subproblem in a complex framework based on
cooperative co-evolution to tackle large optimization problems.
The novel method with abstractions, called ASAP-UCT, has been com-
pared with the vanilla UCT planner and other three algorithms in six prob-
lems from three domains. The ASAP-UCT was the clear winner with sta-
tistically significantly better results in all but one comparison.
Keller and Eyerich (2012) introduce a system called PROST aimed at
probabilistic planning problem and acting under uncertainty. As previously
mentioned, in this subproblem of planning, MCTS approaches has been the
most successful. PROST is equipped with several modifications of vanilla
MCTS/UCT approach such as:
55
• Search space modification - the tree contains chance nodes and deci-
sion nodes and even after action pruning the search space is strongly
connected.
• Q-value Initialization - PROST uses single-outcome determinization of
the MDP using iterative deepening search (IDS) to initialize Q-values
and avoid the cold start.
• Search depth limitation - search depth limit is introduced as a param-
eter λ.
• Reward Locks - states, in which no matter what the agent does, it will
receive the same reward. The authors explain this is often the case
close to goals or dead ends. The method of detecting reward locks is
presented in the paper. The MCTS uses such information in two ways:
(1) to terminate a rollout earlier and (2) minimize the error induced
by limited depth search by changing the simulation horizon.
56
plosion in planning. The hierarchy is introduced at the action level. The
top-level tasks are subsequently decomposed into subtasks that cannot be
decomposed any further. The authors discuss the concept of a hierarchical
policy in POMDPs. This research contains a successful application of macro
actions in a non-game domain. The idea is illustrated in Figure 13, in which
there are four actions: {a1 , a2 , P ickup, P utdown} and three macro actions
{GET, P U T, N AV }.
The vertical dotted lines denote rollouts, whereas solid ones are tree pol-
icy executions. The green nodes denote subtree with only primitive actions.
Nodes with other colors denote subtrees with particular macro actions. Each
macro action defines a particular subgoal for the algorithm and has a nested
routine (subroutine) for action selection. The authors show how to traverse
such a MCTS tree with nodes of various hierarchy and how to expand it.
The paper contains not only empirical evaluation using the Taxi problem
but also theoretical results such as estimation of the bias induced by the Hi-
57
erarchical UCT (H-UCT). They conclude that the proposed approach aims
to mitigate two challenging problems by means of the “curse of dimension-
ality” and the “curse of history”. Hierarchical MCTS planning is efficient
whenever a hierarchy can be found in the problem. It has been featured in
recent works as well (Patra et al., 2020).
7.2 Security
One of very recent areas of MCTS application are Security Games (SG).
In short, in SG methods from game theory (GT) are used to find optimal
58
Figure 14: Decentralized planning. The figure is drawn inspired by the work
of Best et al. (2019).
patrolling schedules for security forces (e.g. police, secret service, security
guards, etc.) when protecting a set of potential targets against the attack-
ers (criminals, terrorists, smugglers, etc.). Recently, SGs gained momentum
due to rising terrorist threats in many places in the world. While the most
noticeable applications refer to homeland security, e.g. patrolling LAX air-
port (Jain et al., 2010) or patrolling US coast (An et al., 2013), SGs can
also be applied to other scenarios, for instance poaching preventing (Bondi
et al., 2020; Fang et al., 2015; Gholami et al., 2018) or cybersecurity (Wang
et al., 2020).
In SG there are two players, the leader (a.k.a. the defender ) who repre-
sents the security forces, and the follower (a.k.a. the attacker ) who repre-
sents their opponents. The vast majority of SGs follow the so-called Stackel-
berg Game (StG), which is an asymmetric game model rooted in GT. In StG
each of the two players commits to a certain mixed strategy, i.e. a proba-
bility distribution of pure strategies. In a typical patrolling example, a pure
strategy would be a deterministic patrolling schedule which happens with
certain probability. A set of such deterministic schedules (pure strategies)
whose probabilities sum up to 1 constitutes mixed leader’s strategy.
59
Algorithm 2: Two-Pass UCT Planning (Wu et al., 2015)
Input: The k-RMMDP Model: M , The Initial State: (s0 , 0)
// The first pass:
// Compute the policy for ∀s, (s, 0)
Solve the underlying MMDP of M and build a search tree:
→
−
Run UCT on the underlying MMDP: hS, A , T, Ri
Update all the Q-values: Q(s, →
−
a ) ← Q(s, →
−
a ) · ∆0 (s, →
−
a)
// The second pass:
// Compute policy for ∀s, j 6= 0, (s, j)
foreach state node (s, 0) of the tree do
Create a sub MMDP:
Initial state: (s, 0)
Normal states: ∀j, (s, j)
Terminal states: ∀s0 , (s0 , 0)
→
−
Actions: A , Transition: T, Reward: R
Run UCT on the sub MMDP:
Build a subtree with states ∀j, (s, j)
Propagate values of ∀s0 , (s0 , 0) to the subtree
Propagate values of the subtree to node (s, 0)
Update all the Q-values of (s, 0)’s ancestors in the tree
// The policy: π(s0 , j) = argmax− → 0 →
−
a Q((s , j), a )
return the policy computed with Q-values in the search tree
60
can be solved (exactly) in practice. For this reason, in many papers vari-
ous simplifications are introduced to MILP SG formulations, so as to scale
better for larger games, at the expense of obtaining approximate solutions.
However, these approximate approaches still suffer from certain limitations
of the baseline MILP formulation, e.g. the requirement of matrix-based
game representation. Consequently, the vast majority of deployed solutions
consider only single-act (one-step) games.
The lack of efficient methods for solving multi-act games motivated the
research on entirely different approach (Karwowski and Mańdziuk, 2015)
which, instead of solving the MILP, relies on massive Monte-Carlo simula-
tions in the process of finding efficient SE approximation.
In the next couple of years the initial approach was further developed into
a formal solution method, called Mixed-UCT (Karwowski and Mańdziuk,
2016) which is generally suitable for a vast range of multi-act games. Mixed-
UCT consists in iterative computation of the leader’s strategy, based on the
results of MC simulations of the game, played against a gradually improving
follower. The currently considered follower is defined as a combination of a
certain number of past followers from previous Mixed-UCT iterations. The
method scales very well in both time and memory and provides efficient SE
approximations (approximate mixed leader’s strategies) for various types of
SGs (Karwowski and Mańdziuk, 2019a). A general concept of Mixed-UCT
is depicted in Figure 3.
Recently, the same authors have proposed another UCT-based method
for SE approximation in general-sum multi-step SGs. The method, called
Double Oracle UCT (O2UCT), iteratively interleaves the following two phases:
(1) guided MCTS sampling of the attacker’s strategy space; and (2) con-
structing the defender’s mixed-strategy, for which the sampled attacker’s
strategy (1) is an optimal response (Karwowski and Mańdziuk, 2019b, 2020).
One of the underlying assumptions of Stackelberg Games (SGs) is perfect
rationality of the players. This assumption may not always hold in real-life
scenarios in which the (human) attacker’s decisions may be affected by the
presence of stress or cognitive biases. There are several psychological models
of bounded rationality of human decision-makers, among which the Anchor-
ing Theory (AT) (Tversky and Kahneman, 1974) is one of the most popular.
