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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Enhancing MCTS with Convolutional Autoencoder and Linear Approximator in XCOM-Inspired Environments</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Yiwei Zhang</string-name>
          <email>yiweizh@mail.bnu.edu.cn</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Richard Zhao</string-name>
          <email>richard.zhao1@ucalgary.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>AIIDE Workshop on Experimental Artificial Intelligence in Games</institution>
          ,
          <addr-line>EXAG</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Beijing Normal University</institution>
          ,
          <addr-line>Beijing</addr-line>
          ,
          <country country="CN">China</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Calgary</institution>
          ,
          <addr-line>Calgary, Alberta</addr-line>
          ,
          <country country="CA">Canada</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Monte Carlo Tree Search is a widely acknowledged algorithm with video games being a common application. While MCTS has seen various enhancements, its integration with temporal difference learning (TD learning) in complex search environments still has interesting research potential. This paper introduces a novel method, Conv-AE+FA, merging convolutional autoencoders with a linear function approximator, to optimize game states. Applied to a game setting inspired by the commercial game XCOM, our study not only delves into the use of TD learning for guiding MCTS but also underscores the improved guidance in the MCTS search achieved by the use of convolutional autoencoders with linear approximation.</p>
      </abstract>
      <kwd-group>
        <kwd>1 MCTS</kwd>
        <kwd>TD Learning</kwd>
        <kwd>Convolutional Autoencoder</kwd>
        <kwd>Linear Function Approximation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Monte Carlo Tree Search (MCTS) has gained
extensive recognition in the realm of artificial
intelligence (AI) for its proficiency as an efficient,
any-time search algorithm. Its applications stretch
across numerous sectors, with video games
standing out as one of the most prominent areas of
usage. Over the years, the academic and scientific
community has proposed a plethora of
advancements to enhance the efficacy of MCTS,
including the proposition to combine the benefits
of MCTS with reinforcement learning, paving the
way for a more robust, adaptable, and intelligent
search mechanism.</p>
      <p>
        Continuing the pursuit of refining MCTS,
various improvements have been proposed [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
Temporal difference (TD) learning has emerged
as a noteworthy strategy to guide the search
process. However, as the game environment
becomes progressively more complicated, the
utility of TD learning begins to wane. This paper
ventures into an innovative approach, deploying
convolutional autoencoders in conjunction with a
linear function approximator to generalize game
states in TD learning, thus potentially overcoming
its limitations in complex settings. We apply this
novel approach to a game environment inspired
by the commercial turn-based strategy game
XCOM. XCOM provides an easy-to-define and
versatile environment for comparing AI
techniques, and improvements on its AI can be
transferred to other domains of a similar nature.
      </p>
      <p>This paper presents the following
contributions:
1. An exploration of TD learning as a partial
guidance to MCTS, in an environment
inspired by a commercial game.
