Abstract:Building sophisticated computer players for games has been of interest since the advent of artificial intelligence research. Monte Carlo tree search (MCTS) techniques have led to recent advances in the performance of computer players in a variety of games. Without any refinements, the commonlyused upper confidence bounds applied to trees (UCT) selection policy for MCTS performs poorly on games with high branching factors, because an inordinate amount of time is spent performing simulations from each sibling of… Show more
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