In short, AT claims that humans have a tendency to flatten probabilities of
available options, i.e. they perceive a distribution of these probabilities as
being closer to the uniform distribution than it really is. An extension of
O2UCT method that incorporates the AT bias into the attacker’s decision
process (AT-O2UCT) has been recently considered in (Karwowski et al.,
2020).
61
Algorithm 3: Mixed-UCT for security games (Karwowski and
Mańdziuk, 2019a)
Input: problem specification
Output: defender’s strategy - the best of strategies developed in
all iterations
tree ← ∅
evaders ← [InitES()] // Vector of attacker’s strategies in
subsequent iterations initialized with the optimal
strategy against uniform defender
while not EndConditions() do
moves ← []
for depth ← 1...T do
tree ← I2U ct(tree, EvaderStrategy(evaders), depth, moves)
tree ← Append(moves, BestM ove(tree, depth))
def ender ← StrategyF romT ree(tree)
evaders ← Append(evaders, OptEvader(def ender))
return the best strategy among all calculated in the loop
62
synthesis of approximate circuits that discards circuit designs which
are not promising in terms of quality. This way, the combinatorial
complexity could be drastically reduced.
Combining deep neural networks with MCTS has been proven a viable ap-
proach to various chemical or physical problems including FluidStructure
Topology Optimization by Gaymann and Montomoli (2019). The problem
is formulated as a game on a grid, similar to Go.
7.4 Scheduling
Combining MCTS with additional heuristics is a pretty common approach to
large computational problems. Asta et al. (2016) use MCTS to generate ini-
tial solutions to a Multi-mode Resource-constrained Multi-project Schedul-
ing Problem, which are then modified through a local search guided by
carefully crafted hyper-heuristics.
In order to create a test-bed for Computational Intelligence (CI) meth-
ods dealing with complex, non-deterministic and dynamic environments
Waledzik et al. (2014) introduces a new class of problems, based on the
real-world task of project scheduling and executing with risk management.
They propose Risk- Aware Project Scheduling Problem (RAPSP) as a signif-
icant modification of the Resource-Constrained Project Scheduling Problem
(RCPSP).
In (Waledzik et al., 2015), they describe a method called Proactive UCT
(ProUCT) that combines running heuristic solvers with the UCT algorithm.
The heuristic solvers create baseline schedules, whereas UCT is responsible
for testing various alternative branches caused by dynamic events. The
method is further extended and summarized in (Waledzik and Mandziuk,
2018).
Wijaya et al. (2013) present an approach to energy consumption schedul-
ing in a smart grid system that is based on MCTS. The application of the
algorithm is relatively standard, however, the solutions can vary in terms of
the so-called laziness. The lazier the solution, the less frequent consumption
schedule changes. Since the lazier solutions are preferable, the UCT formula
includes an additional penalty that is inversely proportional to the laziness
value of the solution in a node.
63
An interesting scheduling approach inspired by AlphaGo Silver et al.
(2016) has been proposed in Hu et al. (2019). Spear system, briefly sum-
marized in section 5.3.1, was reported to outperform modern heuristics and
reduce the maskespan of production workloads by 20%.
64
gorithm resembled a mutation operator in the evolutionary algorithm. Juan
et al. (2013) employ the MCTS algorithm to generate a distribution of var-
ious starting solutions. Each solution is sent to a parallel processing node
for further modification.
65
8 Parallelization
The MCTS algorithm consists of iterations shown in Fig. 1. The iterations
as well as the respective phases within an iteration are performed sequen-
tially in the classical variant. However, there have been many approaches
to parallelization of the algorithm predominantly aimed at increasing the
overall number of iterations per second. The more statistics gathered, the
more confident the MCTS/UCT evaluation. In many traditional approaches
to the parallel execution of algorithms such as matrix multiplication ones,
the result of sequential and parallel versions must be exactly the same.
However, in contrast to them, MCTS implementations drift away from the
classic version of the algorithm in order to enable parallelism. Therefore,
they can be considered variants or modifications of MCTS. For instance, the
action selection formula may no longer be optimal, but multiple selections
can be done at the same time and, as a result, the overall performance of
the algorithm might be better.
66
trees, the combined statistics of nodes are more confident. Moreover,
Root Parallelization comes with minimal communication overhead.
67
Mirsoleimani et al. (2015) study the MCTS method running in parallel on
Intel Xeon Phi, which is a processing unit designed for parallel computations.
Each unit allows shared memory scaling up to 61 cores and 244 threads.
In their paper, there are three contributions outlined: (1) the analysis of
the performance of three common threading libraries on the new type of
hardware (Xeon Phi), (2) a novel scheduling policy and (3) a novel parallel
MCTS with grain size control. The authors report 5.6 times speedup of
the modified MCTS variant compared to the sequential version on the Xeon
E5-2596 processor. The proposed variant is based on Tree Parallelization.
The iterations are split into chunks, which are tasks to be executed serially.
Finally, Hufschmitt et al. (2015) present a parallelization method aimed
for Multi-Purpose Processor Arrays (MPPA). Each MPPA chip contains 256
processing cores organized into 16 clusters. The authors investigate paral-
lelization of various elements and their impact on the overall performance
of the resulting player. Firstly, distributed propnet evaluation is proposed.
The propnet is an inference engine responsible for game-state manipulations,
i.e., computing the next state in the simulation. This type of parallelization
ended up introducing too much of the synchronization overhead. Secondly,
playouts parallelization was evaluated requiring fewer synchronization lay-
ers. The authors report “good” scaling in three games (TicTacToe, Break-
through and EightPuzzle) with the number of clusters ranging from 1 to 16
and the maximum number of 16 threads per cluster. However, relatively
high synchronization overhead was still reported and authors conclude that
there are many ways, in which the approach could be further improved.
68
8.4 Root-Tree Parallelization
The approach proposed by Świechowski and Mańdziuk (2016a) defines a way
of combining Root- and Tree Parallelization algorithms that leads to a very
high scalability. The setup consists of the so-called worker nodes, hub nodes
and the master node, for the purpose of message passing and scalability.
Each worker node maintains its own MCTS/UCT tree that is expanded
using Leaf Parallelization. On top of them, there is a Root Parallelization
method (running on hub and master nodes) that gathers and aggregates
statistics from worker nodes in a hierarchical manner. In addition, the
authors propose a novel way, called Limited Root-Tree Parallelization, of
splitting the tree into certain subtrees to be searched by worker nodes. The
subtrees are not entirely disjoint as some level of redundancy is desirable
for Root Parallelization. This allows to push the scaling boundary further
when compared with just the hierarchical combination of Root and Tree
Parallelization methods. The resulting hybrid approach is shown to be more
effective than either method applied separately in a corpus of nine General
Game Playing games.
69
optimize the algorithm for the given distributed environment.
9 Conclusions
MCTS is a state-of-the-art tree-search algorithm used mainly to implement
AI behavior in games, although it can be used to support decision-making
processes in other domains as well. The baseline algorithm, described in
Section 2, was formulated in 2006, and since then multitude of enhancements
and extensions to its vanilla formulation have been published. Our main
focus in this survey is on works that have appeared since 2012, which is
the time of the last major MCTS survey authored by Browne et al. (2012).
