# speculative_montecarlo_tree_search__6e020353.pdf Speculative Monte-Carlo Tree Search Scott Cheng Mahmut Taylan Kandemir Ding-Yong Hong The Pennsylvania State University, USA Institute of Information Science, Academia Sinica, Taiwan {ypc5394,mtk2}@psu.edu dyhong@iis.sinica.edu.tw Monte-Carlo tree search (MCTS) is an influential sequential decision-making algorithm notably employed in Alpha Zero. Despite its success, the primary challenge in Alpha Zero training lies in its prolonged time-to-solution due to the high latency imposed by the sequential MCTS process. To address this challenge, this paper proposes and evaluates an inter-decision parallelization strategy called speculative MCTS, a new type of parallelism in Alpha Zero which implements speculative execution. This approach allows for the parallel execution of future moves before the current MCTS computations are completed, thus reducing the latency. Additionally, we analyze factors contributing to the overall speedup by studying the synergistic effects of speculation and neural network caching in MCTS. We also provide an analytical model that can be used to evaluate the potential of different speculation strategies before they are implemented and deployed. Our empirical findings indicate that the proposed speculative MCTS can reduce training latency by 5.81 in 9x9 Go games. Moreover, our study shows that speculative execution can enhance the NN cache hit rate by 26% during midgame. Overall, our end-toend evaluation indicates 1.91 speedup in 19x19 Go training time, compared to the state-of-the-art Kata Go program. 1 Introduction Monte-Carlo tree search (MCTS) [1, 2] is a sequential decision-making algorithm that has achieved breakthroughs in various fields, such as chemistry [3, 4], medicine [5, 6], and many others. Most notably, Alpha Zero [7] leverages MCTS to reach superhuman-level performance in board games such as Go, Chess, and Shogi. Alpha Zero training consists of two phases: 1 self-play and 2 neural network (NN) training, as depicted in Figure 1. During the self-play stage, Alpha Zero generates game records by playing against itself, with each move determined by MCTS simulations and NN inferences. After the self-play phase, the NN is trained on these self-play game records. By alternating between these two phases, Alpha Zero continuously enhances its strategies through MCTS. Despite Alpha Zero s remarkable decision-making capabilities, the training is considerably timeconsuming, and several factors contribute to long training times. First, Alpha Zero training requires lots of training data per parameter, which is even higher than the well-known resource-consuming large language model (LLM) training.1 Second, the MCTS algorithm involves sequential decisionmaking, where each game move depends on the outcome of the previous move. This sequential nature introduces significant latency. Third, the MCTS simulations evaluate the values of game positions with neural network (NN) inferences, which also contributes to the prolonged training times. In this work, we aim to reduce the training time by exploiting speculation-based pipeline 1Alpha Zero s training data per parameter can be estimated by (21M games 150 positions/game) / (24M parameters) = 131 positions/parameter. In comparison, LLM s training sample per parameter is about 20 according to the Chinchilla scaling law [8]. 38th Conference on Neural Information Processing Systems (Neur IPS 2024). compute resource 1 Self-play 2 NN Training Intra-decision parallelism Inter-game parallellism Inter-decision parallelism c Intra-game parallelism Latency = 320,000 NN inferences (800 simulations/move) Figure 1: Alpha Zero training consists of self-play and NN training, where self-play is highly resourceconsuming. We categorized the intrinsic parallelism in the self-play phase into three categories (a) inter-game, which is embarrassingly parallel, (b) intra-decision, such as parallel search algorithms, and (c) inter-decision, which enables parallel execution for moves within a single game. Our proposed work aims to address the problem of lack of inter-decision parallelism. parallelism in Alpha Zero training. To this end, we categorize the self-play process into three dimensions (shown in Figure 1): (a) inter-game, (b) intra-decision, and (c) inter-decision. Most prior works [7, 9] have focused on parallelizing inter-game training, as it is embarrassingly-parallel and easy to implement. Additionally, several parallel MCTS strategies [10, 11] have been proposed in the literature to explore and exploit intra-decision parallelism. In contrast, to the best of our knowledge, the challenge of inter-decision parallelism, which involves parallelizing the sequence of decisions within individual games, has not been addressed by prior art. As a result, even with sufficient inter-game parallelism to collect multiple game records concurrently and efficient parallel MCTS algorithms in place, the training latency remains constrained by the sequential inter-decision MCTS self-play, thus limiting the potential benefits from the increasingly powerful high-performance computing (HPC) resources and systems. Motivated by the observations above, in this work, we propose and experimentally evaluate speculative MCTS to enable inter-decision parallelism. Since MCTS is an Anytime Algorithm2 [12], it allows us to obtain