We apply the extension of Monte Carlo Tree Search for single player games (SP-MCTS) to Sokoban and compare its performance to a solver integrating Iterative Deepening A* (IDA*) with several problem-specific heuristics. We introduce two extensions of MCTS to deal with some of the challenges that Sokoban poses to MCTS methods, namely, the reduced search space that deadlock situations can cause and the large number of cycles. We also evaluate three domain-independent enhancements that have been shown to improve MCTS performance, namely, UCB1-Tuned, Rapid Action Value Estimation (RAVE), and Node Recycling. We perform a series of experiments to determine the best SP-MCTS configuration and then compare its performance to IDA*. We show that SP-MCT...
The success of Monte Carlo tree search (MCTS) in many games, where alpha beta-based search has faile...
This article shows how the performance of a Monte-Carlo Tree Search (MCTS) player for Havannah can b...
Monte Carlo Tree Search (MCTS) has improved the performance of game engines in domains such as Go, H...
We apply the extension of Monte Carlo Tree Search for single player games (SP-MCTS) to Sokoban and c...
Classical methods such as A* and IDA* are a popular and successful choice for one-player games. Howe...
Recently, Monte-Carlo Tree Search (MCTS) has advanced the field of computer Go substantially. In thi...
Classical methods such as a* and ida* are a popular and successful choice for one-player games. Howe...
Abstract. Recently, Monte-Carlo Tree Search (MCTS) has advanced the field of computer Go substantial...
Classic methods such as A* and IDA* are a popular and successful choice for one-player games. Howeve...
Many enhancements for Monte Carlo tree search (MCTS) have been applied successfully in general game ...
Abstract. Monte-Carlo Tree Search (MCTS) is a successful algorithm used in many state of the art gam...
In this work, we propose a Monte Carlo Tree Search based approach to procedurally generate Sokoban p...
Monte-carlo tree search (mcts) is a best-first search method guided by the results of monte-carlo si...
This article shows how the performance of a Monte-Carlo Tree Search (MCTS) player for Havannah can b...
The success of Monte Carlo tree search (MCTS) in many games, where alpha beta-based search has faile...
This article shows how the performance of a Monte-Carlo Tree Search (MCTS) player for Havannah can b...
Monte Carlo Tree Search (MCTS) has improved the performance of game engines in domains such as Go, H...
We apply the extension of Monte Carlo Tree Search for single player games (SP-MCTS) to Sokoban and c...
Classical methods such as A* and IDA* are a popular and successful choice for one-player games. Howe...
Recently, Monte-Carlo Tree Search (MCTS) has advanced the field of computer Go substantially. In thi...
Classical methods such as a* and ida* are a popular and successful choice for one-player games. Howe...
Abstract. Recently, Monte-Carlo Tree Search (MCTS) has advanced the field of computer Go substantial...
Classic methods such as A* and IDA* are a popular and successful choice for one-player games. Howeve...
Many enhancements for Monte Carlo tree search (MCTS) have been applied successfully in general game ...
Abstract. Monte-Carlo Tree Search (MCTS) is a successful algorithm used in many state of the art gam...
In this work, we propose a Monte Carlo Tree Search based approach to procedurally generate Sokoban p...
Monte-carlo tree search (mcts) is a best-first search method guided by the results of monte-carlo si...
This article shows how the performance of a Monte-Carlo Tree Search (MCTS) player for Havannah can b...
The success of Monte Carlo tree search (MCTS) in many games, where alpha beta-based search has faile...
This article shows how the performance of a Monte-Carlo Tree Search (MCTS) player for Havannah can b...
Monte Carlo Tree Search (MCTS) has improved the performance of game engines in domains such as Go, H...