“…In recent years, this is often based on combinations of Monte-Carlo Tree Search (MCTS) (Kocsis & Szepesvári, 2006;Coulom, 2007b;Browne et al, 2012) and deep neural networks (DNNs) (LeCun, Bengio, & Hinton, 2015). In principle this combination of techniques can be successfully applied (Silver et al, 2016;Anthony et al, 2017;Silver et al, 2017;Lorentz & Zosa IV, 2017;Silver et al, 2018;Tian et al, 2019;Morandin et al, 2019;Wu, 2019;Cazenave et al, 2020;Cazenave, 2020) to a wide variety of games. However, in practice the high computational requirements make it infeasible to scale this up to large-scale studies that involve training agents for hundreds or thousands of distinct games (Stephenson, Crist, & Browne, 2020), in addition to possibly many more variants of games generated automatically as possible reconstructions of games with incomplete rules (Browne, 2018;Browne et al, 2019b).…”