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Monte Carlo tree search

Heuristic search algorithm for evaluating game trees

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Interest in “Monte Carlo tree search” spiked on Wikipedia on 2026-02-27.

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2026-01-29Peak: 5072026-02-27
30-day total: 11,212

Key Takeaways

  • In computer science, Monte Carlo tree search ( MCTS ) is a heuristic search algorithm for some kinds of decision processes, most notably those employed in software that plays board games.
  • History Monte Carlo method The Monte Carlo method, which uses random sampling for deterministic problems which are difficult or impossible to solve using other approaches, dates back to the 1940s.
  • Abramson said the expected-outcome model "is shown to be precise, accurate, easily estimable, efficiently calculable, and domain-independent.
  • Such methods were then explored and successfully applied to heuristic search in the field of automated theorem proving by W.
  • breadth-first search, depth-first search or iterative deepening.

In computer science, Monte Carlo tree search (MCTS) is a heuristic search algorithm for some kinds of decision processes, most notably those employed in software that plays board games. In that context MCTS is used to solve the game tree.

MCTS was combined with neural networks in 2016 and has been used in multiple board games like Chess, Shogi, Checkers, Backgammon, Contract Bridge, Go, Scrabble, and Clobber as well as in turn-based-strategy video games (such as Total War: Rome II's implementation in the high level campaign AI) and applications outside of games.

History

Monte Carlo method

The Monte Carlo method, which uses random sampling for deterministic problems which are difficult or impossible to solve using other approaches, dates back to the 1940s. In his 1987 PhD thesis, Bruce Abramson combined minimax search with an expected-outcome model based on random game playouts to the end, instead of the usual static evaluation function. Abramson said the expected-outcome model "is shown to be precise, accurate, easily estimable, efficiently calculable, and domain-independent." He experimented in-depth with tic-tac-toe and then with machine-generated evaluation functions for Othello and chess.

Such methods were then explored and successfully applied to heuristic search in the field of automated theorem proving by W. Ertel, J. Schumann and C. Suttner in 1989, thus improving the exponential search times of uninformed search algorithms such as e.g. breadth-first search, depth-first search or iterative deepening.

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