Our literature analysis yielded 240 papers cited and discussed in this review,
the vast majority of which fell within the above-mentioned time range. An
overview of the considered papers grouped by application domains and by
enhancements introduced to baseline MCTS are presented in Tables 1 and 2,
respectively.
In their 2012 survey, Browne et al. (2012) concluded that MCTS would
be “extensively hybridised with other search and optimisation algorithms”.
In the consecutive 8 years this prediction was positively validated in many
papers and, based on their analysis, the following main trends of such hy-
bridized approaches can be distinguished:
70
Table 1: References grouped by application
Games References
Silver et al. (2018), Silver et al. (2016), Silver et al. (2017),
Browne (2012), Graf and Platzner (2016),
Graf and Platzner (2015), Chen (2012), Ikeda and Viennot (2013b),
Go
Baier and Winands (2015), Graf and Platzner (2014),
Yang et al. (2020), Wu et al. (2018),
Brügmann (1993), Coulom (2007), Drake and Uurtamo (2007)
Gao et al. (2017), Takada et al. (2019)
Hex Gao et al. (2018),
Huang et al. (2013), Gao et al. (2019)
Other with perfect Chang et al. (2018), Tang et al. (2016), Zhuang et al. (2015),
information Soemers et al. (2019), Benbassat and Sipper (2013)
Cowling et al. (2012b), Santos et al. (2017), Świechowski et al. (2018),
Zhang and Buro (2017), Sephton et al. (2014), Sephton et al. (2015),
Card games Baier et al. (2018), Ihara et al. (2018), Di Palma and Lanzi (2018),
Choe and Kim (2019), Santos et al. (2017), Godlewski and Sawicki (2021),
Goodman (2019)
Alhejali and Lucas (2013), Pepels and Winands (2012), Pepels et al. (2014),
Nguyen and Thawonmas (2012), Jacobsen et al. (2014), Kartal et al. (2019a),
Arcade Video games
Guo et al. (2014), Pinto and Coutinho (2018), Ilhan and Etaner-Uyar (2017),
Perick et al. (2012), Gedda et al. (2018), Zhou et al. (2018)
Uriarte and Ontañón (2017), Justesen et al. (2014),
Real Time Strategy Moraes et al. (2018), Uriarte and Ontanón (2014),
games Yang and Ontañón (2018), Ontanón (2016), Uriarte and Ontañón (2016)
Preuss and Risi (2020)
Waledzik and Mańdziuk (2011), Świechowski and Mańdziuk (2014),
Cazenave (2016), Sironi et al. (2018), Nelson (2016),
Finnsson and Björnsson (2008), Finnsson and Björnsson (2010),
General Game Playing
Waledzik and Mańdziuk (2014), Trutman and Schiffel (2015),
Sironi and Winands (2016), Świechowski et al. (2016),
Sironi and Winands (2019)
Park and Kim (2015), Joppen et al. (2017),
General Video Frydenberg et al. (2015), Guerrero-Romero et al. (2017),
Game Playing Perez et al. (2014), Horn et al. (2016),
Gaina et al. (2017a), De Waard et al. (2016), Soemers et al. (2016)
Hunicke (2005), Keehl and Smith (2018), Keehl and Smith (2019),
Game development Maia et al. (2017), Baier et al. (2018), Zook et al. (2019),
Demediuk et al. (2017), Ishihara et al. (2018), Khalifa et al. (2016)
Non-games References
Uriarte and Ontañón (2016), Kuipers et al. (2013), Jia et al. (2020),
Optimisation Shi et al. (2020), Segler et al. (2018), Awais et al. (2018),
Gaymann and Montomoli (2019), Sabar and Kendall (2015)
Karwowski and Mańdziuk (2015), Karwowski and Mańdziuk (2019a),
Security
Paruchuri et al. (2008), Karwowski and Mańdziuk (2020)
Chemical Synthesis Segler et al. (2018), Awais et al. (2018), Gaymann and Montomoli (2019)
Ghallab et al. (2004), Anand et al. (2015), Waledzik et al. (2014),
Anand et al. (2016), Keller and Eyerich (2012), Painter et al. (2020),
Feldman and Domshlak (2014), Waledzik et al. (2015),
Planning and Scheduling Vien and Toussaint (2015), Patra et al. (2020), Best et al. (2019),
Wu et al. (2015),
71 Clary et al. (2018), Hu et al. (2019),
Amer et al. (2013), Neto et al. (2020), Asta et al. (2016),
Wijaya et al. (2013), Waledzik and Mandziuk (2018)
Caceres-Cruz et al. (2014), Powley et al. (2013b), Mańdziuk (2018)
Mańdziuk and Świechowski (2017), Mańdziuk and Nejman (2015),
Vehicle Routing
Mańdziuk and Świechowski (2016) , Juan et al. (2013), Kurzer et al. (2018)
Mańdziuk (2019)
Table 2: References grouped by method, part 1/2, continued on Table 3
Methods Section References
Kocsis and Szepesvári (2006), Gelly and Wang (2006),
Auer et al. (2002), Thompson (1933),
Bai et al. (2013), Gelly and Silver (2011),
Classic MCTS 2 Finnsson and Björnsson (2010), Finnsson and Björnsson (2011),
Kishimoto and Schaeffer (2002), Schaeffer (1989),
Tak et al. (2012), Gaudel et al. (2010),
Chaslot et al. (2009)
Sephton et al. (2014), Justesen et al. (2014),
Churchill and Buro (2013), De Waard et al. (2016),
Subramanian et al. (2016), Gabor et al. (2019),
Moraes et al. (2018), Uriarte and Ontanón (2014),
Ontanón (2016), Baier and Winands (2012),
Pepels and Winands (2012), Soemers et al. (2016),
Action Reduction 3.1
Zhou et al. (2018), Chaslot et al. (2008b),
Gedda et al. (2018), Liu and Tsuruoka (2015),
Mandai and Kaneko (2016), Tak et al. (2014),
Yee et al. (2016), Perick et al. (2012)
Ikeda and Viennot (2013a), Coulom (2007),
Imagawa and Kaneko (2015), Demediuk et al. (2017)
Brügmann (1993), Gelly et al. (2012),
Sironi and Winands (2016), Cazenave (2015),
Sarratt et al. (2014), Sironi and Winands (2019),
UCT Alternatives 3.2 Browne (2012), Imagawa and Kaneko (2015),
Graf and Platzner (2016), Graf and Platzner (2015),
Gudmundsson and Björnsson (2013), Baier and Winands (2014),
Baier and Mark (2013)
Lorentz (2016), Lanctot et al. (2014),
Waledzik and Mańdziuk (2014),Wu et al. (2018),
Early Termination 3.3
Goodman (2019), Cazenave (2015),
Sironi and Winands (2016)
Determinization 4.1 Cowling et al. (2012a), Cowling et al. (2012b)
Cowling et al. (2012a), Karwowski and Mańdziuk (2015),
Wang et al. (2015), Cowling et al. (2015),
Lisỳ et al. (2015), Furtak and Buro (2013),
Information Sets 4.2 Karwowski and Mańdziuk (2019a), Ihara et al. (2018),
Di Palma and Lanzi (2018), Sephton et al. (2015),
Karwowski and Mańdziuk (2020), Goodman (2019),
Powley et al. (2013a), Uriarte and Ontañón (2017)
Browne (2012), Świechowski and Mańdziuk (2014),
Heavy Playouts 4.3
Alhejali and Lucas (2013), Godlewski and Sawicki (2021)
Kao et al. (2013), Cazenave (2015), Cazenave (2016)
Policy Update 4.4 (Trutman and Schiffel, 2015), Santos et al. (2017),
(Świechowski et al., 2018)
Świechowski (2020), Nguyen and Thawonmas (2012),