2. A demonstration of the effectiveness of
combining a convolutional autoencoder
and a linear function approximator in
enhancing the guidance in the MCTS
search process.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Works</title>
      <p>
        The application of AI techniques to gaming
can be seen through many different methods,
including search, planning, and learning
strategies. One such method, MCTS, has been
regularly investigated within the realm of AI
game playing. Coulom [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] pioneered the
integration of Monte Carlo evaluation with tree
search, culminating in the development of the
MCTS algorithm. The Upper Confidence Bounds
Applied to Trees (UCT) algorithm was introduced
by Kocsis and Szepesvári [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], serving as a variant
of the MCTS algorithm. This variant employs a
selection policy rooted in the Upper Confidence
Bound (UCB) formula to strike an optimal
balance between exploration and exploitation
within the search tree. The UCT algorithm has
demonstrated significant success across diverse
domains, inclusive of game playing, planning, and
optimization problems [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. In the context of
narrow tactical lines in sudden-death games such
as Lines of Action (LOA), an MCTS offshoot,
MCTS Solver, has been developed [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Research
has also been conducted into the effective
application of MCTS in classic and modern board
games as well as video games [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        In reinforcement learning (RL), TD learning
represents a frequently employed method for
modifying the value function estimation
associated with a state or action, predicated on the
perceived reward and the projected value of the
succeeding state or action. TD-Gammon
famously applied TD learning to the game of
Backgammon [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. The integration of TD
learning with function approximation techniques
is a common practice in estimating value
functions for expansive state or action spaces [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
      </p>
      <p>
        Combining MCTS and RL can produce
powerful algorithms. AlphaGo inspired many
approaches in this area [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. One strategy involves
employing RL to acquire a heuristic evaluation
function that directs MCTS toward the more
fruitful sections of the game tree. Alternatively,
RL can be used to ascertain the value of nodes
within the tree, a technique that facilitates the
pruning of the tree and focuses the search on more
advantageous branches [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].These methodologies
have found successful application in a number of
games [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        More recently, Saadat and Zhao [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] presented
the online MCST-TD algorithm, combining TD
learning with MCTS by using TD learning to learn
values of states online, and concurrently, using
current estimated state values to provide partial
guidance to MCTS to enable MCTS to adapt to
specific opponent strategies. While the authors
showed that this adaptation can happen quickly on
a small test environment of a 6 by 6 game board,
its effectives was unclear on larger environments.
      </p>
      <p>
        Autoencoders are no strangers to game AI
research. Jain et al. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] used autoencoders in game
content generation, recognition and repair. Sarkar
et al. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] used variational autoencoders to
generate levels in the style of existing games and
blending levels across different games. Mak et al.
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] used autoencoders in aiding game design by
generating game maps and avatars. Seth et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]
deployed adversarial autoencoders to identify
players with irresponsible behaviors. Our work
aims to explore the use of autoencoders,
specifically convolutional autoencoders, in
providing a better state representation for TD
learning.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Descriptions of XCOM and XCOM</title>
    </sec>
    <sec id="sec-4">
      <title>Inspired Environments</title>
      <p>XCOM is a series of renowned turn-based
tactical decision-making video games. In 1994,
MicroProse released the first version under the
initial title "UFO: Enemy Unknown." Over the
years, many sequels have been released, including
"XCOM: Enemy Unknown" in 2012, "XCOM 2"
in 2016, and "XCOM: Chimera Squad" in 2020.
Players assume the role of a commander of an
international organization, defending against alien
invasions and battling alien troops. This
commercially successful game series has garnered
high acclaim due to its interactive narratives,
impeccable combat scenarios, and emergent
strategic gameplay. Beyond entertainment,
XCOM also serves as a context for academic
research. Given its emphasis on positional play
strategy and tactics, XCOM is an excellent
platform to study how adaptive AI
decisionmaking systems evaluate the game state and select
actions in complex and uncertain conditions.</p>
      <p>
        Past researchers [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] tested their work on
miniXCOM, a simplified environment inspired by
XCOM. In this work, we recreated the
miniXCOM environment (Figure 1), but also a
much larger environment that is roughly
equivalent in complexity to an actual map in an
XCOM game (Figure 2). We called these
XCOMInspired Environments. The large board has a
dimension of 18 by 18, with 4 squad members on
each side. The layout of this board is inspired by
the actual first level of XCOM2, where the
playable area is roughly 20 by 18. We modified
the area to be symmetrical on both sides to
provide a fair testing environment.
      </p>
      <p>Each map is represented by a grid and has
walls that can be viewed as barriers or covers. We
use a two-dimensional array to represent the board.
Each grid block is assigned a specific value
according to its state. For an empty block, it is 0.
A wall block is -2. The block value is 1 when it is
occupied by a human squad member. Conversely,
the block is -1 when it has an alien squad member.
