Skip to content
aiqbench takeAI Research

aiqbench analysis

This research challenges the dominance of Monte Carlo Tree Search (MCTS) in self-play algorithms by demonstrating that Approximate Value Iteration (AVI) can achieve superior value function accuracy and competitive policies with significantly lower computational costs. By validating AVI's stability on larger games like Go and Othello, the study suggests that simpler, more efficient approaches may be underutilized despite the historical success of complex search-based methods.
Sources coveringarXiv, LessWrong
What this isA model's reading of the article and related coverage, written for aiqbench. Not the publisher's words.

The Surprising Effectiveness of Approximate Value Iteration in Self-Play

arXiv2 min read

arXiv:2609.09094v1 Announce Type: new Abstract: Combining search with function approximation has driven major advances in game-playing programs, making self-play algorithms more competitive than ever. Still, the computational overhead of the most popular methods, based on Monte Carlo Tree Search (MCTS), can be substantial. In this work, we investigate whether simpler methods remain competitive in non-trivial, moderately sized games such as Connect Four, Hex(7x7) and synthetic games. We train a minimal self-play implementation of Approximate Value Iteration (AVI) and use ground-truth oracles for exact evaluation. Contrary to expectations, our results demonstrate the surprising effectiveness of AVI: it learns more accurate value functions than those learned by AlphaZero, while its one-step-lookahead greedy policies remain competitive with MCTS-based policies at substantially lower training and inference costs. Preliminary experiments on Othello and Go(9x9) show that AVI trains stably on larger games and learns effective value functions. These findings suggest that the success of MCTS-based methods may have eclipsed simpler approaches that have become increasingly practical with modern deep-learning tools.

Abstract:Combining search with function approximation has driven major advances in game-playing programs, making self-play algorithms more competitive than ever. Still, the computational overhead of the most popular methods, based on Monte Carlo Tree Search (MCTS), can be substantial. In this work, we investigate whether simpler methods remain competitive in non-trivial, moderately sized games such as Connect Four, Hex(7x7) and synthetic games. We train a minimal self-play implementation of Approximate Value Iteration (AVI) and use ground-truth oracles for exact evaluation. Contrary to expectations, our results demonstrate the surprising effectiveness of AVI: it learns more accurate value functions than those learned by AlphaZero, while its one-step-lookahead greedy policies remain competitive with MCTS-based policies at substantially lower training and inference costs. Preliminary experiments on Othello and Go(9x9) show that AVI trains stably on larger games and learns effective value functions. These findings suggest that the success of MCTS-based methods may have eclipsed simpler approaches that have become increasingly practical with modern deep-learning tools.

Artificial Intelligence (cs.AI)

arXiv:2609.09094 [cs.AI]

(or arXiv:2609.09094v1 [cs.AI] for this version)

https://doi.org/10.48550/arXiv.2609.09094 Focus to learn more arXiv-issued DOI via DataCite (pending registration)

arXivLabs is a framework that allows collaborators to develop and share new arXiv features directly on our website.

Both individuals and organizations that work with arXivLabs have embraced and accepted our values of openness, community, excellence, and user data privacy. arXiv is committed to these values and only works with partners that adhere to them.

Have an idea for a project that will add value for arXiv's community? Learn more about arXivLabs.

Full text under the publisher's open licence · 254 words

Related coverage