Research & Writing

Academia

Writing and research on software engineering, AI, computing, and digital culture.

Conference Papers

Artificial Intelligence · October 2026

Monte Carlo Tree Search: A Review of Drawbacks, Advantages and Limitations in Complex Multiplayer Games

MCTS gained prominence after its successes in Go, Chess and Shogi, but most studies focus on two-player games with perfect information. This paper analyses MCTS in multiplayer digital and board games, which are often characterised by imperfect information. Based on 18 papers selected from 22 retrieved from IEEE Xplore, HAL Science Ouverte and Google Scholar (2013–2025), the study identifies three recurring structural limitations: computational plateaus, blind spots in tactical reasoning and trade-offs in opponent modelling.

Artificial Intelligence · November 2025

Opponent Modelling for Training Monte Carlo Tree Search-Based Models in the Board Game Citadels

This work investigates how opponent modelling influences the training of a hybrid MCTS-RL framework applied to the multiplayer board game Citadels, which features hidden information, multiple players, and time constraints. The proposal decouples planning and execution through a persistent decision structure built offline from simulations, reducing the online computational cost of MCTS. In a simulation environment with expert agents and a random agent, different training sessions (including a varied environment) are compared by win rate. The results indicate that the diversity of strategies in training tends to produce a more robust and generalist agent than training against individually strong opponents.