partial simulation results (i.e., values and policies) at any point during its execution, and the simulation results keep refining as MCTS continues to execute. For example, we have observed that, more than 50% of the search results do not change after a full MCTS and only 20% of the search results would change after performing half of the MCTS simulations. Leveraging these insights, we propose to utilize the partial simulation results from the current move to predict the subsequent moves to play. Doing so would allow us to start executing the future moves before the computation of the current move is completed and run the MCTS computation of consecutive moves in a pipelined fashion , thus reducing the overall training latency. Additionally, to address the NN inference latency in MCTS simulations, we integrate an NN caching mechanism to accelerate the retrieval of inference results. Interestingly, even for the cases where our speculation mispredicts, the NN cached results from the discarded moves can still be utilized for the current MCTS move to reduce the latency. In summary, this paper makes the following main contributions: We design and implement a speculative parallelization strategy based on our insights into MCTS s anytime algorithm characteristics. We also conduct a detailed analysis of the NN cache to explore the synergy between caching and speculation. Furthermore, we conduct extensive performance evaluations by varying the number of speculative look-ahead steps in Go and No Go games across different NN sizes. We propose an analytical model that allows us to estimate the performance gain and compute resource usage beforehand, which, in general, supports various designs in interdecision parallelism. Our empirical evaluations suggest that the proposed analytical model 2An algorithm capable of delivering a valid result, even if it is halted before completion. can accurately estimate the actual latency, with an average RMSE (root mean square error) of 22.2, across four different settings. Our evaluation results indicate that the proposed speculative MCTS can speed up training latency up to 5.8 in 9x9 Go games. Moreover, we can achieve around 26% higher NN cache hit ratio during mid-game. Finally, our end-to-end evaluations demonstrate around 1.91 speedup, compared to the state-of-the-art Kata Go program. 2 Background 2.1 Monte-Carlo Tree Search Monte Carlo Tree Search (MCTS) [1, 2] is a widely used best-first search algorithm and has demonstrated extraordinary performance when combined with neural networks in Alpha Zero-like algorithms [7, 13]. Notably, Kata Go [9] is the state-of-the-art, open-source computer Go program capable of defeating top-level human players. In board games, each node in the search tree represents a board position. During each simulation, MCTS selects the most promising leaf node in the search tree, and the selected node is then expanded and evaluated. During the evaluation, the NN takes the input features extracted from the current board position as image inputs and outputs a policy and a value. Based on the evaluated value, MCTS updates the winning probability estimation for each node on the selection path. Meanwhile, the evaluated policy is used in the next selection phase to guide the search process towards more promising moves. By conducting the simulation repeatedly, MCTS progressively refines its estimate of the optimal decision. 2.2 Motivation 0 400 800 1200 1600 Simulation count Prediction accuracy Figure 2: Prediction accuracy when using fewer simulation counts to predict the 1600-simulation s search results. As introduced earlier, the sequential decisionmaking process in MCTS leads to high training latencies, and the lack of parallelism bounds the training throughput even when more compute resources are available. In particular, inter-game parallelism, as shown in Figure 1, is mainly employed in scale-out training. On the other hand, intra-decision parallelism an example of which is parallel MCTS [10] provides less parallelism opportunities since the parallelism would reduce the strength of MCTS results under the same compute resource bound [11, 14]. These observations motivate us to explore opportunities for exploiting inter-decision parallelism to scale the whole training process beyond what can be achieved by state-of-the-art methods. To show that partial MCTS searches can reasonably predict the full MCTS results, we conduct an initial experiment using Kata Go [9]. The experiment measures prediction accuracy by calculating the fraction of correct predictions made with fewer simulations relative to the complete MCTS with 1600 simulations.3 As depicted in Figure 2, a partial-search with 800 simulations can achieve an 83.8% prediction accuracy with respect to the full-search, which means that 83.8% of the search results remain unchanged after another 800 simulations. As expected, using fewer simulations leads to lower prediction accuracy. These results provide insights indicating that, more simulations are executed, more confidence we have in the current best candidate. However, several critical board positions could still alter the search outcome in the last few simulations. Consequently, we cannot simply speed up MCTS by using fewer simulation counts, as those 16.2% mispredicted search results (from 83.8% to 100%) are vital for improving strength from the 800 to 1600 simulations. 