Pepels and Winands (2012), Pepels et al. (2014),
Jacobsen et al. (2014), Nelson (2016),
Master Combination 4.5 Soemers et al. (2016), Tak et al. (2012),
Frydenberg et al. (2015), Guerrero-Romero et al. (2017),
72
Kim and Kim (2017), Goodman (2019),
Khalifa et al. (2016)
Goodman and Lucas (2020), Cowling et al. (2015),
Baier and Winands (2012), Kim and Kim (2017),
Opponent Modelling 4.6
Hunicke (2005), Nguyen and Thawonmas (2012),
Baier et al. (2018)
Table 3: References grouped by method, part 2/2, continuation from Table 2
Methods Section References
Chang et al. (2018), Gao et al. (2018),
Gao et al. (2017), Takada et al. (2019),
Yang et al. (2020), Wu et al. (2018),
Tang et al. (2016), Gao et al. (2019)
MCTS + Neural
5.3 Zhang and Buro (2017), Świechowski et al. (2018),
Networks
Zhuang et al. (2015), Yang and Ontañón (2018),
Baier et al. (2018), Soemers et al. (2019),
Kartal et al. (2019a), Guo et al. (2014),
Pinto and Coutinho (2018)
Silver et al. (2018), Silver et al. (2016), Silver et al. (2017),
MCTS + Reinforcement
5 Vodopivec and Šter (2014), Ilhan and Etaner-Uyar (2017),
Learning
Anthony et al. (2017)
Benbassat and Sipper (2013), Alhejali and Lucas (2013),
Lucas et al. (2014), Pettit and Helmbold (2012),
MCTS + Evolutionary Bravi et al. (2016), Bravi et al. (2016),
6
Algorithms Perez et al. (2013), Gaina et al. (2021),
Baier and Cowling (2018), Perez et al. (2014),
Horn et al. (2016), Gaina et al. (2017a)
Cazenave and Jouandeau (2007), Chaslot et al. (2008a),
Classic Parallelization 8
Cazenave and Jouandeau (2008)
Graf and Platzner (2015), Barriga et al. (2014),
Mirsoleimani et al. (2015), Hufschmitt et al. (2015),
New Parallelization 8 Mirsoleimani et al. (2018), Świechowski and Mańdziuk (2016a),
Arneson et al. (2010), Liang et al. (2015),
Schaefers and Platzner (2014), Sephton et al. (2014)
73
2. AutoMCTS - an enhancement of MCTS with self-adaptation mech-
anisms (Gaina et al., 2020; Świechowski and Mańdziuk, 2014), which
rely on finding optimal hyperparameters or the most adequate policies
for a given problem being solved. As discussed in Section 5, MCTS
is often combined with optimization techniques (e.g. evolutionary ap-
proaches) that are executed offline in order to find the set of parame-
ters for the online MCTS usage (Bravi et al., 2016; Horn et al., 2016;
Lucas et al., 2014; Pettit and Helmbold, 2012).
74
of the human expert (knowledge) with (the search speed of) MCTS
has potential to open new research path in various complex domains,
extending beyond combinatorial games or deterministic problems.
75
The third impediment of MCTS application to video games is the diffi-
culty of implementing a forward model able to simulate games in a combinatorial-
like fashion (Preuss and Risi, 2020). This issue has already been addressed
by using simplified (proxy) game models and letting the MCTS algorithm
operate either on abstraction (simplification) of the actual game or on some
subset of the game (using a relaxed model).
In the view of the above, we believe that some methodological and/or
computational breakthroughs may be required before MCTS becomes a
state-of-the-art (or sufficiently efficient) approach in RTS games domain.
In summary, the main advantages of MCTS which differentiate this
method from the majority of other search algorithms can be summarized
as follows. First of all, the problem tree is built asymmetrically, with the
main focus on the most promising lines of action and exploring options
that may most likely become promising. Second of all, the UCT formula
is the most popular way of assuring the exploration vs. exploitation bal-
ance. In practice, the method has proven efficient in various (though not
all) search problems. Its additional asset is the theoretical justification of
convergence. Furthermore, the method is inherently easy to parallelize (cf.
Section 8). And finally, MCTS is the so-called anytime algorithm, i.e. it
can be stopped at any moment and still return a reasonably good solution
(the best one found so-far).
On the downside, since MCTS is a tree-search algorithm, it shares some
weaknesses with other space-search. For instance, it is prone to search space
explosion. MCTS modifications, such as model simplifications or reducing
the actions space are one way to tackle this problem. A different idea is to
use MCTS as an offline teacher that can be used for sufficiently long time
and generate high-quality training data. Yet another method that is not
search-based but rather learning-based and inherently capable of general-
izing knowledge (e.g. an ML model) is trained on these MCTS-generated
training samples. Consequently, a computationally heavy process is run
just once (offline) and then this time-efficient problem representation can
be used in subsequent online applications. The approach of combining an
MCTS trainer with a fast learning-based representation can be hybridised
in various ways, specific to a particular problem / domain of interest (Guo
et al., 2014; Kartal et al., 2019a; Soemers et al., 2019).
Finally, we would like to stress the fact that MCTS, originally created
for Go, was for a long time devoted to combinatorial games and only re-
cently started to “expand” its usage beyond this domain. We hope that the
researchers working with other genres of games or in other fields will make
more frequent attempts at MCTS utilization in their domains, perhaps in-
76
spired by the MCTS modifications discussed in this survey.
References
Alhejali AM, Lucas SM (2013) Using genetic programming to evolve heuris-
tics for a Monte Carlo Tree Search Ms Pac-Man agent. In: 2013 IEEE
Conference on Computational Inteligence in Games (CIG), IEEE, pp 1–8
Amer MR, Todorovic S, Fern A, Zhu SC (2013) Monte Carlo Tree Search for
scheduling activity recognition. In: Proceedings of the IEEE international
conference on computer vision, pp 1353–1360
Anthony T, Tian Z, Barber D (2017) Thinking fast and slow with deep
learning and tree search. In: Guyon I, Luxburg UV, Bengio S, Wallach
H, Fergus R, Vishwanathan S, Garnett R (eds) Advances in Neural Infor-
mation Processing Systems, Curran Associates, Inc., vol 30
77
Conference on Very Large Scale Integration (VLSI-SoC), IEEE, pp 219–
224
Baier H, Mark HW (2013) Monte Carlo Tree Search and minimax hybrids.
