• DocumentCode
    1299875
  • Title

    Monte Carlo Tree Search in Hex

  • Author

    Arneson, Broderick ; Hayward, Ryan B. ; Henderson, Philip

  • Author_Institution
    Dept. of Comput. Sci., Univ. of Alberta, Edmonton, AB, Canada
  • Volume
    2
  • Issue
    4
  • fYear
    2010
  • Firstpage
    251
  • Lastpage
    258
  • Abstract
    Hex, the classic board game invented by Piet Hein in 1942 and independently by John Nash in 1948, has been a domain of AI research since Claude Shannon´s seminal work in the 1950s. Until the Monte Carlo Go revolution a few years ago, the best computer Hex players used knowledge-intensive alpha-beta search. Since that time, strong Monte Carlo Hex players have appeared that are on par with the best alpha-beta Hex players. In this paper, we describe MoHex, the Monte Carlo tree search Hex player that won gold at the 2009 Computer Olympiad. Our main contributions to Monte Carlo tree search include using inferior cell analysis and connection strategy computation to prune the search tree. In particular, we run our random game simulations not on the actual game position, but on a reduced equivalent board.
  • Keywords
    Monte Carlo methods; artificial intelligence; computer games; tree searching; AI research; Claude Shannon´s seminal work; John Nash; MoHex; Monte Carlo tree search; Piet Hein; classic board game; computer olympiad; connection strategy computation; inferior cell analysis; knowledge-intensive alpha-beta search; random game simulations; Computational modeling; Decision trees; Games; Monte Carlo methods; Simulation; Artificial intelligence; Hex; computational and artificial intelligence; computational intelligence; games;
  • fLanguage
    English
  • Journal_Title
    Computational Intelligence and AI in Games, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1943-068X
  • Type

    jour

  • DOI
    10.1109/TCIAIG.2010.2067212
  • Filename
    5551182