With these four different values, the 2D array is
able to represent all possible states on the game
board. Moreover, there are two AI agents: the
human squad and the alien squad. Each squad has
several members. They have three different types
of actions, which are controlled by various AI
systems. Squad members are able to move on the
board, shoot the uncovered enemy and execute
move and shoot in a sequence if they can find an
uncovered enemy after choosing a move
destination. In each turn, agent can only issue one
command to one member in its squad.</p>
      <p>• Move action: Every squad member has
four directions to choose: Up, Down, Left, and
Right. Moving one block in a certain direction
costs one step. A parameter called Max-Move
stipulates the maximum moving steps in each
turn. Humans and aliens cannot move onto the
wall. For the mini board, Max-Move is 4. For
the large board, Max-Move is 6.
• Shoot action: In each turn, every squad
member can shoot at most one opponent and
kill it immediately as long as there are no walls
between them. From a mathematical
perspective, a line is drawn between the squad
member and target opponent. If this line does
not intersect any walls, the enemy is uncovered
and the squad member can shoot it
successfully.</p>
      <p>These two agents continually make decisions
and execute actions until all opposing squad
members are eliminated, enabling them to win the
game. The simulated XCOM game provides an
ideal scenario for conducting our experiments and
comparing various decision-making algorithms.</p>
    </sec>
    <sec id="sec-5">
      <title>4. Methodology</title>
      <p>This section explains the different techniques
involved in the current research, and how they
each contribute to the combined method of
ConvAE+FA, the proposed novel method at playing the
XCOM-Inspired Environments.</p>
      <p>MCTS is a heuristic tree search algorithm
designed to identify the optimal move by
iteratively constructing a game tree, utilizing
rollouts evaluation and selective search. This
method involves simulating numerous game
terminations from a designated state, recording
the outcomes, and subsequently exploring the
game tree to enhance the decision-making
mechanism. This process encompasses four
iterative phases: Selection, Expansion, Simulation,
and Backpropagation.</p>
      <p>1. Selection: According to a specific
selection rule, the algorithm chooses the best
child as expansion node until the child node is
unexplored or it is a terminal state.</p>
      <p>Simulation: This step starts from the
expanded node. For each rollout, it repeats to
play a move according to a fixed rollout policy
until terminal state and records the result.</p>
      <sec id="sec-5-1">
        <title>Backpropagation: changes the attributes</title>
        <p>Back
of
up
the
process
selected
simulation node based on the result, such as
increasing the number of visits and updating
the node value estimate.</p>
        <p>UCT is a type of selection rule in MCTS. It
helps MCTS manage the trade-off between the
exploration of new nodes and exploitation of
known paths. Formula (1) shows how to calculate
the UCT value.
 ’ is one of the children of the node  .  ( ) is
the total reward of node  .  ( ) is the number of
being visited of node  .  is a constant number to
control the rate of exploration. The node with
largest UCT value will be selected to expand in
the next step.</p>
        <p>In general, with the UCT selection policy,
MCTS can concentrate on promising parts of the
game tree and has an overview of search horizon
compared to some other search methods based on
alpha-beta search.
4.2.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Convolutional Autoencoder</title>
      <p>
        Convolutional neural network (CNN) [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] is a
deep, feed-forward
artificial
neural network
effective for processing grid-like data, such as
pattern recognition and feature learning for
highdimension images. There are three major layers in
a classical CNN architecture, which imitates the
structure of human
      </p>
      <p>brains to extract spatial
features from input data: convolutional layer,
pooling layer, and fully connected layer.</p>
      <p>Convolutional layers encompass numerous
small learnable filters, interchangeably referred to
as kernels. The filters traverse the image in
alignment with a predefined stride and a
twodimensional feature map emerges, encapsulating
abstracted features derived from the primary input
data. The purpose of the pooling layer is to reduce
spatial dimensions, thereby mitigating the risk of
overfitting
while
reinforcing
the
extracted
features. The fully connected layer yields a linear
output,
transforming
the
multidimensional
features derived from preceding layers into an
nExpansion: the chosen node is added in
by-1 vector. In our work, we use this output as a
the game tree if it has some unexplored actions.