In: 2013 IEEE Conference on Computational Intelligence in Games (CIG),
IEEE, pp 1–8
Baier H, Winands MH (2012) Beam Monte Carlo Tree Search. In: 2012
IEEE Conference on Computational Intelligence and Games (CIG), IEEE,
pp 227–233
Barriga NA, Stanescu M, Buro M (2014) Parallel UCT search on GPUs. In:
2014 IEEE Conference on Computational Intelligence and Games, IEEE,
pp 1–7
78
Barriga NA, Stanescu M, Buro M (2017) Combining strategic learning and
tactical search in Real-Time Strategy Games. In: Proceedings, The Thir-
teenth AAAI Conference on Artificial Intelligence and Interactive Digital
Entertainment (AIIDE-17)
Benbassat A, Sipper M (2013) EvoMCTS: Enhancing MCTS-based players
through genetic programming. In: 2013 IEEE Conference on Computa-
tional Inteligence in Games (CIG), IEEE, pp 1–8
Best G, Cliff OM, Patten T, Mettu RR, Fitch R (2019) Dec-MCTS: De-
centralized planning for multi-robot active perception. The International
Journal of Robotics Research 38(2-3):316–337
Bondi E, Oh H, Xu H, Fang F, Dilkina B, Tambe M (2020) To signal or not
to signal: Exploiting uncertain real-time information in signaling games
for security and sustainability. In: Proceedings of the Thirty-Fourth AAAI
Conference on Artificial Intelligence, pp 1369–1377
Bravi I, Khalifa A, Holmgard C, Togelius J (2016) Evolving UCT Alterna-
tives for General Video Game Playing. In: International Joint Conference
on Artificial Intelligence, pp 63–69
Bravi I, Khalifa A, Holmgård C, Togelius J (2017) Evolving Game-Specific
UCB Alternatives for General Video Game Playing. In: European Con-
ference on the Applications of Evolutionary Computation, Springer, pp
393–406
Van den Broeck G, Driessens K, Ramon J (2009) Monte Carlo Tree Search
in Poker Using Expected Reward Distributions. In: Asian Conference on
Machine Learning, Springer, pp 367–381
Browne C (2012) A problem case for UCT. IEEE Transactions on Compu-
tational Intelligence and AI in Games 5(1):69–74
Browne CB, Powley E, Whitehouse D, Lucas SM, Cowling PI, Rohlfsha-
gen P, Tavener S, Perez D, Samothrakis S, Colton S (2012) A Survey of
Monte Carlo Tree Search Methods. IEEE Transactions on Computational
Intelligence and AI in Games 4(1):1–43
Brügmann B (1993) Monte Carlo Go. Tech. rep., Citeseer
Caceres-Cruz J, Arias P, Guimarans D, Riera D, Juan AA (2014) Rich Vehi-
cle Routing Problem: Survey. ACM Computing Surveys (CSUR) 47(2):1–
28
79
Campbell M, Hoane Jr AJ, Hsu Fh (2002) Deep blue. Artificial intelligence
134(1-2):57–83
Cazenave T (2015) Generalized rapid action value estimation. In: 24th In-
ternational Conference on Artificial Intelligence, pp 754–760
Chang NY, Chen CH, Lin SS, Nair S (2018) The Big Win Strategy on
Multi-Value Network: An Improvement over AlphaZero Approach for 6x6
Othello. In: Proceedings of the 2018 International Conference on Machine
Learning and Machine Intelligence, pp 78–81
Chaslot GMB, Winands MH, van Den Herik HJ (2008a) Parallel Monte
Carlo Tree Search. In: International Conference on Computers and
Games, Springer, pp 60–71
Choe JSB, Kim J (2019) Enhancing Monte Carlo Tree Search for playing
Hearthstone. In: 2019 IEEE Conference on Games (CoG), pp 1–7
Churchill D, Buro M (2013) Portfolio greedy search and simulation for large-
scale combat in Starcraft. In: 2013 IEEE Conference on Computational
Inteligence in Games (CIG), IEEE, pp 1–8
80
Clary P, Morais P, Fern A, Hurst JW (2018) Monte-Carlo Planning for Agile
Legged Locomotion. In: ICAPS, pp 446–450
Coulom R (2006) Efficient Selectivity and Backup Operators in Monte
Carlo Tree Search. In: International conference on computers and games,
Springer, pp 72–83
Coulom R (2007) Computing “elo ratings” of move patterns in the game of
Go. ICGA journal 30(4):198–208
Cowling PI, Powley EJ, Whitehouse D (2012a) Information set Monte Carlo
Tree Search. IEEE Transactions on Computational Intelligence and AI in
Games 4(2):120–143
Cowling PI, Ward CD, Powley EJ (2012b) Ensemble determinization in
Monte Carlo Tree Search for the imperfect information card game Magic:
The Gathering. IEEE Transactions on Computational Intelligence and AI
in Games 4(4):241–257
Cowling PI, Whitehouse D, Powley EJ (2015) Emergent bluffing and in-
ference with Monte Carlo Tree Search. In: 2015 IEEE Conference on
Computational Intelligence and Games (CIG), pp 114–121
De Waard M, Roijers DM, Bakkes SC (2016) Monte Carlo Tree Search with
options for General Video Game Playing. In: 2016 IEEE Conference on
Computational Intelligence and Games (CIG), IEEE, pp 1–8
Demediuk S, Tamassia M, Raffe WL, Zambetta F, Li X, Mueller F (2017)
Monte Carlo Tree Search based algorithms for dynamic difficulty adjust-
ment. In: 2017 IEEE conference on computational intelligence and games
(CIG), IEEE, pp 53–59
Di Palma S, Lanzi PL (2018) Traditional wisdom and Monte Carlo Tree
Search face-to-face in the card game Scopone. IEEE Transactions on
Games 10(3):317–332
Drake P, Uurtamo S (2007) Move ordering vs heavy playouts: Where should
heuristics be applied in Monte Carlo Go. In: Proceedings of the 3rd North
American Game-On Conference, Citeseer, pp 171–175
Fang F, Stone P, Tambe M (2015) When Security Games go green: Designing
defender strategies to prevent poaching and illegal fishing. In: Proceed-
ings of the Twenty-Fourth International Joint Conference on Artificial
Intelligence, AAAI Press, pp 2589–2595
81
Farooq SS, Oh IS, Kim MJ, Kim KJ (2016) StarCraft AI Competition Re-
port. AI Magazine 37(2):102–107
Furtak T, Buro M (2013) Recursive Monte Carlo search for imperfect infor-
mation games. In: 2013 IEEE Conference on Computational Inteligence
in Games (CIG), pp 1–8
Gaina RD, Perez-Liebana D, Lucas SM, Sironi CF, Winands MH (2020) Self-
adaptive rolling horizon evolutionary algorithms for general video game
playing. In: 2020 IEEE Conference on Games (CoG), IEEE, pp 367–374
82
Gaina RD, Devlin S, Lucas SM, Perez D (2021) Rolling Horizon Evolution-
ary Algorithms for General Video Game Playing. IEEE Transactions on
Games
Gedda M, Lagerkvist MZ, Butler M (2018) Monte Carlo methods for the
game Kingdomino. In: 2018 IEEE Conference on Computational Intelli-
gence and Games (CIG), IEEE, pp 1–8
Gelly S, Silver D (2011) Monte Carlo Tree Search and Rapid Action Value
Estimation in Computer Go. Artificial Intelligence 175(11):1856–1875
83
Gholami S, Mc Carthy S, Dilkina B, Plumptre AJ, Tambe M, Driciru M,
Wanyama F, Rwetsiba A, Nsubaga M, Mabonga J, et al. (2018) Adver-
sary models account for imperfect crime data: Forecasting and planning
against real-world poachers. In: Proceedings of the 17th International
Conference on Autonomous Agents and Multiagent Systems, pp 823–831
Goodman J, Lucas S (2020) Does it matter how well I know what you’re
thinking? Opponent Modelling in an RTS game. In: 2020 IEEE Congress
on Evolutionary Computation (CEC), IEEE, pp 1–8
Graf T, Platzner M (2014) Common fate graph patterns in Monte Carlo Tree
Search for computer Go. In: 2014 IEEE Conference on Computational
Intelligence and Games, IEEE, pp 1–8
Guo X, Singh S, Lee H, Lewis RL, Wang X (2014) Deep learning for real-
time Atari game play using offline Monte Carlo Tree Search planning. In:
Advances in neural information processing systems, pp 3338–3346
84
Hennes D, Izzo D (2015) Interplanetary trajectory planning with Monte
Carlo Tree Search. In: Twenty-Fourth International Joint Conference on
Artificial Intelligence, Citeseer
Horn H, Volz V, Pérez-Liébana D, Preuss M (2016) MCTS/EA hybrid GV-
GAI players and game difficulty estimation. In: 2016 IEEE Conference on
Computational Intelligence and Games (CIG), IEEE, pp 1–8
Hu Z, Tu J, Li B (2019) Spear: Optimized Dependency-Aware Task Schedul-
ing with Deep Reinforcement Learning. In: 2019 IEEE 39th International
Conference on Distributed Computing Systems (ICDCS), pp 2037–2046
Huang SC, Arneson B, Hayward RB, Müller M, Pawlewicz J (2013) MoHex
2.0: a Pattern-Based MCTS Hex Player. In: International Conference on
Computers and Games, Springer, pp 60–71
Hufschmitt A, Mehat J, Vittaut JN (2015) MCTS Playouts Parallelization
with a MPPA Architecture. In: 4th Workshop on General Intelligence in
Game-Playing Agents, GIGA 2015,
Hunicke R (2005) The case for dynamic difficulty adjustment in games.
