Monte Carlo Tree Search
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Monte Carlo Tree Search
In computer science, Monte Carlo tree search (MCTS) is a heuristic search algorithm for some kinds of decision processes, most notably those employed in software that plays board games. In that context MCTS is used to solve the game tree. MCTS was combined with neural networks in 2016 and has been used in multiple board games like Chess, Shogi, Checkers, Backgammon, Contract Bridge, Go, Scrabble, and Clobber as well as in turn-based-strategy video games (such as Total War: Rome II's implementation in the high level campaign AI) and applications outside of games. History Monte Carlo method The Monte Carlo method, which uses random sampling for deterministic problems which are difficult or impossible to solve using other approaches, dates back to the 1940s. In his 1987 PhD thesis, Bruce Abramson combined minimax search with an ''expected-outcome model'' based on random game playouts to the end, instead of the usual static evaluation function. Abramson said the expected-out ...
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Search Algorithm
In computer science, a search algorithm is an algorithm designed to solve a search problem. Search algorithms work to retrieve information stored within particular data structure, or calculated in the Feasible region, search space of a problem domain, with Continuous or discrete variable, either discrete or continuous values. Although Search engine (computing), search engines use search algorithms, they belong to the study of information retrieval, not algorithmics. The appropriate search algorithm to use often depends on the data structure being searched, and may also include prior knowledge about the data. Search algorithms can be made faster or more efficient by specially constructed database structures, such as search trees, hash maps, and database indexes. Search algorithms can be classified based on their mechanism of searching into three types of algorithms: linear, binary, and hashing. Linear search algorithms check every record for the one associated with a target key i ...
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Rome II
Rome II may refer to: * Rome II Regulation, governing choice of law in the European Union in disputes about non-contractual obligations * Rome II, part of the Rome process about the diagnosis and treatment of functional gastrointestinal disorders * '' Total War: Rome II'', a 2013 strategy video game See also * Nova Roma (other) * Second Rome (other) * New Rome (other) * Rome (other) *Second Vatican Council *University of Rome Tor Vergata University of Rome Tor Vergata, also known as the University of Tor Vergata (), is a public research university located in Rome, Italy. Located in the southeastern suburb of Rome, the university combines a liberal arts tradition with emphasis on ..., also known as the University of Rome II *Season 2 of ''Rome'' (TV series) {{disambiguation ...
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Rémi Coulom
Rémi Coulom (born 1974) is a French computer scientist, once an assistant professor of computer science at the Lille 3 University, and the developer of Crazy Stone, a computer Go program. In 2006, Rémi Coulom described the application of the Monte Carlo method to game-tree search and coined the term Monte Carlo tree search in his paper, “Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search.” He was one of the research supervisors of Aja Huang, who later led the Google DeepMind team that developed AlphaGo. Coulom developed the Whole History Rating system and founded goratings.org, a website providing unofficial historical ratings of Go players This article gives an overview of well-known Go professional, professional and amateur players of the board game Go (game), Go throughout the ages. The page has been divided into sections based on the era in which the Go players played and the ... in the world. References External links *Rémi Coulom's Go rati ...
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Thompson Sampling
Thompson sampling, named after William R. Thompson, is a heuristic for choosing actions that address the exploration–exploitation dilemma in the multi-armed bandit problem. It consists of choosing the action that maximizes the expected reward with respect to a randomly drawn belief. Description Consider a set of contexts \mathcal, a set of actions \mathcal, and rewards in \mathbb. The aim of the player is to play actions under the various contexts, such as to maximize the cumulative rewards. Specifically, in each round, the player obtains a context x \in \mathcal, plays an action a \in \mathcal and receives a reward r \in \mathbb following a distribution that depends on the context and the issued action. The elements of Thompson sampling are as follows: # a likelihood function P(r, \theta,a,x); # a set \Theta of parameters \theta of the distribution of r; # a prior distribution P(\theta) on these parameters; # past observations triplets \mathcal = \; # a posterior distr ...
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Computer Go
Computer Go is the field of artificial intelligence (AI) dedicated to creating a computer program that plays the traditional board game Go. The field is sharply divided into two eras. Before 2015, the programs of the era were weak. The best efforts of the 1980s and 1990s produced only AIs that could be defeated by beginners, and AIs of the early 2000s were intermediate level at best. Professionals could defeat these programs even given handicaps of 10+ stones in favor of the AI. Many of the algorithms such as alpha-beta minimax that performed well as AIs for checkers and chess fell apart on Go's 19x19 board, as there were too many branching possibilities to consider. Creation of a human professional quality program with the techniques and hardware of the time was out of reach. Some AI researchers speculated that the problem was unsolvable without creation of human-like AI. The application of Monte Carlo tree search to Go algorithms provided a notable improvement in the ...
