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Anytime Sequential Halving in Monte-Carlo Tree Search (2411.07171v1)

Published 11 Nov 2024 in cs.LG and cs.AI

Abstract: Monte-Carlo Tree Search (MCTS) typically uses multi-armed bandit (MAB) strategies designed to minimize cumulative regret, such as UCB1, as its selection strategy. However, in the root node of the search tree, it is more sensible to minimize simple regret. Previous work has proposed using Sequential Halving as selection strategy in the root node, as, in theory, it performs better with respect to simple regret. However, Sequential Halving requires a budget of iterations to be predetermined, which is often impractical. This paper proposes an anytime version of the algorithm, which can be halted at any arbitrary time and still return a satisfactory result, while being designed such that it approximates the behavior of Sequential Halving. Empirical results in synthetic MAB problems and ten different board games demonstrate that the algorithm's performance is competitive with Sequential Halving and UCB1 (and their analogues in MCTS).

Summary

  • The paper introduces an anytime variant of Sequential Halving that adapts MCTS search without requiring a fixed iteration budget.
  • It employs iterative redistribution of sampling efforts based on observed rewards in both synthetic MAB setups and board game experiments.
  • Empirical findings show that Anytime SH reduces simple regret comparably to standard SH and offers performance advantages over UCB1 in dynamic scenarios.

Overview of "Anytime Sequential Halving in Monte-Carlo Tree Search"

The paper "Anytime Sequential Halving in Monte-Carlo Tree Search" provides a significant contribution to improving Monte-Carlo Tree Search (MCTS) by proposing an anytime adaptation of the Sequential Halving algorithm. MCTS is a search algorithm extensively used in sequential decision-making problems, particularly in the domain of game playing. It employs Multi-Armed Bandit (MAB) strategies to balance exploration and exploitation during the selection phase of the search.

Traditionally, MCTS has relied on strategies like UCB1, which aim to minimize cumulative regret. However, in the context of MCTS's root node, the focus should be on minimizing simple regret since only the final decision matters. Sequential Halving (SH) has been highlighted as superior to UCB1 in theory for reducing simple regret. However, SH requires a predetermined budget of iterations, which limits its practical applicability in dynamic environments. The authors address this limitation by introducing an anytime version of SH that can be interrupted at arbitrary moments while remaining effective.

Key Contributions and Methodology

The paper presents "Anytime Sequential Halving" as a flexible version of SH, eliminating the need for a fixed number of iterations. This variant allows execution with a time constraint without compromising its effectiveness in mimicking the behavior of standard SH. The design hinges on operating through iterative passes where each pass redistributes sampling efforts based on observed mean rewards of arms. This facilitates the search process to increment information progressively in a manner akin to an anytime algorithm.

The authors evaluate the performance of Anytime SH using synthetic MAB problems and in the context of a diverse set of ten board games. The synthetic MAB experiments serve as a controlled environment to assess the simple regret over a time-based budget. Meanwhile, the board game experiments deploy Anytime SH within MCTS frameworks, comparing it against UCT and a version of MCTS employing SH purely in the root node.

Empirical Findings

In the MAB problem setting, Anytime SH performs on par with, or better than, the baseline SH, indicating that it retains the original SH's efficiency in managing simple regret while gaining the flexibility to adapt to varying time constraints. The comparison with UCB1 reveals that while UCB1 appears competitive for some budgets, it generally exhibits greater variance in performance than algorithms based on SH.

The board game experiments show Anytime SH's competence in game-playing tasks. H-MCTS, while not an anytime algorithm, performs optimally across various budgets, especially at lower settings. Against UCT, Anytime SH's performance demonstrates parity or slight advantages at higher iterations, underscoring its potential in deep search contexts.

Implications and Future Directions

The introduction of Anytime SH as an anytime-enabled MAB strategy in MCTS enhances its adaptability to unforeseen time constraints, which is crucial in dynamic environments with variable computational resources. The findings propose that strategies focusing on simple regret can be successfully transformed into anytime variations without losing their theoretical advantages.

Future research could aim to refine the implementation, particularly in situations where arm rankings fluctuate between passes, potentially enhancing the algorithm's adaptiveness and efficiency. Investigation into its interaction with MCTS parameters, such as exploration constants, presents further avenues for optimization. The idea of integrating such adaptive strategies could extend beyond board games into broader domains requiring real-time decision-making under uncertainty.

Overall, this paper successfully bridges theoretical considerations of regret minimization with practical, adaptive algorithm design in Monte-Carlo Tree Search, thus opening pathways for more flexible and robust decision-making systems.

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