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Research map / Multi-agent systems and games / Games and equilibria

Split Moves for Monte-Carlo Tree Search

AAAI 2022 · Multi-agent systems and games › Games and equilibria · approach: Opponent modeling in competitive games · 4 citations (OpenAlex)

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Measured effects reported in the paper

What was changedWhereMeasuredEffect
Split moves with Mod instead of using orthodox movesFlat Monte-Carlo · Breakthroughnodal states/sec.: 2,388,827 (100%) -> 5,717,972 (239%)Helped
Use ModShift rather than Mod splitting (ablation)Flat Monte-Carlo · Breakthroughnodal states/sec.: 5,717,972 (239%) -> 7,558,711 (316%)Helped
Split moves with Mod instead of using orthodox movesFlat Monte-Carlo · Chessnodal states/sec.: 308,157 (100%) -> 1,556,036 (505%)Helped
Use ModPlus rather than Mod splitting (ablation)Flat Monte-Carlo · Chessnodal states/sec.: 1,556,036 (505%) -> 1,390,428 (451%)Hurt
Split moves with Mod instead of using orthodox movesFlat Monte-Carlo · Chesssimulations/sec.: 976 -> 5,971Helped
Use ModPlus rather than Mod splitting (ablation)Flat Monte-Carlo · Chesssimulations/sec.: 5,971 -> 5,341Hurt
Use semisplit moves in simulations (ablation)MCTS · 12 board gamesplaying strengthHelped
Use semisplit moves in the MCTS tree (ablation)MCTS · 12 board gamesplaying strengthMixed
Increase split granularity from Mod to ModPlus (ablation)Semisplit MCTS · 12 board gamesplaying strengthHelped
Increase split granularity from ModPlus to ModShift (ablation)Semisplit MCTS · 12 board gamesplaying strengthHurt
Use the nodal rather than raw expansion variant (ablation)Semisplit MCTS · 12 board gamesplaying strengthNo clear effect
Use roll-up rather than ordinary semisplit tree handling (ablation)Semisplit MCTS · 12 board gamesplaying strengthMixed

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