representation of our game states.</p>
      <p>An
learning algorithm designed for many tasks such
as feature extraction and data generation. This
algorithm compresses input data and reconstructs
them. An autoencoder approach fundamentally
consists of two primary components, an encoder
and a decoder. The encoder and the decoder are
learnable artificial neural networks. Figure 3
shows an autoencoder.</p>
      <p>Encoder   : ℝ</p>
      <p>→ ℝ
compressed representation  .</p>
      <p>Decoder   : ℝ → ℝ</p>
      <p>maps input  into
maps representation 
into reconstruction  ̂. (Usually,  ≪  .)</p>
      <p>We utilize certain objective functions, like
mean square loss, to update the encoder and
decoder. Formula (2) implies that the ideal
encoder and decoder should be the pair that
reduces the discrepancy between the input data
and the reconstructed data to the minimum.</p>
      <p>The optimization formula:
 
,  
= argmin
Θ,Φ 
∑ ‖  −   (  ( )) ‖</p>
      <p>(2)
2
 2
1

 =1</p>
      <p>Upon completion of training, when feeding a
real game state  into the encoder, it yields a
compressed data output known as the feature
vector, which is beneficial for our downstream
tasks.</p>
      <p>
        A convolutional autoencoder [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] combines the
strengths of CNNs and autoencoders to learn
hierarchical representations of input data. It
leverages the power of extracting features from
images and the capability to train an image feature
extractor without labels. In our XCOM-Inspired
Environments, the game board can be viewed as
an image composed of four different pixel types
so it is a suitable environment to utilize a CNN for
analyzing the game board image. The logic of a
convolutional autoencoder mirrors that of the
standard autoencoder: making the reconstruction
data  ̂ closely resemble to original input  after
passing through entire autoencoder architecture.
1
1
0
1
0
1
1
      </p>
      <p>Padding</p>
      <p>NA
NA
NA
NA
0
1
1
0
1
0
0
0
The
major
distinction
from
a
standard
autoencoder lies on the application of CNNs as the
mapping function 

for the
encoder and
transposed CNNs as the function  
for the
decoder. We show the details of the encoder and
decoder in Tables 1 and 2.
The estimated value of a state is given by the dot
product of weights and the feature vector.</p>
      <p>The TD learning method updates the
parameter vector based on the observed TD error,
which shows in the Formula (4).
 ←  +  ( +   ̂( ′,  ) −  ̂( ,  )) ( ) (4)
 is current state and  ′ is the next state.  is
the reward for state.  is the learning rate and  is
the discount factor. The weight vector is updated
to minimize this TD error, effectively learning a
value function that can generalize from seen states
to unseen states based on their features.</p>
      <p>After getting the estimate of the game states,
we add this value into the UCT formula used by
MCTS as in Formula (5).</p>
      <p>The selection of nodes in MCTS is partially
guided by the added term of  ̂( ,  ) , which
represents state information.</p>
    </sec>
    <sec id="sec-7">
      <title>5. Experiments</title>
      <p>We conducted experiments on both the 6×6
mini board and our larger 18×18 board in the
XCOM-Inspired Environments. The 6×6 mini
board has two squad members on each side where
as the 18×18 board has four squad members on
each side, resulting in a much larger state space.
