> I think you are right, though.  In my opinion, calling MCTS "brute 
> force" isn't really fair, the brute force portion really doesn't
> work and you need to add a lot of smarts both to the simulations and
> to the way you pick situations to simulate to make things work.

In chess, basic min-max, with an evaluation function that is just the
point values for pieces I learnt as a lad (9 for queen, 5 for rook, 3
for knight/bishop, 1 for pawn) would never have beaten Kasparov.

(Or could it? I've not followed computer chess closely enough to be
sure, but I did hear that Deep Blue was fairly sophisticated software,
not just a lot of hardware.)

Darren

P.S. Isn't "brute force" the term used to mean that you can see
measurable improvements in playing strength just by doubling the CPU
speed (and/or memory or other hardware restraint). Alpha-beta with all
the trimmings, and MCTS with a good pattern library, both seem to qualify.


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