In: Proceedings of the 2005 ACM SIGCHI International Conference on
Advances in computer entertainment technology, pp 429–433
IEEE-CoG (2020) Call for Competitions, IEEE Conference on Games. URL
https://ieee-cog.org/2020/competitions
Ihara H, Imai S, Oyama S, Kurihara M (2018) Implementation and evalu-
ation of information set Monte Carlo Tree Search for Pokémon. In: 2018
IEEE International Conference on Systems, Man, and Cybernetics (SMC),
pp 2182–2187
Ikeda K, Viennot S (2013a) Efficiency of static knowledge bias in Monte
Carlo Tree Search. In: International Conference on Computers and
Games, Springer, pp 26–38
Ikeda K, Viennot S (2013b) Production of various strategies and position
control for Monte-Carlo Go—entertaining human players. In: 2013 IEEE
Conference on Computational Inteligence in Games (CIG), IEEE, pp 1–8
Ilhan E, Etaner-Uyar AŞ (2017) Monte Carlo Tree Search with temporal-
difference learning for General Video Game Playing. In: 2017 IEEE Con-
ference on Computational Intelligence and Games (CIG), IEEE, pp 317–
324
85
Imagawa T, Kaneko T (2015) Enhancements in Monte Carlo Tree Search
algorithms for biased game trees. In: 2015 IEEE Conference on Compu-
tational Intelligence and Games (CIG), IEEE, pp 43–50
Ishihara M, Ito S, Ishii R, Harada T, Thawonmas R (2018) Monte Carlo
Tree Search for implementation of dynamic difficulty adjustment fight-
ing game AIs having believable behaviors. In: 2018 IEEE Conference on
Computational Intelligence and Games (CIG), IEEE, pp 1–8
Jacobsen EJ, Greve R, Togelius J (2014) Monte Mario: Platforming with
MCTS. In: Proceedings of the 2014 Annual Conference on Genetic and
Evolutionary Computation, pp 293–300
Jain M, Tsai J, Pita J, Kiekintveld C, Rathi S, Tambe M, Ordóñez F (2010)
Software assistants for randomized patrol planning for the lax airport
police and the federal air marshal service. Interfaces 40(4):267–290
Jia J, Chen J, Wang X (2020) Ultra-high reliable optimization based on
Monte Carlo Tree Search over Nakagami-m Fading. Applied Soft Com-
puting p 106244
Joppen T, Moneke MU, Schröder N, Wirth C, Fürnkranz J (2017) Informed
hybrid game tree search for General Video Game Playing. IEEE Transac-
tions on Games 10(1):78–90
Juan AA, Faulin J, Jorba J, Caceres J, Marquès JM (2013) Using parallel
& distributed computing for real-time solving of vehicle routing problems
with stochastic demands. Annals of Operations Research 207(1):43–65
Junghanns A (1998) Are there practical alternatives to alpha-beta? ICGA
Journal 21(1):14–32
Justesen N, Tillman B, Togelius J, Risi S (2014) Script- and cluster-based
UCT for Starcraft. In: 2014 IEEE Conference on Computational Intelli-
gence and Games, pp 1–8
Kao KY, Wu IC, Yen SJ, Shan YC (2013) Incentive learning in Monte Carlo
Tree Search. IEEE Transactions on Computational Intelligence and AI in
Games 5(4):346–352
Kartal B, Hernandez-Leal P, Taylor ME (2019a) Action Guidance with
MCTS for Deep Reinforcement Learning. In: Proceedings of the AAAI
Conference on Artificial Intelligence and Interactive Digital Entertain-
ment, vol 15, pp 153–159
86
Kartal B, Hernandez-Leal P, Taylor ME (2019b) Action Guidance with
MCTS for Deep Reinforcement Learning. URL http://arxiv.org/abs/
1907.11703, 1907.11703
87
Keehl O, Smith AM (2019) Monster Carlo 2: Integrating learning and tree
search for machine playtesting. In: 2019 IEEE Conference on Games
(CoG), IEEE, pp 1–8
Kim MJ, Kim KJ (2017) Opponent modeling based on action table for
MCTS-based fighting game AI. In: 2017 IEEE conference on computa-
tional intelligence and games (CIG), IEEE, pp 178–180
Liang X, Wei T, Wu IC (2015) Job-level UCT Search for Solving Hex. In:
2015 IEEE Conference on Computational Intelligence and Games (CIG),
IEEE, pp 222–229
88
Lisỳ V, Lanctot M, Bowling M (2015) Online Monte Carlo counterfactual
regret minimization for search in imperfect information games. In: Pro-
ceedings of the 2015 international conference on autonomous agents and
multiagent systems, pp 27–36
Liu YC, Tsuruoka Y (2015) Regulation of exploration for simple regret min-
imization in Monte Carlo Tree Search. In: 2015 IEEE Conference on
Computational Intelligence and Games (CIG), IEEE, pp 35–42
Maia LF, Viana W, Trinta F (2017) Using Monte Carlo Tree Search and
Google Maps to improve game balancing in location-based games. In:
2017 IEEE Conference on Computational Intelligence and Games (CIG),
IEEE, pp 215–222
89
Mańdziuk J, Nejman C (2015) UCT-based approach to capacitated vehicle
routing problem. In: International Conference on Artificial Intelligence
and Soft Computing, Springer, pp 679–690
Mańdziuk J, Świechowski M (2016) Simulation-based approach to Vehicle
Routing Problem with traffic jams. In: 2016 IEEE Symposium Series on
Computational Intelligence, SSCI 2016, Athens, Greece, IEEE, pp 1–8
Mańdziuk J, Świechowski M (2017) UCT in capacitated vehicle routing
problem with traffic jams. Information Sciences 406:42–56