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Iterative Deepening
In computer science, iterative deepening search or more specifically iterative deepening depth-first search (IDS or IDDFS) is a state space/graph search strategy in which a depth-limited version of depth-first search is run repeatedly with increasing depth limits until the goal is found. IDDFS is optimal, meaning that it finds the shallowest goal. Since it visits all the nodes in the search tree down to depth d before visiting any nodes at depth d + 1, the cumulative order in which nodes are first visited is effectively the same as in breadth-first search. However, IDDFS uses much less memory. Algorithm for directed graphs The following pseudocode shows IDDFS implemented in terms of a recursive depth-limited DFS (called DLS) for directed graphs. This implementation of IDDFS does not account for already-visited nodes. function IDDFS(root) is for depth from 0 to ∞ do found, remaining ← DLS(root, depth) if found ≠ null then return found ...
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Automated Theorem Proving
Automated theorem proving (also known as ATP or automated deduction) is a subfield of automated reasoning and mathematical logic dealing with proving mathematical theorems by computer programs. Automated reasoning over mathematical proof was a major motivating factor for the development of computer science. Logical foundations While the roots of formalized Logicism, logic go back to Aristotelian logic, Aristotle, the end of the 19th and early 20th centuries saw the development of modern logic and formalized mathematics. Gottlob Frege, Frege's ''Begriffsschrift'' (1879) introduced both a complete propositional logic, propositional calculus and what is essentially modern predicate logic. His ''The Foundations of Arithmetic, Foundations of Arithmetic'', published in 1884, expressed (parts of) mathematics in formal logic. This approach was continued by Bertrand Russell, Russell and Alfred North Whitehead, Whitehead in their influential ''Principia Mathematica'', first published 1910� ...
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Chess
Chess is a board game for two players. It is an abstract strategy game that involves Perfect information, no hidden information and no elements of game of chance, chance. It is played on a square chessboard, board consisting of 64 squares arranged in an 8×8 grid. The players, referred to as White and Black in chess, "White" and "Black", each control sixteen Chess piece, pieces: one king (chess), king, one queen (chess), queen, two rook (chess), rooks, two bishop (chess), bishops, two knight (chess), knights, and eight pawn (chess), pawns, with each type of piece having a different pattern of movement. An enemy piece may be captured (removed from the board) by moving one's own piece onto the square it occupies. The object of the game is to "checkmate" (threaten with inescapable capture) the enemy king. There are also several ways a game can end in a draw (chess), draw. The recorded history of chess goes back to at least the emergence of chaturanga—also thought to be an ancesto ...
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Reversi
Reversi is a strategy board game for two players, played on an 8×8 uncheckered board. It was invented in 1883. ''Othello'', a variant with a fixed initial setup of the board, was patented in 1971. Basics Two players compete, using 64 identical game pieces ("disks") that are light on one side and dark on the other. Each player chooses one color to use throughout the game. Players take turns placing one disk on an empty square, with their assigned color facing up. After a play is made, any disks of the opponent's color that lie in a straight line bounded by the one just played and another one in the current player's color are turned over. When all playable empty squares are filled, the player with more disks showing in their own color wins the game. History Original version Englishmen Lewis Waterman and John W. Mollett both claim to have invented the game of reversi in 1883, each denouncing the other as a fraud. The game gained considerable popularity in England at the e ...
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Tic-tac-toe
Tic-tac-toe (American English), noughts and crosses (English in the Commonwealth of Nations, Commonwealth English), or Xs and Os (Canadian English, Canadian or Hiberno-English, Irish English) is a paper-and-pencil game for two players who take turns marking the spaces in a three-by-three grid, one with Xs and the other with Os. A player wins when they mark all three spaces of a row, column, or diagonal of the grid, whereupon they traditionally draw a line through those three marks to indicate the win. It is a solved game, with a forced draw assuming Best response, best play from both players. Names In American English, the game is known as "tic-tac-toe". It may also be spelled "tick-tack-toe", "tick-tat-toe", or "tit-tat-toe". In Commonwealth English (particularly British English, British, South African English, South African, Indian English, Indian, Australian English, Australian, and New Zealand English), the game is known as "noughts and crosses", alternatively spelled ...
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