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Nested Monte Carlo Search for Two-Player Games

AAAI 2016 · Learning theory and algorithms › Combinatorial and search optimization · approach: Monte Carlo tree search · 24 citations (OpenAlex)

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Measured effects reported in the paper

What was changedWhereMeasuredEffect
add discounting (playout-length) to NMCS (ablation)NMCS level 2 · Breakthroughwin rate vs undiscounted NMCS (%): 99.4Helped
add discounting (ablation)NMCS level 0 · misere Breakthroughwin rate vs undiscounted (%): 42.4 (level 0) -> 80.8 (level 1) -> 90.0 (level 2)Mixed
add discounting to NMC(3) (ablation)NMC(3) · Breakthrough trap positioncorrect move frequency (%): 11.9 -> 64.1Helped
add Cut on Win pruning without discounting (ablation)NMC(3) · Breakthrough trap positionstates visited (k): 4, 459 -> 1, 084 (COW<=1)Helped
add Cut on Win pruning without discounting (ablation)NMC(3) · Breakthrough trap positioncorrect move frequency (%): 11.9 -> 12.3No clear effect
add Prune on Depth with discounting (ablation)NMCD(3) · Breakthrough trap positionstates visited (k): 2, 775 -> 627 (POD<=3)Helped
add Prune on Depth with discounting (ablation)NMCD(3) · Breakthrough trap positioncorrect move frequency (%): 64.1 -> 62.4No clear effect
nested playouts (NMCS n=1, COW) in UCT instead of random playoutsUCT · misere Breakthroughwin rate vs MCTS (%): 99.8Helped
nested playouts (NMCS n=1, COW) in UCTUCT · Breakthroughwin rate vs MCTS (%) at 320ms: 39.6Hurt
nested playouts (NMCS n=1, COW) in UCTUCT · Domineeringwin rate vs MCTS (%) at 320ms: 50.0No clear effect
use nesting level 2 instead of level 1 in playoutsNMCS in UCT · Breakthroughwin rate vs MCTS (%)Hurt
minimax rollouts (MCTS-MR) instead of NMCSMCTS · misere Breakthroughwin rate vs MCTS (%): 49.4No clear effect

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