Mirsoleimani SA, Plaat A, Van Den Herik J, Vermaseren J (2015) Scaling
Monte Carlo Tree Search on Intel Xeon Phi. In: 2015 IEEE 21st Interna-
tional Conference on Parallel and Distributed Systems (ICPADS), IEEE,
pp 666–673
Mirsoleimani SA, van den Herik HJ, Plaat A, Vermaseren J (2018) A Lock-
free Algorithm for Parallel MCTS. In: ICAART - 10th International Con-
ference on Agents and Artificial Intelligence, pp 589–598
Moraes RO, Marino JR, Lelis LH, Nascimento MA (2018) Action abstrac-
tions for combinatorial multi-armed bandit tree search. In: AIIDE, pp
74–80
Nelson MJ (2016) Investigating vanilla MCTS scaling on the GVG-AI game
corpus. In: 2016 IEEE Conference on Computational Intelligence and
Games (CIG), IEEE, pp 1–7
Neto T, Constantino M, Martins I, Pedroso JP (2020) A multi-objective
Monte Carlo Tree Search for forest harvest scheduling. European Journal
of Operational Research 282(3):1115–1126
Nguyen KQ, Thawonmas R (2012) Monte Carlo Tree Search for collabora-
tion control of ghosts in MS Pac-Man. IEEE Transactions on Computa-
tional Intelligence and AI in Games 5(1):57–68
Ontanón S (2016) Informed Monte Carlo Tree Search for Real-Time Strategy
Games. In: 2016 IEEE Conference on Computational Intelligence and
Games (CIG), IEEE, pp 1–8
Ontañón S, Synnaeve G, Uriarte A, Richoux F, Churchill D, Preuss M (2013)
A survey of real-time strategy game AI research and competition in Star-
craft. IEEE Transactions on Computational Intelligence and AI in Games
5(4):293–311
90
Painter M, Lacerda B, Hawes N (2020) Convex Hull Monte-Carlo Tree-
Search. In: Proceedings of the International Conference on Automated
Planning and Scheduling, vol 30, pp 217–225
Park H, Kim KJ (2015) MCTS with influence map for General Video Game
Playing. In: 2015 IEEE Conference on Computational Intelligence and
Games (CIG), IEEE, pp 534–535
91
2012 IEEE Conference on Computational Intelligence and Games (CIG),
IEEE, pp 242–249
Plaat A (2014) Mtd (f), a minimax algorithm faster than negascout. arXiv
preprint arXiv:14041511
Powley EJ, Whitehouse D, Cowling PI (2013a) Bandits all the way down:
UCB1 as a simulation policy in Monte Carlo Tree Search. In: 2013 IEEE
Conference on Computational Inteligence in Games (CIG), IEEE, pp 1–8
Sabar NR, Kendall G (2015) Population based Monte Carlo Tree Search
hyper-heuristic for combinatorial optimization problems. Information Sci-
ences 314:225–239
Santos A, Santos PA, Melo FS (2017) Monte Carlo Tree Search experiments
in Hearthstone. In: 2017 IEEE Conference on Computational Intelligence
and Games (CIG), pp 272–279
92
Sarratt T, Pynadath DV, Jhala A (2014) Converging to a player model in
Monte Carlo Tree Search. In: 2014 IEEE Conference on Computational
Intelligence and Games, IEEE, pp 1–7
Schaefers L, Platzner M (2014) Distributed Monte Carlo Tree Search: A
novel technique and its application to computer Go. IEEE Transactions
on Computational Intelligence and AI in Games 7(4):361–374
Schaeffer J (1989) The history heuristic and alpha-beta search enhance-
ments in practice. IEEE transactions on pattern analysis and machine
intelligence 11(11):1203–1212
Schaeffer J, Burch N, Björnsson Y, Kishimoto A, Müller M, Lake R, Lu P,
Sutphen S (2007) Checkers is solved. Science 317(5844):1518–1522, URL
https://science.sciencemag.org/content/317/5844/1518, https:
//science.sciencemag.org/content/317/5844/1518.full.pdf
Segler MH, Preuss M, Waller MP (2018) Planning chemical syntheses with
deep neural networks and symbolic AI. Nature 555(7698):604–610
Sephton N, Cowling PI, Powley E, Slaven NH (2014) Heuristic move pruning
in Monte Carlo Tree Search for the strategic card game Lords of War. In:
2014 IEEE Conference on Computational Intelligence and Games, pp 1–7
Sephton N, Cowling PI, Powley E, Whitehouse D, Slaven NH (2014) Par-
allelization of Information Set Monte Carlo Tree Search. In: 2014 IEEE
Congress on Evolutionary Computation (CEC), IEEE, pp 2290–2297
Sephton N, Cowling PI, Slaven NH (2015) An experimental study of action
selection mechanisms to create an entertaining opponent. In: 2015 IEEE
Conference on Computational Intelligence and Games (CIG), IEEE, pp
122–129
Sharma A, Harrison J, Tsao M, Pavone M (2019) Robust and adaptive
planning under model uncertainty. In: Proceedings of the International
Conference on Automated Planning and Scheduling, vol 29, pp 410–418
Shi F, Soman RK, Han J, Whyte JK (2020) Addressing adjacency con-
straints in rectangular floor plans using Monte Carlo Tree Search. Au-
tomation in Construction 115:103187
Silver D, Sutton RS, Müller M (2012) Temporal-difference search in com-
puter Go. Machine learning 87(2):183–219, DOI https://doi.org/10.1007/
s10994-012-5280-0
93
Silver D, Huang A, Maddison CJ, Guez A, Sifre L, Van Den Driessche G,
Schrittwieser J, Antonoglou I, Panneershelvam V, Lanctot M, et al. (2016)
Mastering the Game of Go with Deep Neural Networks and Tree Search.