3 Related Works In this section, we discuss the prior works that are most relevant to our paper. 3Similar evaluations and observations can be done with different MCTS simulations (see also Appendix A.1). Parallel MCTS and other parallel decision tree search algorithms, in a broader sense, belong to the intra-decision parallelism. The parallelization can be implemented in root-level, tree-level, and leaf-level [10]. Several techniques have been proposed to enhance parallel MCTS performance, such as lock-free data structures [15] and virtual loss [10]. Prior study [16] proposed to combine multiple MCTS parallelism, while further study [11, 14] showed that leaf-level parallelism could reduce the performance even only with four workers. Furthermore, prior work [17] proposed to modify the UCT formula to make MCTS more suitable for parallelization. Overall, these previous approaches to intra-decision parallelism can potentially be integrated with our inter-decision parallelism. Speculative parallelism has also been applied to the A algorithm [18] where nodes are speculatively expanded during the search process. Additionally, prior work [19] speculatively executes MCTS simulation by predicting the next move using a smaller NN. In contrast, our work leverages the anytime algorithm characteristic of MCTS to predict future moves. We focus on addressing the inherent sequential nature of multiple MCTS gameplays that belong to the inter-decision parallelism. On the other hand, speculative parallelism has been explored in non-MCTS contexts and designed at various levels, such as hardware prefetching, thread-level speculation, and compiler loop speculation [20, 21]. 4 Methodology In this section, we first present the details of our proposed speculative MCTS approach. Then, we analyze the speculative execution using our analytical models in Section 4.2. Finally, we discuss the synergy effects when combining NN caching with speculative MCTS in Section 4.3. 4.1 Speculative MCTS (a) Original (0-step look-ahead) (b) Speculation (1-step look-ahead) Move 2 ½ ½ ½ Move prediction Success speculation Failed speculation Figure 3: (a) Original execution where each move proceeds sequentially, and (b) Speculation pipeline where the next move is speculatively executed in parallel based on the prediction. Each 1/2 block indicates half of the MCTS computation for a move. MCTS allows us to obtain partial search results at any point during execution, as it continually updates the search results throughout the process. Hence, we can divide the tree search process into n stages, with each stage handling 1/n of the total computation. Figure 3 illustrates an example of dividing the tree search process into two stages. In this scenario, when the total number of MCTS simulations for a move is, say, 800, each stage will have 400 simulations. The state-of-the-art MCTS (Figure 3(a)), including parallel MCTS [10], proceeds to the next move only after the current tree search is completed. On the other hand, in our speculative MCTS, we leverage the partial search results from the current pipeline stage to predict the next move. In this example, we predict the final outcome of an 800simulation MCTS using the results from the first 400 simulations. Based on this prediction, we then start the tree search of the next move. Therefore, the next move is speculatively executed in parallel with the ongoing tree search of the current move, as depicted in Figure 3(b). Case 1 in Figure 3(b) shows a successful speculation where the pipeline execution can continue to proceed, whereas Case 2 illustrates a failed speculation, which needs to flush the pipeline and restart the tree search for the next move (Move 2). Move 1 1/n 1/n 1/n Move 2 1/n 1/n 1/n Move 1 1/n 1/n 1/n Move 2 1/n 1/n 1/n 1/n 1/n Move n 1/n Time Move prediction Success speculation Failed speculation Figure 4: (n 1)-step look-ahead speculation contains n pipeline stages. Case 1 shows a successful prediction pipeline, whereas Case 2 illustrates a failed speculation, leading to a pipeline flush. In general, we can speculate (n 1)-step ahead from a move by partitioning the tree search process into n pipeline stages, as shown in Figure 4. We define 0-step look-ahead speculation to be the same as the original execution pipeline, namely, with no speculation occurring when n = 1. In Case 1 of Figure 4, successful speculation reduces the latency to 1 n of the original move while maintaining the same compute resources. In contrast, in Case 2, a failed speculation results in the same latency as the original move, with increased compute resource demand to n+1 2 due to the pipeline flush.4 Moreover, one could potentially design various speculation strategies to reduce the pipeline flush cost, and we will discuss this further in the following section and in Appendix A.2. 