Skip to main content

Playout Search for Monte-Carlo Tree Search in Multi-player Games

  • Conference paper
Advances in Computer Games (ACG 2011)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 7168))

Included in the following conference series:

Abstract

Over the past few years, Monte-Carlo Tree Search (MCTS) has become a popular search technique for playing multi-player games. In this paper we propose a technique called Playout Search. This enhancement allows the use of small searches in the playout phase of MCTS in order to improve the reliability of the playouts. We investigate max\(^{\textrm{\scriptsize{n}}}\), Paranoid, and BRS for Playout Search and analyze their performance in two deterministic perfect-information multi-player games: Focus and Chinese Checkers. The experimental results show that Playout Search significantly increases the quality of the playouts in both games. However, it slows down the speed of the playouts, which outweighs the benefit of better playouts if the thinking time for the players is small. When the players are given a sufficient amount of thinking time, Playout Search employing Paranoid search is a significant improvement in the 4-player variant of Focus and the 3-player variant of Chinese Checkers.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Akl, S.G., Newborn, M.M.: The Principal Continuation and the Killer Heuristic. In: Proceedings of the ACM Annual Conference, pp. 466–473. ACM, New York (1977)

    Google Scholar 

  2. Björnsson, Y., Finnsson, H.: CadiaPlayer: A simulation-based general game player. IEEE Transactions on Computational Intelligence and AI in Games 1(1), 4–15 (2009)

    Article  Google Scholar 

  3. Bouzy, B.: Associating domain-dependent knowledge and Monte Carlo approaches within a go program. Information Sciences 175(4), 247–257 (2005)

    Article  Google Scholar 

  4. Breuker, D.M., Uiterwijk, J.W.H.H., van den Herik, H.J.: Replacement Schemes and Two-Level Tables. ICCA Journal 19(3), 175–180 (1996)

    Google Scholar 

  5. Cazenave, T.: Multi-player Go. In: van den Herik, H.J., Xu, X., Ma, Z., Winands, M.H.M. (eds.) CG 2008. LNCS, vol. 5131, pp. 50–59. Springer, Heidelberg (2008)

    Chapter  Google Scholar 

  6. Chaslot, G.M.J.-B., Winands, M.H.M., Uiterwijk, J.W.H.M., van den Herik, H.J., Bouzy, B.: Progressive strategies for Monte-Carlo Tree Search. New Mathematics and Natural Computation 4(3), 343–357 (2008)

    Article  MathSciNet  MATH  Google Scholar 

  7. Coulom, R.: Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search. In: van den Herik, H.J., Ciancarini, P., Donkers, H.H.L.M(J.) (eds.) CG 2006. LNCS, vol. 4630, pp. 72–83. Springer, Heidelberg (2007)

    Chapter  Google Scholar 

  8. Finnsson, H., Björnsson, Y.: Simulation Control in General Game Playing Agents. In: IJCAI 2009 Workshop on General Intelligence in Game Playing Agents, pp. 21–26 (2009)

    Google Scholar 

  9. Knuth, D.E., Moore, R.W.: An analysis of alpha-beta pruning. Artificial Intelligence 6(4), 293–326 (1975)

    Article  MathSciNet  MATH  Google Scholar 

  10. Kocsis, L., Szepesvári, C.: Bandit Based Monte-Carlo Planning. In: Fürnkranz, J., Scheffer, T., Spiliopoulou, M. (eds.) ECML 2006. LNCS (LNAI), vol. 4212, pp. 282–293. Springer, Heidelberg (2006)

    Chapter  Google Scholar 

  11. Lorentz, R.J.: Improving Monte–Carlo Tree Search in Havannah. In: van den Herik, H.J., Iida, H., Plaat, A. (eds.) CG 2010. LNCS, vol. 6515, pp. 105–115. Springer, Heidelberg (2011)

    Chapter  Google Scholar 

  12. Lorenz, U., Tscheuschner, T.: Player Modeling, Search Algorithms and Strategies in Multi-player Games. In: van den Herik, H.J., Hsu, S.-C., Hsu, T.-s., Donkers, H.H.L.M(J.) (eds.) ACG 11. LNCS, vol. 4250, pp. 210–224. Springer, Heidelberg (2006)

    Chapter  Google Scholar 

  13. Luckhart, C., Irani, K.B.: An algorithmic solution of n-person games. In: Proceedings of the 5th National Conference on Artificial Intelligence (AAAI), vol. 1, pp. 158–162 (1986)

    Google Scholar 

  14. Marsland, T.A.: A review of game-tree pruning. ICCA Journal 9(1), 3–19 (1986)

    Google Scholar 

  15. Nijssen, J.A.M., Winands, M.H.M.: Enhancements for Multi-Player Monte-Carlo Tree Search. In: van den Herik, H.J., Iida, H., Plaat, A. (eds.) CG 2010. LNCS, vol. 6515, pp. 238–249. Springer, Heidelberg (2011)

    Chapter  Google Scholar 

  16. Rimmel, A., Teytaud, F., Teytaud, O.: Biasing Monte-Carlo Simulations through RAVE Values. In: van den Herik, H.J., Iida, H., Plaat, A. (eds.) CG 2010. LNCS, vol. 6515, pp. 59–68. Springer, Heidelberg (2011)

    Chapter  Google Scholar 

  17. Sackson, S.: A Gamut of Games. Random House, New York (1969)

    Google Scholar 

  18. Schadd, M.P.D., Winands, M.H.M.: Best Reply Search for Multiplayer Games. IEEE Transactions on Computational Intelligence and AI in Games 3(1), 57–66 (2011)

    Article  Google Scholar 

  19. Sturtevant, N.R.: An Analysis of UCT in Multi-player Games. In: van den Herik, H.J., Xu, X., Ma, Z., Winands, M.H.M. (eds.) CG 2008. LNCS, vol. 5131, pp. 37–49. Springer, Heidelberg (2008)

    Chapter  Google Scholar 

  20. Sturtevant, N.R., Korf, R.E.: On pruning techniques for multi-player games. In: Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence, pp. 201–207. AAAI Press / The MIT Press (2000)

    Google Scholar 

  21. Winands, M.H.M., Björnsson, Y.: αβ-based Play-outs in Monte-Carlo Tree Search. In: 2011 IEEE Conference on Computational Intelligence and Games (CIG 2011), pp. 110–117. IEEE Press (2011)

    Google Scholar 

  22. Winands, M.H.M., Björnsson, Y., Saito, J.-T.: Monte Carlo Tree Search in Lines of Action. IEEE Transactions on Computational Intelligence and AI in Games 2(4), 239–250 (2010)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2012 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Nijssen, J.(.A.M., Winands, M.H.M. (2012). Playout Search for Monte-Carlo Tree Search in Multi-player Games. In: van den Herik, H.J., Plaat, A. (eds) Advances in Computer Games. ACG 2011. Lecture Notes in Computer Science, vol 7168. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-31866-5_7

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-31866-5_7

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-31865-8

  • Online ISBN: 978-3-642-31866-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics