The combination of multi-armed bandit (MAB) algorithms with Monte-Carlo tree search (MCTS) has made a significant impact in various research fields. The UCT algorithm, which combines the UCB bandit algorithm with MCTS, is a good example of the success of this combination. The recent breakthrough made by AlphaGo, which incorporates convolutional neural networks with bandit algorithms in MCTS, also highlights the necessity of bandit algorithms in MCTS. However, despite the various investigations carried out on MCTS, nearly all of them still follow the paradigm of treating every node as an independent instance of the MAB problem, and applying the same bandit algorithm and heuristics on every node. As a result, this paradigm may leave some properties of the game tree unexploited. In this work, we propose that max nodes and min nodes have different concerns regarding their value estimation, and different bandit algorithms should be applied accordingly. We develop the Asymmetric-MCTS algorithm, which is an MCTS variant that applies a simple regret algorithm on max nodes, and the UCB algorithm on min nodes. We will demonstrate the performance of the Asymmetric-MCTS algorithm on the game of $9\times 9$ Go, $9\times 9$ NoGo, and Othello.
The UCT algorithm, which combines the UCB algorithm and Monte-Carlo Tree Search (MCTS), is currently the most widely used variant of MCTS. Recently, a number of investigations into applying other bandit algorithms to MCTS have produced interesting results. In this research, we will investigate the possibility of combining the improved UCB algorithm, proposed by Auer et al. (2010), with MCTS. However, various characteristics and properties of the improved UCB algorithm may not be ideal for a direct application to MCTS. Therefore, some modifications were made to the improved UCB algorithm, making it more suitable for the task of game tree search. The Mi-UCT algorithm is the application of the modified UCB algorithm applied to trees. The performance of Mi-UCT is demonstrated on the games of $9\times 9$ Go and $9\times 9$ NoGo, and has shown to outperform the plain UCT algorithm when only a small number of playouts are given, and rougly on the same level when more playouts are available.