# Playing Board Games with the Predict Results of Beam Search Algorithm

arXiv: https://arxiv.org/abs/2404.16072 · HTML: https://mlsanity.com/paper/2404.16072/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 3 of its 11 references that are in the map.
- First posted on arXiv 23 Apr 2024.

## Builds on (most cited first, 3 of 3)

- [Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm](https://mlsanity.com/paper/1712.01815/) (2017)
- [Offline Reinforcement Learning as One Big Sequence Modeling Problem](https://mlsanity.com/paper/2106.02039/) (2021)
- [Beyond A*: Better Planning with Transformers via Search Dynamics Bootstrapping](https://mlsanity.com/paper/2402.14083/) (2024)

## Abstract (arXiv)

This paper introduces a novel algorithm for two-player deterministic games with perfect information, which we call PROBS (Predict Results of Beam Search). Unlike existing methods that predominantly rely on Monte Carlo Tree Search (MCTS) for decision processes, our approach leverages a simpler beam search algorithm. We evaluate the performance of our algorithm across a selection of board games, where it consistently demonstrates an increased winning ratio against baseline opponents. A key result of this study is that the PROBS algorithm operates effectively, even when the beam search size is considerably smaller than the average number of turns in the game.
