Exploring MCTS / self-play on a small 2-player abstract game — looking for insight, not hype
Hi all — I’m hoping for some perspective from people with more RL / game-AI experience than I have.
I’m working on a small, deterministic 2-player abstract strategy game (perfect information, no randomness, forced captures/removals). The ruleset is intentionally compact, and human play suggests there may be non-obvious strategic depth, but it’s hard to tell without stronger analysis.
Rather than jumping straight to a full AlphaZero-style setup, I’m interested in more modest questions first:
- How the game behaves under MCTS / self-play
- Whether early dominance or forced lines emerge
- What level of modeling is “worth it” for a game of this size
I don’t have serious compute resources, and I’m not trying to build a state-of-the-art engine — this is more about understanding whether the game is interesting from a game-theoretic / search perspective.
If anyone here has worked on:
- MCTS for small board games
- AlphaZero-style toy implementations
- Using self-play as an analysis tool rather than a product
…I’d really appreciate pointers, pitfalls, or even “don’t bother, here’s why” feedback.
Happy to share a concise rules/state description if that helps — but didn’t want to info-dump in the first post.
Thanks for reading.
submitted by /u/OldManMeeple
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