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Using Deep Convolutional Neural Networks in Monte Carlo Tree Search

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Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 10068))

Abstract

Deep Convolutional Neural Networks have revolutionized Computer Go. Large networks have emerged as state-of-the-art models for move prediction and are used not only as stand-alone players but also inside Monte Carlo Tree Search to select and bias moves. Using neural networks inside the tree search is a challenge due to their slow execution time even if accelerated on a GPU. In this paper we evaluate several strategies to limit the number of nodes in the search tree in which neural networks are used. All strategies are assessed using the freely available cuDNN library. We compare our strategies against an optimal upper bound which can be estimated by removing timing constraints. We show that the best strategies are only 50 ELO points worse than this upper bound.

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Notes

  1. 1.

    http://u-go.net/gamerecords-4d/.

  2. 2.

    We also tested the release candidate of version 4. We observed faster single execution times but a small slowdown when used in parallel MCTS.

  3. 3.

    www.gokgs.com.

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Correspondence to Tobias Graf .

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Graf, T., Platzner, M. (2016). Using Deep Convolutional Neural Networks in Monte Carlo Tree Search. In: Plaat, A., Kosters, W., van den Herik, J. (eds) Computers and Games. CG 2016. Lecture Notes in Computer Science(), vol 10068. Springer, Cham. https://doi.org/10.1007/978-3-319-50935-8_2

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  • DOI: https://doi.org/10.1007/978-3-319-50935-8_2

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-50934-1

  • Online ISBN: 978-3-319-50935-8

  • eBook Packages: Computer ScienceComputer Science (R0)

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