5.1.</p>
    </sec>
    <sec id="sec-8">
      <title>Dataset and Training</title>
      <p>To train the convolutional autoencoder, a large
dataset is required. All training samples should
simulate real game states so that the autoencoder
can learn useful features. We created two datasets
for the two board sizes. The mini-dataset has
10,000 samples on the 6×6 mini board and the
large-dataset has 60,000 samples on the 18×18
large board. Considering that actual game states
include varying numbers of humans and aliens,
we generate all possible scenarios. Humans and
aliens are all randomly generated on the game
board while ensuring they cannot attack each
other. Tables 3 and 4 illustrate the distribution of
volumes for different combinations of humans
and aliens.</p>
      <p>We used the Adam optimizer with learning
rate 0.001. After 10 epochs, the loss function
converged and we saved the parameters of the
encoder for use in the MCTS process.</p>
      <p>We conducted six experiments, three on the
mini board and three on the large board. We
compared our proposed approach, MCTS with
Conv-AE and linear function approximation
(Conv-AE+FA) with other methods. The
opponents are, respectively: MCTS (baseline),
MCTS-TD, and MCTS with manually extracted
features and linear function approximation
(MF+FA). We set a fixed limit on the number of
iterations the algorithm can perform and stop the
search once this limit is reached. The limit is 100
in our experiments.</p>
      <p>For the approach with manually extracted
features, we would like to measure the
effectiveness of feature extraction from Conv-AE
against features chosen manually based on human
knowledge. We hypothesize that there may be
many drawbacks with manually choosing features.
Despite human knowledge, it is difficult to
determine whether the chosen features are
sufficient for the problem. Based on the expertise
of a player of the XCOM games, we created five
features: the number of the humans and aliens, the
number of possible actions and the number of
rows occupied by humans and aliens. These
features together present the distribution of
humans and aliens.</p>
      <p>In each experiment, a single run comprises a
total of 40 game rounds. We grouped the results
after every 10 rounds, partitioning each run into
four segments. For the mini board, we conducted
20 runs of 40 rounds and averaged the results. For
the large board, we conducted 10 runs. In the
interest of fairness, humans and aliens alternate in
initiating the first action. During each run, humans
take the first move in 20 rounds, while in the
remaining rounds, the aliens act first. A game
round concludes in a draw if neither squad
achieves victory following 25 moves. For
function approximation, the weight vectors are
randomly initialized between 0 and 1 at the
beginning of each run. The details of
hyperparameters are in Table 5. Shooting an
enemy produces a reward of 10 to the agent and a
reward of -10 to the opponent. The reward for the
action to move is 0.</p>
      <p>
        Figure 6 shows the results of Conv-AE+FA
vs. MCTS-TD. Since MCTS-TD is also an
adaptive algorithm, it performed better than
MCTS against Conv-AE+FA. Conv-AE+FA
provides state information of the entire game
board while in past work [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], MCTS-TD only
represented the state by a 3 by 3 grid centered
around the current location of an agent (to reduce
state space). Conv-AE+FA outperformed
MCTSTD and the results are statistically significant at
95% confidence at 30 rounds and beyond.
      </p>
      <p>Figure 5 shows the results of Conv-AE+FA vs.
MCTS on the mini board. The error bars represent
1 standard deviation. Conv-AE+FA held an
advantage over MCTS in every 10 rounds
(statistically significant at 95% confidence at 20
rounds and beyond, using paired two-tailed
t</p>
      <p>Figure 7 shows the results of Conv-AE+FA vs.
MF+FA (Manual Features and Function
Approximation). Although manual features also
contain state information of the entire game board,
it remains uncertain whether the information is
diverse and beneficial for our decision-making
process. Consequently, Conv-AE+FA
demonstrated superior performance over MF+FA
and the results are statistically significant at 95%
confidence at 30 rounds and beyond.
5.4.</p>
    </sec>
    <sec id="sec-9">
      <title>Large Board Results</title>
      <p>Conv-AE automatically learns to extract features
that are useful for reconstruction, which can also
be useful for other tasks. Table 6 shows the
combined results for a clearer comparison. All
results shown in Table 6 are statistically
significant using paired two-tailed t-tests at 95%
confidence level.</p>
      <p>Figure 8 shows the results of Conv-AE+FA
vs. MCTS on the large board. Conv-AE+FA
holds a larger advantage over MCTS in every 10
rounds. The winning rate is higher compared to
the mini board. This show that in a more complex
environment, CNNs improve the ability to
analyze the game state, extract hierarchical
features and provide enhanced guidance to
MCTS.</p>
      <p>Figure 9 shows the results of Conv-AE+FA
vs. MCTS-TD on the large board. Compared to
the experiments on the mini board, our approach
has an obvious advantage over MCTS-TD
because linear function approximation is more
scalable to high-dimensional state spaces. It
generalizes across states based on their features,
which can be a more efficient representation.
