Beam Monte-Carlo Tree Search

Hendrik Baier, M. Winands
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引用次数: 12

Abstract

Monte-Carlo Tree Search (MCTS) is a state-of-the-art stochastic search algorithm that has successfully been applied to various multi- and one-player games (puzzles). Beam search is a search method that only expands a limited number of promising nodes per tree level, thus restricting the space complexity of the underlying search algorithm to linear in the tree depth. This paper presents Beam Monte-Carlo Tree Search (BMCTS), combining the ideas of MCTS and beam search. Like MCTS, BMCTS builds a search tree using Monte-Carlo simulations as state evaluations. When a predetermined number of simulations has traversed the nodes of a given tree depth, these nodes are sorted by their estimated value, and only a fixed number of them is selected for further exploration. In our experiments with the puzzles SameGame, Clickomania and Bubble Breaker, BMCTS significantly outperforms MCTS at equal time controls. We show that the improvement is equivalent to an up to four-fold increase in computing time for MCTS.
波束蒙特卡罗树搜索
蒙特卡罗树搜索(MCTS)是一种最先进的随机搜索算法,已成功地应用于各种多人和单人游戏(谜题)。束搜索是一种每树层只扩展有限数量的有希望节点的搜索方法,从而限制了底层搜索算法在树深度上的空间复杂度为线性。结合波束蒙特卡罗树搜索和波束搜索的思想,提出了波束蒙特卡罗树搜索方法。与MCTS一样,BMCTS使用蒙特卡罗模拟作为状态评估来构建搜索树。当给定数量的模拟遍历给定树深度的节点时,这些节点根据其估计值进行排序,并且只选择固定数量的节点进行进一步探索。在我们对《SameGame》、《Clickomania》和《Bubble Breaker》谜题的实验中,BMCTS在相同时间控制下的表现明显优于MCTS。我们表明,这种改进相当于MCTS的计算时间增加了四倍。
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