Table 5: Win rate of the various agents after a round-robin of 100 rounds.
Agent UCT-L-MG UCT-L Greedy MCTS-L-MG MC-L-MG MC-L MCTS-L MCTS MC Average win rate
UCT-L-MG - 51% 75% 55% 55% 61% 57% 87% 92% 66.625%
UCT-L 26% - 69% 53% 58% 60% 52% 82% 85% 60.625%
Greedy 10% 14% - 55% 45% 61% 53% 78% 75% 48.875%
MCTS-L-MG 20% 32% 30% - 38% 41% 48% 55% 61% 40.625%
MC-L-MG 7% 29% 30% 36% - 42% 38% 50% 54% 35.750%
MC-L 11% 24% 22% 38% 38% - 36% 50% 57% 34.500%
MCTS-L 17% 26% 24% 40% 25% 25% - 48% 63% 33.500%
MCTS 0% 0% 0% 14% 12% 10% 18% - 42% 12.000%
MC 0% 0% 0% 16% 9% 12% 17% 38% - 11.500%
cies and enhancements included Move Groups, De-
cisive Moves, Upper Confidence Bounds for Trees
(UCT), Limited Simulation Lengths, Max Child Se-
lection, Robust Child Selection and Secure Child Se-
lection.
Although the described approach was able to turn
a losing MCTS agent into the best performing one,
there is still a clear dependency on enhancements that
aid the agent in the starting moments of the game, as
the number of performed iterations per turn is lower
and the branching factor keeps increasing. This sug-
gests that the attribution of a game-based computa-
tional budget could lead to an interesting challenge.
Under these rules, the player would not only face a
game theory problem, but also a resource allocation
task when determining which moves should be priori-
tized (i.e. given more thinking time) during the course
of the game.
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