Policy Networks and Value Networks
MCTS is a repeated search process over a partial game tree.
Search Instead of Instant Answers
AlphaGo did not simply ask one neural network to name the best move. When it had to play, it repeatedly explored possible continuations from the current board position. The search began with a root representing the current game state, gradually added promising possibilities, and then used the statistics collected in that partial tree to select the move.
The central idea is a partnership: search explores possible futures, policy networks guide which moves deserve attention, and value-related estimates help evaluate positions.
One MCTS Iteration
Monte Carlo Tree Search is a repeated search process over a partial game tree. During one iteration, the system explores a promising node, adds children to the tree, simulates play, and backs up information through the edges that were traversed. The iteration adds information to the search rather than requiring the complete game tree to be constructed in advance.
- Selection: identify a promising node in the current partial tree.
- Expansion: add children to that node.
- Simulation: simulate play from the newly expanded part of the tree.
- Backpropagation: carry information from the simulation back through the traversed edges.
A Tree That Learns Through Repetition
MCTS repeats its iterations while computational resources remain. Each iteration adds information to the partial game tree. The search therefore does not make its decision from a single simulation; it builds up statistics through repeated exploration. When the search stops, the accumulated statistics at the root are used to choose a move.
Following Two Search Iterations
Imagine a root position with two possible first moves. Trace what happens when MCTS explores one branch and then another.
Start: The root represents the current board position. Its possible first moves are not necessarily all explored deeply at the beginning.
First iteration: MCTS selects a promising node, expands the tree, simulates play, and backs up the resulting information through the traversed edges.
Second iteration: MCTS repeats the process. It can explore another branch or continue investigating a branch that has become promising.
Stopping: When computational resources are exhausted, the system uses the statistics accumulated at the root rather than treating every possible continuation as equally informed.
Repeated iterations turn a shallow partial tree into a collection of explored branches with accumulated search statistics.
Rollouts and Learned Values
AlphaGo used a modified search called APV-MCTS. APV-MCTS combined two kinds of information about leaf states: information from rollout results and learned value estimates. A rollout supplies information by simulating play, while the value network evaluates positions at the leaves used by the modified search. Combining these sources gives the search more than a single kind of evidence for judging a candidate continuation.
Four Neural Network Responsibilities
AlphaGo used four distinct deep convolutional neural networks. The networks did not all perform the same job, and they were not all directly invoked by APV-MCTS during live move selection. Their weights had been trained before live play and remained fixed during the matches described by the source.
| Network | Primary role | Direct role in APV-MCTS |
|---|---|---|
| SL policy network | Predicts expert moves | Provides move priors |
| Rollout policy network | Selects moves during simulated games | Supports rollouts |
| Value network | Evaluates positions at search leaves | Provides learned value estimates |
| RL policy network | Helps train the value network | Not directly invoked by APV-MCTS |
Choosing the Root Move
The final move is selected from the root of the partially explored tree. AlphaGo repeatedly runs the modified search from the current board, records statistics for the edges leaving the root, and stops when its available computational resources have been used. In the procedure described by the source, the move played is the action associated with the most visited edge leaving the root.
Reading Root Statistics
Suppose a partial search tree has three root edges. Move A has 12 visits, Move B has 27 visits, and Move C has 8 visits. Which move does the described AlphaGo procedure select?
Locate the root: The root represents the current game state from which AlphaGo must choose its next action.
Compare root-edge visits: The relevant statistics are the visit counts associated with the edges leaving the root.
Find the most visited edge: Move B has 27 visits, more than Move A's 12 and Move C's 8.
The procedure selects Move B because it is associated with the most visited edge leaving the root.
Common Misreadings
Treating MCTS as a complete search of the entire game tree.
The source describes MCTS as repeated search over a partial game tree. The tree gradually adds promising possibilities.
Fix:
Think of MCTS as an incrementally expanded tree whose statistics improve through repeated iterations.Treating the policy network and value network as interchangeable.
The rollout policy network selects moves during simulated games, while the value network evaluates positions at search leaves.
Fix:
Associate policy networks with move prediction or selection and the value network with position evaluation.Assuming all four AlphaGo networks are directly called by APV-MCTS during live play.
The RL policy network helped train the value network rather than being directly invoked by APV-MCTS.
Fix:
Separate training roles from live-search roles.Choosing the move from one simulation outcome.
MCTS repeats iterations and uses accumulated root statistics when the search stops.
Fix:
Trace how information is backed up over repeated iterations, then inspect the root's statistics.
Practice the Trace
Explain the path from a current board position to AlphaGo's final move. Your explanation should include the root, one MCTS iteration, rollout information, the learned value estimate, repeated search, and the most visited root edge.
Hints
- Begin with the root representing the current game state.
- Name the four stages of one MCTS iteration.
- Explain why APV-MCTS uses both rollout results and learned value estimates.
- Finish with the rule used to select the move from the root.
What do you think happens?
After the search stops, three root edges have visit counts of 14, 22, and 19. Which edge is selected by the described final-move rule?
Reveal answer
Answer: The edge with 22 visits.
The described AlphaGo procedure chooses the action associated with the most visited edge leaving the root.
Search, Evaluation, Selection
- MCTS repeatedly explores a partial game tree through selection, expansion, simulation, and backpropagation. APV-MCTS combines rollout information with learned value estimates from leaf states. AlphaGo's SL policy network provided move priors, its rollout policy network selected moves during simulated games, its value network evaluated leaf positions, and its RL policy network helped train the value network. After repeated search, the move played was associated with the most visited edge leaving the root.
Key Takeaways
- MCTS is repeated search over a partial game tree, not an immediate answer from one network.
- Each iteration selects a promising node, expands it, simulates play, and backs up information.
- APV-MCTS combines rollout results with learned value estimates from leaf states.
- AlphaGo's four networks had distinct roles: expert-move prediction, rollout move selection, leaf evaluation, and value-network training.
- The final move is selected from the root using accumulated search statistics; in the described procedure, it is the most visited root edge.