4.2 Speculation Analysis Figure 5: The finite state machine corresponds to the speculation pipeline in Figure 3(b), containing two states: successful (S) and failed (F) speculation, and the prediction accuracy p. In this section, we present an analytical approach to estimate the speedup of end-to-end latency and compute resources. As discussed earlier, we have obtained the expected latency required for Case 1 and Case 2 in Figure 4. By knowing the fraction of time the pipeline spends in each case, we can estimate the end-to-end expected speedup as a weighted average over the expected latency for each case. Hence, we first model the speculation pipeline (Figure 3(b)) into a finite state machine (Figure 5), and then solve for the steady-state probability distribution of the pipeline. Since each pipeline case only depends on the previous one, the finite state machine satisfies the Markov Property. In general, given a finite state machine with transition probabilities, we solve for the steady-state probability distribution of the finite Markov chain using the following linear equations: q M = q q = 1, (1) where M is the given transition matrix and the row vector q represents steady-state probability distribution . After solving the equation, we can calculate the expected end-to-end latency by the inner product of q and a column vector L that contains the expected latency of each pipeline case. Then, the end-to-end latency is given by q L. Similarly, the compute resource required for each pipeline case is defined as R, and the total amount of required compute resources is q R. Taking Figure 4 as an example, as previously discussed, we can write down the latency vector as n, 1 T and the resource vector as R = 1, (n+1) 2 T . Based on the finite state machine in Figure 5, we can determine the expected end-to-end latency and compute resources for the n-step 4In this context, compute resource is the sum of pipeline flush cost (orange stages in Case 2) and recomputation cost = 1 n + . . . + (n 1) n + 1 = (n+1) look-ahead speculation and arrive at the following results: pn := Pr (make a success (n 1)-step look-ahead speculation) (2) E[latency] = pn 1 n + (1 pn) 1 (3) E[resource] = pn 1 + (1 pn) n + 1 It is to be emphasized that our analysis is general and applicable to different speculation-based pipelining strategies (see also Appendix A.2), thus enabling us to provision the various pipeline designs beforehand, based on the insights from our analysis. 4.3 Synergizing Speculation and Neural Network Caching Current Move: Figure 6: In speculative MCTS, parallel moves share cached NN inference results, which accelerate the execution mutually. The NN inference results at each tree node can typically be cached in a hash table, with the NN input being the hash key.5 The costly NN inference can thus be alleviated during tree node evaluation upon a cache hit. This caching technique also applies to our speculative MCTS. In the original MCTS, different moves access the NN cache in sequence according to the gameplay order. As a result, the current move can only benefit from the inference results cached by previous moves and the current move itself. Unlike the original MCTS, speculative MCTS allows both the current and the next moves to simultaneously access the NN cache. Thus, regardless of which move performs the node inference first, the subsequent tree search can benefit from the cached NN results. For example, the dark green nodes in Figure 6 represent the shared positions between the current and next moves, which can potentially accelerate the execution mutually via the shared NN cache. In essence, both the current and speculated moves can take advantage of the NN inference results, and thus, the cache hit rate is expected to increase as the speculative look-ahead step increases. Furthermore, even if the speculated moves are mispredicted and subsequently flushed, their NN inference results can still serve future moves and are likely to contribute to the hits in the main sequence of MCTS. Therefore, we expect the synergy between speculation and caching to provide more speedups than employing each technique individually. Moreover, based on the introduced analysis, we can estimate the latency as follows: E[latency w/$] = E[latency w/o $] (1 hr) + t0, (5) where hr denotes the NN cache hit rate, t0 is the time to access the hash table, which is significantly shorter than performing an NN inference, and E[latency w/o $] can be obtained from Equation 3. 5 Evaluations In this section, we first provide our experimental setting in Section 5.1. Then, we evaluate the training latency in Section 5.2, and study the NN cache hit rate in Section 5.3, to provide insights into our 5To avoid the GHI problem, we only allow two identical board positions to share the same NN cache when they have the same history, particularly for the Go game [22, 23]. observed speedups. Finally, we evaluate the performance of end-to-end training and compare our proposed method against state-of-the-art approaches in Section 5.4. 5.1 Experimental Setting We evaluate our speculative MCTS approach on 9x9 No Go [24], 9x9 Go, and 19x19 Go games using different NN sizes. The NN models consist of Res Net blocks [25], denoted as b Xc Y, where X represents the number of blocks and Y is the number of channels per block. The input features for No Go and Go games follow the configurations established in prior works [26, 27]. Additionally, all models are trained from randomly initialized weights, and the self-play simulation is 800. Our experiments are conducted on a cluster that consists of 8 NVIDIA V100 GPUs per node. We train four NN models, (9x9 go, b5c64), (9x9 go, b10c128), (9x9 nogo, b5c64) and (19x19 go, b6c96), and each model is trained for 1400 V100-hours. For the latency evaluation in Sections 5.2 and 5.3, we run the experiments on one GPU and measure the latency by averaging the results over 100,000 game moves. For end-to-end evaluation in Section 5.4, we use 5 GPU nodes for both two runs. Moreover, we perform a strength evaluation against the state-of-the-art method, using an extra 280 V100-hours. In all our evaluations, the batch sizes for training and inference are set to 1024 and 24, respectively. 