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Chapter 1
B. Bouzy
CRIP5, Université Paris Descartes, Paris, France2
1.1 Introduction
Maastricht, P.O. Box 616, 6200 MD Maastricht, The Netherlands. Emails: {g.chaslot,
m.winands, uiterwijk, herik}@micc.unimaas.nl
2 Centre de Recherche en Informatique de Paris 5, Université Paris 5 Descartes, 45, rue
1
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Repeated X times
Selection
Selection Expansion
Expension Simulation
Simulation Backpropagation
Backpropagation
TheThe
selection function
selection function is
is applied
OneOne
or more
or morenodes
recursively until a leaf node is
nodes One simulated
One simulated The
Theresult ofthis
result of this game
game is is
applied recursively until might
might bebecreated
created game isisplayed backpropagated in the tree
reached game played backpropagated in the tree
a leaf node is reached
Selection is the strategic task that selects one of the children of a given
node. It controls the balance between exploitation and exploration. On the
one hand, the task is often to select the move that leads to the best results
(exploitation). On the other hand, the least promising moves still have to be
explored, due to the uncertainty of the evaluation (exploration). This prob-
lem is similar to the Multi-Armed Bandit problem [Coquelin and Munos
(2007)]. As an example, we mention hereby the strategy UCT [Kocsis and
Szepesvári (2006)] (UCT stands for Upper Confidence bound applied to
Trees). This strategy is easy to implement, and used in many programs.
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When a node has been visited a few times, a well-tuned simulation strategy
chooses moves more accurately than a selection strategy. However, when a
node has been visited quite often, the selection strategy is more accurate,
because it is able to improve by the number of games played [Chaslot et al.
(2006); Kocsis and Szepesvári (2006); Coquelin and Munos (2007); Coulom
(2007)].
In the current programs, there is no transition phase between the simu-
lation strategy and the selection strategy. For instance, in Rémi Coulom’s
program CrazyStone the simulation strategy is applied in a node if it
has been visited fewer than 81 times. Otherwise, the selection strategy is
applied [Coulom (2007)].
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r
ln N
vi + C × + f (ni ) (1.2)
ni
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able. When a node i is created, all its children are “pruned”3 except a
certain amount U (0) of them. The children of the node i are progressively
“unpruned”. In Mango, we use a function U (ni ) which gives the number
of unpruned moves depending on the number ni of games played through
the node. The move with the highest values of HB are unpruned first.
1.4 Experiments
The main test bed for experiments was 13 × 13 Go. This size is more
interesting than 9 × 9 because there the level of basic MCTS programs is
lower. We preferred 13 × 13 over 19 × 19 because games are played faster,
and so MCTS programs can be analyzed more extensively. Our program
was tested in online tournaments, against the last version of GNU Go,
and in self-play. Below we briefly describe three types of experiments.
Tournaments. Table 1.1 presents the results of Mango in the tourna-
ments it entered in 2007. The progressive strategy was used in each of these
tournaments, and constituted the main strength of Mango.
Mango against GNU Go. We tested the playing strength of our pro-
gram against the last version of GNU Go (3.7.10), at level 10, with a time
setting of 30 minutes per player. Mango won 58 percent of the 200 games
3A node is pruned if it cannot be accessed in the simulated games.
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1.5 Conclusion
Acknowledgments
This work is financed by the Dutch Organization for Scientific Research
(NWO) for the project Go for Go, grant number 612.066.409.
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Bibliography
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