Nature 529(7587):484–489
Silver D, Schrittwieser J, Simonyan K, Antonoglou I, Huang A, Guez A,
Hubert T, Baker L, Lai M, Bolton A, et al. (2017) Mastering the game of
Go without human knowledge. nature 550(7676):354–359
Silver D, Hubert T, Schrittwieser J, Antonoglou I, Lai M, Guez A, Lanc-
tot M, Sifre L, Kumaran D, Graepel T, Lillicrap T, Simonyan K, Has-
sabis D (2018) A general reinforcement learning algorithm that masters
chess, shogi, and Go through self-play. Science 362(6419):1140–1144, URL
https://science.sciencemag.org/content/362/6419/1140, https:
//science.sciencemag.org/content/362/6419/1140.full.pdf
Sironi CF, Winands MH (2016) Comparison of rapid action value estima-
tion variants for General Game Playing. In: 2016 IEEE Conference on
Computational Intelligence and Games (CIG), IEEE, pp 1–8
Sironi CF, Winands MH (2019) Comparing randomization strategies for
search-control parameters in Monte Carlo Tree Search. In: 2019 IEEE
Conference on Games (CoG), IEEE, pp 1–8
Sironi CF, Liu J, Winands MH (2018) Self-adaptive Monte Carlo Tree
Search in General Game Playing. IEEE Transactions on Games
Soemers DJ, Sironi CF, Schuster T, Winands MH (2016) Enhancements for
real-time Monte Carlo Tree Search in General Video Game Playing. In:
2016 IEEE Conference on Computational Intelligence and Games (CIG),
IEEE, pp 1–8
Soemers DJ, Piette E, Stephenson M, Browne C (2019) Learning Policies
from Self-Play with Policy Gradients and MCTS Value Estimates. In:
2019 IEEE Conference on Games (CoG), IEEE, pp 1–8
Subramanian K, Scholz J, Isbell CL, Thomaz AL (2016) Efficient explo-
ration in Monte Carlo Tree Search using human action abstractions. In:
Proceedings of the 30th International Conference on Neural Information
Processing Systems, NIPS, vol 16
Świechowski M (2020) Game AI Competitions: Motivation for the Imitation
Game-Playing Competition. In: 2020 Federated Conference on Computer
Science and Information Systems (FedCSIS), IEEE, vol 21, pp 155–160
94
Świechowski M, Mańdziuk J (2014) Self-Adaptation of Playing Strategies in
General Game Playing. IEEE Transactions on Computational Intelligence
and AI in Games 6(4):367–381
Świechowski M, Mańdziuk J (2016a) A Hybrid Approach to Parallelization
of Monte Carlo Tree Search in General Game Playing. In: Challenging
Problems and Solutions in Intelligent Systems, Springer, pp 199–215
Świechowski M, Mańdziuk J (2016b) Fast Interpreter for Logical Reasoning
in General Game Playing. Journal of Logic and Computation 26(5):1697–
1727
Swiechowski M, Slęzak D (2018) Granular games in real-time environment.
In: 2018 IEEE International Conference on Data Mining Workshops
(ICDMW), IEEE, pp 462–469
Świechowski M, Kasmarik K, Mańdziuk J, Abbass H (2015a) Human-
Machine Cooperation Loop in Game Playing. International Journal of
Intelligent Systems vol. 8:310 – 323
Świechowski M, Park HS, Mańdziuk J, Kim KJ (2015b) Recent Advances
in General Game Playing. The Scientific World Journal 2015:Article ID:
986262
Świechowski M, Mańdziuk J, Ong Y (2016) Specialization of a UCT-based
General Game Playing Program to Single-Player Games. IEEE Transac-
tions on Computational Intelligence and AI in Games 8(3):218–228
Świechowski M, Tajmajer T, Janusz A (2018) Improving Hearthstone AI by
Combining MCTS and Supervised Learning Algorithms. In: 2018 IEEE
Conference on Computational Intelligence and Games (CIG), pp 1–8
Syed O, Syed A (2003) Arimaa - A New Game Designed to be Difficult for
Computers, vol 26. Institute for Knowledge and Agent Technology
Szita I, Chaslot G, Spronck P (2009) Monte Carlo Tree Search in Settlers
of Catan. Advances in Computer Games pp 21–32
Tak MJ, Winands MH, Bjornsson Y (2012) N-grams and the last-good-reply
policy applied in General Game Playing. IEEE Transactions on Compu-
tational Intelligence and AI in Games 4(2):73–83
Tak MJ, Lanctot M, Winands MH (2014) Monte Carlo Tree Search variants
for simultaneous move games. In: 2014 IEEE Conference on Computa-
tional Intelligence and Games, IEEE, pp 1–8
95
Tak MJW, Winands MHM, Bjornsson Y (2012) N-Grams and the Last-
Good-Reply Policy Applied in General Game Playing. IEEE Transactions
on Computational Intelligence and AI in Games 4(2):73–83
Uriarte A, Ontañón S (2017) Single believe state generation for partially ob-
servable Real-Time Strategy Games. In: 2017 IEEE Conference on Com-
putational Intelligence and Games (CIG), pp 296–303
96
Vallati M, Chrpa L, Grześ M, McCluskey TL, Roberts M, Sanner S,
et al. (2015) The 2014 International Planning Competition: Progress and
Trends. AI Magazine 36(3):90–98
Wang FY, Zhang JJ, Zheng X, Wang X, Yuan Y, Dai X, Zhang J, Yang L
(2016) Where does AlphaGo go: From church-turing thesis to AlphaGo
thesis and beyond. IEEE/CAA Journal of Automatica Sinica 3(2):113–120
97
Wang K, Perrault A, Mate A, Tambe M (2020) Scalable game-focused learn-
ing of adversary models: Data-to-decisions in network security games. In:
Seghrouchni AEF, Sukthankar G, An B, Yorke-Smith N (eds) Proceed-
ings of the 19th International Conference on Autonomous Agents and
Multiagent Systems, AAMAS ’20, Auckland, New Zealand, May 9-13,
2020, International Foundation for Autonomous Agents and Multiagent
Systems, pp 1449–1457
Wijaya TK, Papaioannou TG, Liu X, Aberer K (2013) Effective consump-
tion scheduling for demand-side management in the smart grid using non-
uniform participation rate. In: 2013 Sustainable Internet and ICT for
Sustainability (SustainIT), IEEE, pp 1–8
Winands MH, Bjornsson Y, Saito JT (2010) Monte Carlo Tree Search in
Lines of Action. IEEE Transactions on Computational Intelligence and
AI in Games 2(4):239–250
Wolpert DH, Macready WG (1997) No Free Lunch Theorems for Optimiza-
tion. IEEE Transactions on Evolutionary Computation 1(1):67–82
Wu F, Ramchurn SD, Jiang W, Fischer JE, Rodden T, Jennings NR (2015)
Agile Planning for Real-World Disaster Response. In: Proceedings of the
24th International Joint Conference on Artificial Intelligence (IJCAI),
Buenos Aires, Argentina, pp 132–138
Wu TR, Wu IC, Chen GW, Wei Th, Wu HC, Lai TY, Lan LC (2018) Mul-
tilabeled value networks for computer Go. IEEE Transactions on Games
10(4):378–389
Xiang Chen, Xinguo Zhang, Weijia Wang, Wenling Wei (2016) Multi-
objective monte-carlo tree search based aerial maneuvering control.
In: 2016 IEEE Chinese Guidance, Navigation and Control Conference
(CGNCC), pp 81–87
Yang B, Wang L, Lu H, Yang Y (2020) Learning the Game of Go by Scalable
Network without Prior Knowledge of Komi. IEEE Transactions on Games
Yang Z, Ontañón S (2018) Learning map-independent evaluation functions
for Real-Time Strategy Games. In: 2018 IEEE Conference on Computa-
tional Intelligence and Games (CIG), IEEE, pp 1–7
Yee T, Lisỳ V, Bowling MH, Kambhampati S (2016) Monte Carlo Tree
Search in continuous action spaces with execution uncertainty. In: IJCAI,
pp 690–697
98
Zhang S, Buro M (2017) Improving Hearthstone AI by learning high-level
rollout policies and bucketing chance node events. In: 2017 IEEE Confer-
ence on Computational Intelligence and Games (CIG), pp 309–316
99