{"title":"AlphaGo and Monte Carlo tree search: The simulation optimization perspective","authors":"M. Fu","doi":"10.1109/WSC.2016.7822130","DOIUrl":null,"url":null,"abstract":"In March of 2016, Google DeepMind's AlphaGo, a computer Go-playing program, defeated the reigning human world champion Go player, 4-1, a feat far more impressive than previous victories by computer programs in chess (IBM's Deep Blue) and Jeopardy (IBM's Watson). The main engine behind the program combines machine learning approaches with a technique called Monte Carlo tree search. Current versions of Monte Carlo tree search used in Go-playing algorithms are based on a version developed for games that traces its roots back to the adaptive multi-stage sampling simulation optimization algorithm for estimating value functions in finite-horizon Markov decision processes (MDPs) introduced by Chang et al. (2005), which was the first use of Upper Confidence Bounds (UCBs) for Monte Carlo simulation-based solution of MDPs. We review the main ideas in UCB-based Monte Carlo tree search by connecting it to simulation optimization through the use of two simple examples: decision trees and tic-tac-toe.","PeriodicalId":367269,"journal":{"name":"2016 Winter Simulation Conference (WSC)","volume":"30 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-12-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"29","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 Winter Simulation Conference (WSC)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/WSC.2016.7822130","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 29
Abstract
In March of 2016, Google DeepMind's AlphaGo, a computer Go-playing program, defeated the reigning human world champion Go player, 4-1, a feat far more impressive than previous victories by computer programs in chess (IBM's Deep Blue) and Jeopardy (IBM's Watson). The main engine behind the program combines machine learning approaches with a technique called Monte Carlo tree search. Current versions of Monte Carlo tree search used in Go-playing algorithms are based on a version developed for games that traces its roots back to the adaptive multi-stage sampling simulation optimization algorithm for estimating value functions in finite-horizon Markov decision processes (MDPs) introduced by Chang et al. (2005), which was the first use of Upper Confidence Bounds (UCBs) for Monte Carlo simulation-based solution of MDPs. We review the main ideas in UCB-based Monte Carlo tree search by connecting it to simulation optimization through the use of two simple examples: decision trees and tic-tac-toe.