Split Moves for Monte-Carlo Tree Search
Jakub Kowalski, Maksymilian Mika, Wojciech Pawlik, Jakub Sutowicz, Marek Szykula, Mark H. M. Winands
Abstract
In many games, moves consist of several decisions made by the player. These decisions can be viewed as separate moves, which is already a common practice in multi-action games for efficiency reasons. Such division of a player move into a sequence of simpler / lower level moves is called splitting. So far, split moves have been applied only in forementioned straightforward cases, and furthermore, there was almost no study revealing its impact on agents' playing strength. Taking the knowledge-free perspective, we aim to answer how to effectively use split moves within Monte-Carlo Tree Search (MCTS) and what is the practical impact of split design on agents' strength. This paper proposes a generalization of MCTS that works with arbitrarily split moves. We design several variations of the algorithm and try to measure the impact of split moves separately on efficiency, quality of MCTS, simulations, and action-based heuristics. The tests are carried out on a set of board games and performed using the Regular Boardgames General Game Playing formalism, where split strategies of different granularity can be automatically derived based on an abstract description of the game. The results give an overview of the behavior of agents using split design in different ways. We conclude that split design can be greatly beneficial for single- as well as multi-action games.
Ask about this paper
Your agent reads all of it.
Lune indexed this paper to the last equation, along with the top-tier papers that cite it. Ask a question and the answer quotes them.
Your agent calls
Luneget_paper_fulltext
Free to start. No credit card required.
Terminal
Install the CLIlune papers fulltext 854558a1-e060-4deb-b950-13896a023d6aBuilds on1
Related papers
- Single Player Monte-Carlo Tree Search Based on the Plackett-Luce ModelFelix Mohr, Viktor Bengs, Eyke HüllermeierAAAI 2021 · 2 citations
- Strength Estimation and Human-Like Strength Adjustment in GamesChun Jung Chen, Chung-Chin Shih, Ti-Rong WuICLR 2025
- Mastering Board Games by External and Internal Planning with Language ModelsJohn Schultz, Jakub Adámek, Matej Jusup, Marc Lanctot et al.ICML 2025
- Accelerating Monte Carlo Tree Search with Probability Tree State AbstractionYangqing Fu, Ming Sun, Buqing Nie, Yue GaoNeurIPS 2023 · 5 citations
- Monte Carlo Tree Search With Iteratively Refining State AbstractionsSamuel Sokota, Caleb Ho, Zaheen Farraz Ahmad, J. Zico KolterNeurIPS 2021 · 22 citations
