Research map / Learning theory and algorithms / Combinatorial and search optimization
Nested Monte Carlo Search for Two-Player Games
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| add discounting (playout-length) to NMCS (ablation) | NMCS level 2 · Breakthrough | win rate vs undiscounted NMCS (%): 99.4 | Helped |
| add discounting (ablation) | NMCS level 0 · misere Breakthrough | win 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 position | correct move frequency (%): 11.9 -> 64.1 | Helped |
| add Cut on Win pruning without discounting (ablation) | NMC(3) · Breakthrough trap position | states visited (k): 4, 459 -> 1, 084 (COW<=1) | Helped |
| add Cut on Win pruning without discounting (ablation) | NMC(3) · Breakthrough trap position | correct move frequency (%): 11.9 -> 12.3 | No clear effect |
| add Prune on Depth with discounting (ablation) | NMCD(3) · Breakthrough trap position | states visited (k): 2, 775 -> 627 (POD<=3) | Helped |
| add Prune on Depth with discounting (ablation) | NMCD(3) · Breakthrough trap position | correct move frequency (%): 64.1 -> 62.4 | No clear effect |
| nested playouts (NMCS n=1, COW) in UCT instead of random playouts | UCT · misere Breakthrough | win rate vs MCTS (%): 99.8 | Helped |
| nested playouts (NMCS n=1, COW) in UCT | UCT · Breakthrough | win rate vs MCTS (%) at 320ms: 39.6 | Hurt |
| nested playouts (NMCS n=1, COW) in UCT | UCT · Domineering | win rate vs MCTS (%) at 320ms: 50.0 | No clear effect |
| use nesting level 2 instead of level 1 in playouts | NMCS in UCT · Breakthrough | win rate vs MCTS (%) | Hurt |
| minimax rollouts (MCTS-MR) instead of NMCS | MCTS · misere Breakthrough | win rate vs MCTS (%): 49.4 | No clear effect |
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