chess
mcts with piece-square evaluation
Pure random rollouts are useless for chess — random play produces meaningless noise. Instead, the AI uses a hybrid approach: short capture-biased rollouts (25 ply) terminated with a static evaluation function.
The evaluation combines material counting (pawn=100, knight=320, bishop=330, rook=500, queen=900) with piece-square tables that encode positional knowledge — central pawns score higher, knights prefer the center, kings hide in corners during the middlegame.
eval = Σ (material + PST[piece][square]) per piece
With ~3,000 MCTS iterations per move, the AI plays at roughly 1000–1200 Elo. It understands basic tactics (captures, forks) and positional concepts (center control, king safety) but can miss deep combinations.
references
Browne et al. "A survey of Monte Carlo tree search methods." IEEE Transactions on Computational Intelligence and AI in Games, 2012.
Silver et al. "Mastering chess and shogi by self-play." Science, 2018.
how the search tree works
Each move the AI considers becomes a node in a tree. MCTS repeats four steps thousands of times:
The most-visited branch becomes the chosen move — more visits means more confidence.