While MCTS works "better" in games with a forward direction, it eventually
converges to the same answer as alpha-beta in any game.   The general
architecture is to set a maximum depth, and use a suitable evaluator
at the leaf nodes.

I haven't done detailed studies, but there is definitely a space where
(for example) a 30 second MCTS with a depth limit of 20 ply will outperform
a progressive-deepening alpha-beta that is allowed 30 seconds.

Another advantage of MCTS is that it's easy to run multiple threads, which
is not true of alpha-beta.

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