{"title":"AlphaGo和蒙特卡罗树搜索:模拟优化的视角","authors":"M. Fu","doi":"10.1109/WSC.2016.7822130","DOIUrl":null,"url":null,"abstract":"In March of 2016, Google DeepMind's AlphaGo, a computer Go-playing program, defeated the reigning human world champion Go player, 4-1, a feat far more impressive than previous victories by computer programs in chess (IBM's Deep Blue) and Jeopardy (IBM's Watson). The main engine behind the program combines machine learning approaches with a technique called Monte Carlo tree search. Current versions of Monte Carlo tree search used in Go-playing algorithms are based on a version developed for games that traces its roots back to the adaptive multi-stage sampling simulation optimization algorithm for estimating value functions in finite-horizon Markov decision processes (MDPs) introduced by Chang et al. (2005), which was the first use of Upper Confidence Bounds (UCBs) for Monte Carlo simulation-based solution of MDPs. We review the main ideas in UCB-based Monte Carlo tree search by connecting it to simulation optimization through the use of two simple examples: decision trees and tic-tac-toe.","PeriodicalId":367269,"journal":{"name":"2016 Winter Simulation Conference (WSC)","volume":"30 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-12-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"29","resultStr":"{\"title\":\"AlphaGo and Monte Carlo tree search: The simulation optimization perspective\",\"authors\":\"M. Fu\",\"doi\":\"10.1109/WSC.2016.7822130\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In March of 2016, Google DeepMind's AlphaGo, a computer Go-playing program, defeated the reigning human world champion Go player, 4-1, a feat far more impressive than previous victories by computer programs in chess (IBM's Deep Blue) and Jeopardy (IBM's Watson). The main engine behind the program combines machine learning approaches with a technique called Monte Carlo tree search. Current versions of Monte Carlo tree search used in Go-playing algorithms are based on a version developed for games that traces its roots back to the adaptive multi-stage sampling simulation optimization algorithm for estimating value functions in finite-horizon Markov decision processes (MDPs) introduced by Chang et al. (2005), which was the first use of Upper Confidence Bounds (UCBs) for Monte Carlo simulation-based solution of MDPs. We review the main ideas in UCB-based Monte Carlo tree search by connecting it to simulation optimization through the use of two simple examples: decision trees and tic-tac-toe.\",\"PeriodicalId\":367269,\"journal\":{\"name\":\"2016 Winter Simulation Conference (WSC)\",\"volume\":\"30 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-12-11\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"29\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2016 Winter Simulation Conference (WSC)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/WSC.2016.7822130\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 Winter Simulation Conference (WSC)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/WSC.2016.7822130","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
AlphaGo and Monte Carlo tree search: The simulation optimization perspective
In March of 2016, Google DeepMind's AlphaGo, a computer Go-playing program, defeated the reigning human world champion Go player, 4-1, a feat far more impressive than previous victories by computer programs in chess (IBM's Deep Blue) and Jeopardy (IBM's Watson). The main engine behind the program combines machine learning approaches with a technique called Monte Carlo tree search. Current versions of Monte Carlo tree search used in Go-playing algorithms are based on a version developed for games that traces its roots back to the adaptive multi-stage sampling simulation optimization algorithm for estimating value functions in finite-horizon Markov decision processes (MDPs) introduced by Chang et al. (2005), which was the first use of Upper Confidence Bounds (UCBs) for Monte Carlo simulation-based solution of MDPs. We review the main ideas in UCB-based Monte Carlo tree search by connecting it to simulation optimization through the use of two simple examples: decision trees and tic-tac-toe.