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Monte-Carlo Tree Reductions
for Stochastic Games
Nicolas Jouandeau 1 and Tristan Cazenave 2
1 LIASD, Universite de Paris 8, France
n@ai.univ-paris8.fr
2 LAMSADE, Universite Paris-Dauphine, France
cazenave@lamsade.dauphine.fr
Abstract. Monte-Carlo Tree Search (MCTS) is a powerful paradigm
for perfect information games. When considering stochastic games, the
tree model that represents the game has to take chance and a huge
branching factor into account. As effectiveness of MCTS may decrease
in such a setting, tree reductions may be useful. Chance-nodes are a
way to deal with random events. Move-groups are another way to deal
eciently with a large branching factor by regrouping nodes. Group-
nodes are regrouping only reveal moves and enable a choice between
reveal moves and classical moves. We present various policies to use such
reductions for the stochastic game Chinese Dark Chess. Move-groups,
chance-nodes and group-nodes are compared.
1 Introduction
Chinese Dark Chess (CDC) is a popular stochastic two player game in Asia
that is most commonly played on a 4x8 rectangular board where players do not
know payoff of reveal moves. The 2 players (called black and red) start with the
same set of pieces. Before the first move, players do not know their colors. The
first player move defines the first player color. Then pieces can capture other
pieces according to their values and their positions. Even if reveal moves imply
a huge number of possible boards, classical moves can lead to similar positions
during the game and capturing rules are different for each piece [7]. As Monte
Carlo Tree Search (
) techniques deal with nodes statistics, blindness goes
along with branching factor.
MCTS
MCTS
programs seem to be promising in
CDC
.
In
TCGA
2012, one participant was a
MCTS
program. In
TCGA
2013, five
participants, including the winner called DarkKnight ,were
MCTS
programs.
In
2014, the alpha-beta program Yahari won the competition ahead
of DarkKnight .As
TCGA
has a huge branching due to the revealing moves, we
try to reduce the revealing moves dependency by applying different ways of
regrouping nodes. In the context of stochastic games, we believe that a better
understanding of MCTS behavior is needed. We show in this paper 3 different
MCTS
CDC
implementations, called move-groups, chance-nodes and group-nodes,
that are using longer playouts, the same playout policy and no heuristic playouts.
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