# Playing Carcassonne with Monte Carlo Tree Search

arXiv: https://arxiv.org/abs/2009.12974 · HTML: https://mlsanity.com/paper/2009.12974/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 27 Sep 2020.

## Built on by (most cited first, 2 of 2)

- [On the Evolution of the MCTS Upper Confidence Bounds for Trees by Means of Evolutionary Algorithms in the Game of Carcassonne](https://mlsanity.com/paper/2112.09697/) (2021)
- [Towards Understanding the Effects of Evolving the MCTS UCT Selection Policy](https://mlsanity.com/paper/2302.03352/) (2023)

## Abstract (arXiv)

Monte Carlo Tree Search (MCTS) is a relatively new sampling method with multiple variants in the literature. They can be applied to a wide variety of challenging domains including board games, video games, and energy-based problems to mention a few. In this work, we explore the use of the vanilla MCTS and the MCTS with Rapid Action Value Estimation (MCTS-RAVE) in the game of Carcassonne, a stochastic game with a deceptive scoring system where limited research has been conducted. We compare the strengths of the MCTS-based methods with the Star2.5 algorithm, previously reported to yield competitive results in the game of Carcassonne when a domain-specific heuristic is used to evaluate the game states. We analyse the particularities of the strategies adopted by the algorithms when they share a common reward system. The MCTS-based methods consistently outperformed the Star2.5 algorithm given their ability to find and follow long-term strategies, with the vanilla MCTS exhibiting a more robust game-play than the MCTS-RAVE.