MCTS-TD with a 3-by-3 local grid representation
cannot obtain important information of current
state beyond its immediate neighbors.</p>
      <p>Figure 10 shows the results of Conv-AE+FA
vs. MF+FA (Manual Features and Function
Approximation) on the large board. Compared to
the experiments on mini board, our approach has
an obvious advantage. Convolutional
autoencoders are capable of learning a hierarchy
of features due to their deep, layered structure.</p>
      <p>According to the description of the
experiments, the human squad is always the
proposed algorithm while alien squad has three
different techniques. To provide contrast for the
effects of these three techniques, we include a
ratio comparison graph. As shown in Formula (6),
the ratio for each technique is determined by
dividing the winning number of the alien squad,
indicative of the efficacy
of the
compared
technique, by the winning number of the human
squad
representing the
performance of our
proposed Conv-AE+FA technique.</p>
      <p>=
 ℎ 
 ℎ 
=
 ℎ 
 ℎ 
When the ratio is less than 1, the human squad
wins more than the alien squad. It signifies that
Conv-AE+FA is stronger than the
previous
technique. In contrast, a ratio
exceeding 1
suggests that our algorithm is underperforming.
When comparing various techniques, a higher
ratio indicates that particular technique performs
better when confronted by Conv-AE+FA.</p>
      <p>According to Figure 11, it is not surprised that
Conv-AE provided a crucial role in extracting
useful features to be used by TD learning, which
then provided guidance to MCTS in its search. In
fact, the advantages of Conv-AE+FA becomes
more apparent on the large board, a more complex
where
strategies become
more
Combined results of large board for all rounds
(standard deviations in brackets). Some rounds
ended in a draw due to neither side winning at
techniques, using Conv-AE+FA as the benchmark
value of 1.
even though MCTS-TD relied solely on local state
information,
whereas</p>
      <p>MF+FA
used
manual
features derived from the entire state space. This
suggests that human expert input does not always
enhance the learning process and can, at times, be
detrimental.</p>
    </sec>
    <sec id="sec-10">
      <title>6. Conclusions</title>
      <p>In this research, we examine the effectiveness
of two augmentations to MCTS with TD learning:
a convolutional autoencoder to extract features of
the
game
board,
and
linear
function
approximation to represent the game state in
reinforcement learning. While
MCTS partially
guided by TD learning allows the algorithm to
adapt to an opponent while the game is being
played, we show that in a larger state space, a
convolutional autoencoder is effective at extract
features of the state compared to manually created
features, and that combined with linear function
approximation,
this
can
bring
statistically
significant improvements in the results of MCTS.</p>
      <sec id="sec-10-1">
        <title>This work is not without limitations. The experiments were conducted on specific maps.</title>
        <p>While we believe that the results are generalizable
to different layouts of maps, this should be
analyzed
explainable
in
further
work.</p>
      </sec>
      <sec id="sec-10-2">
        <title>Furthermore,</title>
        <p>AI is an important goal of
research. Future research should examine in
details
on
the
features
produced
by
convolutional</p>
        <p>autoencoder
explanations on their effectiveness.
to</p>
        <p>AI
the
provide
environment
important.
notable observation is that on the large board,
MCTS-TD performed well compared to MF+FA,
MCTS
28.25%
(6.99%)</p>
        <p>MCTS</p>
        <p>TD
33.25%
(6.62%)</p>
        <p>MF+FA</p>
        <p>ConvAE+FA
67.75%
(8.40%)
64.50%
(6.40%)
31.00%</p>
      </sec>
    </sec>
    <sec id="sec-11">
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