MCTS Explained for Dummies (With Python)
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Mar 10, 2022
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Imagine you're playing a game of chess, and there are many choices at each step. Monte Carlo Tree Search is like a smart assistant that helps you find the best move by "simulating the future.”
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🚀 RL
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What is Monte Carlo Tree Search (MCTS)?
Imagine you're playing a game of chess, and there are many choices at each step. Monte Carlo Tree Search is like a smart assistant that helps you find the best move by "simulating the future.”
MCTS's Four Steps
1. Selection: Finding Promising Paths
Imagine there's a tree in front of you, and the branches represent different moves. MCTS starts from the root of the tree (the current board position) and goes down step by step, choosing the "most promising" branch.
Plain Explanation: It's like being in a maze, and at each fork, you choose the path that looks most likely to lead to treasure. A special formula (the UCB formula) is used here to balance between "known good paths" and "paths that haven't been explored much yet."
2. Expansion: Exploring New Possibilities
When reaching a new position, MCTS looks at what new paths can be taken from there and adds them to the tree.
Plain Explanation: You've reached a new fork in the maze and discovered a few unexplored paths. You mark these new paths on your map.
3. Simulation: A Quick Trial Run
Starting from the newly added node, MCTS quickly "pretends to play" the game, usually by choosing moves at random until the game ends.
Plain Explanation: You can't possibly walk down every path to the end, so you imagine yourself randomly picking directions and walking until you see if you can find the treasure. It's like quickly simulating in your head, "What if I go this way?"
4. Backpropagation: Recording the Results
After the simulation ends, based on the outcome of the game (win/loss), MCTS updates the value estimates of all nodes along that path.
Plain Explanation: After simulating a path and finding the treasure (or getting lost), you go back and update your map, marking that path as "promising" or "unreliable." You mark not just the endpoint, but every fork along the way, so that next time you'll have a reference when choosing a path.
Advantages of MCTS:
- No Need for Expert Knowledge: "I don't need someone to teach me how to play; I can learn by trying it out myself."
- Can Handle Complex Situations: "Even if the board is too complex and cannot be fully calculated, I can still find pretty good moves through extensive simulation."
- Balances Exploration and Exploitation Well: "I know when to try new paths and when to stick to known good ones."
- Can Stop Thinking Anytime: "I can think as long as you give me time, and when time's up, I'll make a move."
Monte Carlo Tree Search is like a master at "pretending to play games" who finds the most promising move through extensive simulation. It doesn't need someone to teach it how to play; it learns through its own trials and statistical results. This is why it performs so well in complex games like Go and Chess.
Real-life Example
The game where AlphaGo defeated Lee Sedol used MCTS. It didn't calculate all possibilities (because there were too many), but instead smartly selected promising paths for simulation, much like a chess player intuitively "reads a few moves ahead."
AlphaGo adopts a hybrid algorithm that combines deep neural networks with Monte Carlo Tree Search (MCTS). Its core idea is to use neural networks to evaluate and predict the board state, and then use MCTS in the search tree to select the optimal move. Below is a detailed introduction to the key components and algorithm process of AlphaGo:
1. Deep Neural Network Components
AlphaGo uses two main types of neural networks:
- Policy Network
- Supervised Learning Policy Network: Initially trained on a large amount of expert game record data to learn human players' moves, thereby predicting the probability distribution of moves for a given board state.
- Reinforcement Learning Policy Network: Based on the initial policy network, it is further optimized through self-play, enabling the network to explore moves that surpass human play.
- Value Network
- Used to evaluate the board state and directly predict the win rate of the current board state.
- The value network helps to quickly judge the quality of the endgame during the search process, thereby reducing the depth of the search tree and the amount of computation.
2. Monte Carlo Tree Search (MCTS)
In the decision-making process, AlphaGo does not rely directly on the probability distribution output by the neural network, but instead combines it with the MCTS search process:
- Tree Search Process:
- Starting from the current board state (the root of the tree), MCTS repeatedly performs the four steps of "Selection–Expansion–Simulation–Backpropagation" to explore different move sequences in the search tree.
