提出双层MCTS,实现经典规划中节点选择的均摊常数时间
Bilevel MCTS for Amortized O(1) Node Selection in Classical Planning
- 设计双层结构,在每轮选择后进行预算控制的局部最佳优先搜索
- 节点选择时间从O(log N)降为均摊O(1),适用于深度无界的经典规划问题
- 适合大规模状态空间下的经典规划任务,如汉诺塔等复杂路径搜索
我们研究了基于多臂老虎机(MAB)的蒙特卡洛树搜索(MCTS)在经典规划中的高效实现。传统MCTS在选择下一个扩展节点时耗时显著,因其使用基于树的OPEN列表,时间复杂度为O(log N),约等于搜索深度d。而在经典规划中,深度d可任意大(如k盘汉诺塔中d=2^k−1),该开销不可忽视;相比之下,博弈树搜索中深度受游戏限制(如围棋中d≤361),节点选择成本可忽略。为此,我们提出一种双层MCTS改进方法:从每个选中的叶节点出发,执行预算与深度成比例的局部最佳优先搜索,实现节点选择的均摊O(1)复杂度,等效于传统队列式OPEN列表。此外,引入树压缩技术,减少动作选择步骤,进一步提升性能。
原文摘要 · Abstract (English)
We study an efficient implementation of Multi-Armed Bandit (MAB)-based Monte-Carlo Tree Search (MCTS) for classical planning. One weakness of MCTS is that it spends a significant time deciding which node to expand next. While selecting a node from an OPEN list with $N$ nodes has $O(1)$ runtime complexity with traditional array-based priority-queues for dense integer keys, the tree-based OPEN list used by MCTS requires $O(\log N)$, which roughly corresponds to the search depth $d$. In classical planning, $d$ is arbitrarily large (e.g., $2^k-1$ in $k$-disk Tower-of-Hanoi) and the runtime for node selection is significant, unlike in game tree search, where the cost is negligible compared to the node evaluation (rollouts) because $d$ is inherently limited by the game (e.g., $d\leq 361$ in Go). To improve this bottleneck, we propose a bilevel modification to MCTS that runs a best-first search from each selected leaf node with an expansion budget proportional to $d$, which achieves amortized $O(1)$ runtime for node selection, equivalent to the traditional queue-based OPEN list. In addition, we introduce Tree Collapsing, an enhancement that reduces action selection steps and further improves the performance.
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