Biasing MCTS with Features for General Games
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Abstract (arXiv)
This paper proposes using a linear function approximator, rather than a deep neural network (DNN), to bias a Monte Carlo tree search (MCTS) player for general games. This is unlikely to match the potential raw playing strength of DNNs, but has advantages in terms of generality, interpretability and resources (time and hardware) required for training. Features describing local patterns are used as inputs. The features are formulated in such a way that they are easily interpretable and applicable to a wide range of general games, and might encode simple local strategies. We gradually create new features during the same self-play training process used to learn feature weights. We evaluate the playing strength of an MCTS player biased by learnt features against a standard upper confidence bounds for trees (UCT) player in multiple different board games, and demonstrate significantly improved playing strength in the majority of them after a small number of self-play training games.
Key facts. Cited by 4 papers in the map (data through 7 Oct 2026). First posted on arXiv 21 Mar 2019.
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Citing papers per year: 2021: 2; 2022: 1; 2023: 0; 2024: 1.
4 papers.
- 2021Collaborative Agent Gameplay in the Pandemic Board Gamecited by 3
- 2022Spatial State-Action Features for General Gamescited by 3
- 2024Contrastive Sparse Autoencoders for Interpreting Planning of Chess-Playing Agentscited by 2
- 2021Optimised Playout Implementations for the Ludii General Game Systemcited by 1
- 2024Contrastive Sparse Autoencoders for Interpreting Planning of Chess-Playing Agents6 Jun 2024
- 2022Spatial State-Action Features for General Games17 Jan 2022
- 2021Optimised Playout Implementations for the Ludii General Game System4 Nov 2021
- 2021Collaborative Agent Gameplay in the Pandemic Board Game21 Mar 2021