- In the "Selection" phase, it uses a formula similar to UCT (Upper Confidence Bound for Trees) to balance exploration and exploitation, selecting nodes that are both underexplored and performing well.
- Using Neural Networks to Guide the Search:
- The Policy Network provides prior probabilities to guide which moves may be better during the search process.
- The Value Network is used to evaluate the leaf nodes reached in the search, reducing the reliance on pure random rollouts and improving both the efficiency and accuracy of the search.
- Final Decision:
- After the search process is complete, AlphaGo selects the best move based on the visit count and accumulated evaluations, and that move is used as the next decision.
3. Overall Algorithm Process
- Initialization:
- Train a supervised learning policy network using expert game records, then further refine it through self-play with reinforcement learning to obtain the final policy network and value network.
- During the Game:
- For the current board state, input it into the policy network to obtain the prior probabilities of possible moves.
- Use MCTS, combined with the prior information from the policy network and the evaluation from the value network, to simulate multiple possible future moves in the search tree.
- Choose and execute the move that has the highest visit count or the best evaluation based on the search results.
- Continuous Iteration:
- After each move, rebuild the search tree and use the latest network information for the next search and decision-making step.
Python Example (TicTacToe):
- Tic Tac Toe Environment (TicTacToe class)
- The Board and Players: It creates a 3x3 board (using zeros for empty spaces) and sets Player 1 to start.
- State Management: You can get a copy of the current board and the active player, or set the board state from an external source.
- Legal Actions: Every empty spot on the board is considered a legal move.
- Making a Move: When you choose a position, the code checks if it's empty. If it is, the current player’s mark is placed there, and then the turn switches to the other player.
- Checking for a Winner: The code examines rows, columns, and diagonals to determine if a player has won. If all spots are filled and there's no winner, it’s a draw.
- Rewards: For a given player, winning gives a reward of 1, a draw gives 0.5, and a loss gives 0.
- Printing the Board: There’s a function to display the board in a human-friendly format.
- MCTS Node (MCTSNode class)
- Representing a Game State: Each node represents a particular state of the game along with which player's turn it is.
- Tracking the Path: Nodes store the move that got them there, their parent node, and any children nodes.
- Statistics: Each node keeps track of how many times it’s been visited and the total reward (value) accumulated from simulations.
- Expansion and Selection:
- Expansion: If there are moves that haven’t been tried from that state, the node can “expand” by trying a new move and creating a child node for it.
- Selection: If all moves have been tried, the node uses a formula (like UCB) to choose the child node that seems most promising based on past performance and exploration.
- MCTS Algorithm (MCTS class)
- The Four Steps of MCTS:
- Selection: Starting at the root (current game state), the algorithm walks down the tree, choosing the most promising child nodes until it finds a node that isn’t fully expanded.
- Expansion: It then picks one of the untried moves from that node, creates a new node, and adds it to the tree.
- Simulation: From the new node, the algorithm plays out the game randomly (choosing random legal moves) until the game ends.
- Backpropagation: Once the simulation is finished, the result (win, draw, or loss) is sent back up the tree, updating the statistics (visits and value) of every node along the path taken.
- Choosing the Best Move: After a set number of iterations (like 500), the move corresponding to the child node with the most visits is chosen as the best action.
- Game Demonstration (play_game function)
- Setup: The game starts with an empty board. One player (Player 1) uses the MCTS algorithm, while the other (Player 2) uses a random move strategy.
- Gameplay Loop:
- The current board is printed.
- Depending on whose turn it is, the code either uses MCTS to select a move or randomly picks a move.
- The selected move is made on the board.
- This loop continues until the game ends.
- Game Over: When the game finishes, the final board is printed, and the outcome (win for X or O, or a draw) is announced.
In simple terms, the code sets up a Tic Tac Toe game where one player uses a “smart” search algorithm (MCTS) to make decisions by simulating many possible future moves, while the other plays randomly. Through repeated simulations and updates, the MCTS algorithm learns which moves are more likely to lead to a win, similar to how an experienced player might decide on the best move in a real game.
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