Hex, the classic board game invented by Piet Hein in 1942 and independently by John Nash in 1948, has been a domain of artificial intelligence research since Claude Shannon's ...
Broderick Arneson, Ryan B. Hayward, Philip Henders...
Monte-Carlo evaluation consists in estimating a position by averaging the outcome of several random continuations, and can serve as an evaluation function at the leaves of a min-ma...
Classic approaches to game AI require either a high quality of domain knowledge, or a long time to generate effective AI behaviour. These two characteristics hamper the goal of es...
Monte-Carlo tree search is a powerful paradigm for the game of Go. We present a parallel Master-Slave algorithm for Monte-Carlo tree search. We experimented the algorithm on a netw...
Monte-Carlo Tree Search is now a well established algorithm, in games and beyond. We analyze its scalability, and in particular its limitations, and the implications in terms of pa...