Related papers: Split Moves for Monte-Carlo Tree Search
For UAV-aided wireless systems, online path planning attracts much attention recently. To better adapt to the real-time dynamic environment, we, for the first time, propose a Monte Carlo Tree Search (MCTS)-based path planning scheme. In…
We propose a novel method applicable in many scene understanding problems that adapts the Monte Carlo Tree Search (MCTS) algorithm, originally designed to learn to play games of high-state complexity. From a generated pool of proposals, our…
Monte Carlo tree search (MCTS) is one of the most capable online search algorithms for sequential planning tasks, with significant applications in areas such as resource allocation and transit planning. Despite its strong performance in…
Monte Carlo Tree Search (MCTS) efficiently balances exploration and exploitation in tree search based on count-derived uncertainty. However, these local visit counts ignore a second type of uncertainty induced by the size of the subtree…
Monte Carlo Tree Search (MCTS) is a powerful algorithm for solving complex decision-making problems. This paper presents an optimized MCTS implementation applied to the FrozenLake environment, a classic reinforcement learning task…
Monte-Carlo Tree Search (MCTS) is a class of methods for solving complex decision-making problems through the synergy of Monte-Carlo planning and Reinforcement Learning (RL). The highly combinatorial nature of the problems commonly…
In games like chess, strategy evolves dramatically across distinct phases - the opening, middlegame, and endgame each demand different forms of reasoning and decision-making. Yet, many modern chess engines rely on a single neural network to…
The combination of multi-armed bandit (MAB) algorithms with Monte-Carlo tree search (MCTS) has made a significant impact in various research fields. The UCT algorithm, which combines the UCB bandit algorithm with MCTS, is a good example of…
The General Video Game AI competitions have been the testing ground for several techniques for game playing, such as evolutionary computation techniques, tree search algorithms, hyper heuristic based or knowledge based algorithms. So far…
Text-based games provide valuable environments for language-based autonomous agents. However, planning-then-learning paradigms, such as those combining Monte Carlo Tree Search (MCTS) and reinforcement learning (RL), are notably…
Online motion planning is a challenging problem for intelligent robots moving in dense environments with dynamic obstacles, e.g., crowds. In this work, we propose a novel approach for optimal and safe online motion planning with minimal…
In combination with Reinforcement Learning, Monte-Carlo Tree Search has shown to outperform human grandmasters in games such as Chess, Shogi and Go with little to no prior domain knowledge. However, most classical use cases only feature up…
Monte Carlo tree search (MCTS) has been successful in a variety of domains, but faces challenges with long-horizon exploration when compared to sampling-based motion planning algorithms like Rapidly-Exploring Random Trees. To address these…
Monte Carlo Tree Search (MCTS) scales poorly in cooperative multi-agent domains because expansion must consider an exponentially large set of joint actions, severely limiting exploration under realistic search budgets. We propose NonZero,…
In recent years, Monte Carlo tree search (MCTS) has achieved widespread adoption within the game community. Its use in conjunction with deep reinforcement learning has produced success stories in many applications. While these approaches…
Lane-free traffic environments allow vehicles to better harness the lateral capacity of the road without being restricted to lane-keeping, thereby increasing the traffic flow rates. As such, we have a distinct and more challenging setting…
We propose an algorithm for computing approximate Nash equilibria of partially observable games using Monte-Carlo tree search based on recent bandit methods. We obtain experimental results for the game of phantom tic-tac-toe, showing that…
This paper presents a novel approach to automated playtesting for the prediction of human player behavior and experience. It has previously been demonstrated that Deep Reinforcement Learning (DRL) game-playing agents can predict both game…
To solve the problem of lateral and logitudinal joint decision-making of multi-vehicle cooperative driving for connected and automated vehicles (CAVs), this paper proposes a Monte Carlo tree search (MCTS) method with parallel update for…
Monte Carlo Tree Search (MCTS) has shown its strength for a lot of deterministic and stochastic examples, but literature lacks reports of applications to real world industrial processes. Common reasons for this are that there is no…