5.2 Evaluation of Training Latency 0 1 2 3 4 5 Speculative look-ahead steps E[w/o $] w/o $ E[w/$] w/$ (a) (9x9 go, b5c64) 0 1 2 3 4 5 Speculative look-ahead steps E[w/o $] w/o $ E[w/$] w/$ (b) (9x9 go, b10c128) 0 1 2 3 4 5 Speculative look-ahead steps E[w/o $] w/o $ E[w/$] w/$ (c) (9x9 nogo, b5c64) 0 1 2 3 4 5 Speculative look-ahead steps E[w/o $] w/o $ E[w/$] w/$ (d) (19x19 go, b6c96) Figure 7: Speedup for speculative MCTS across various speculative look-ahead steps, with each subfigure representing a different (game, NN size) setting. OOM denotes out-of-memory evaluation. This section evaluates the per-iteration self-play latency with different configurations of speculation look-ahead steps and NN caching. Figure 7 shows the speedup of our speculative MCTS compared to the baseline (original) MCTS, which is executed without speculation (i.e., 0 look-ahead step). Based on our analysis described in Section 4.2, the light blue and orange bars indicate the expected speedup without NN cache (denoted as E[w/o $]) and with NN cache (denoted as E[w/$]), respectively, whereas the dark blue and orange bars show evaluated speedups without and with NN cache, respectively. For the performance without the NN cache (blue bars), the results indicate that all speculation cases are faster than the baseline. Among the results, the speculation with four look-ahead steps achieves a speedup of 2.37 over the baseline in (9x9 go, b10c128). We also observe that, in general, performance improves when the speculative look-ahead step is increased, but the speedup does not improve significantly. The reason is that, as the speculative look-ahead step increases, we predict the next move with MCTS partial results of fewer simulations. As a result, the accuracy of the speculative prediction might be reduced, leading to less speedup improvement. For the comparison of the estimated speedup and the evaluated speedup, Equation 3 gives a close estimation of 22.2 RMSE (root mean square error) across all four settings. For the performance with NN cache (orange bars), the speedup increases as the speculative look-ahead step increases, and we achieve a speedup of up to 5.81 with five speculative look-ahead steps over the baseline MCTS in (9x9 go, b5c64). Furthermore, we observe that the values of evaluated speedups are greater than those of the estimated speedups among all four settings. This is because our analytical modeling (Equation 5) does not take the synergistic effects into account. Therefore, combining speculation and NN cache would, in general, lead to a better speedup. Overall, the speculation with the NN cache offers at least 1.25 speedup over the baseline (0 look-ahead step) with the NN cache, and achieves 2.1 times improvement, on average, compared to the speculation without the cache. 5.3 Evaluation of Cache Hit Rate 0 1 2 3 4 5 Speculative look-ahead steps Cache hit rate 56.3% 56.6% 57.1% Figure 8: NN cache hit rate across different speculative look-ahead steps. 0 8 16 24 32 40 48 56 64 Move Cache hit rate Speculative look-ahead steps 0 1 2 3 4 5 Figure 9: NN cache hit rate for each move across various speculative look-ahead steps. In this section, we dissect the speculative MCTS speedup in (nogo, b5c64) by examining the contribution of the NN cache hit rate to the overall performance. Figure 8 indicates that, as the speculative look-ahead step is increased, the NN cache hit rate also increases, aligning with our discussion in Section 4.3. To further investigate the source of this improvement, we measure the cache hit rates of each move during self-play. The result in Figure 9 reveals that the cache hit rates are high at the beginning and the end of the game, but drop in the middle of the game. In general, the NN cache hits come from two sources: (1) intra-game hits, which leverage temporal locality as moves within a game often overlap in multiple MCTS s tree nodes, and (2) inter-game hits, which are akin to caching an opening book for the game and the concept is similar to the joseki in Go. Hence, the result matches our intuition that common opening board positions are shared across different games while many endgame moves recur in tree searches within the same game, thus leading to high cache hit rates. During the middle of the game, MCTS explores more board positions compared to the opening and endgame, and thus, move decisions are more divergent, leading to lower cache hit rates. In this case, our speculative MCTS can provide more intra-game hit opportunities, which improve the cache hit rates. This can be observed at move 7 in Figure 9, where the cache hit rate is increased from 36% with no speculation to 62% with 5-step ahead speculation an improvement of 26%. 5.4 Evaluation of End-to-End Training In this section, we evaluate the performance of our speculative MCTS against the state-of-the-art method. The Kata Go [9] model and its training are based on settings in the public repository [28]. 0 50 100 150 200 250 300 350 Walltime (min) Ours (1-step) Ours (0-step) Kata Go Figure 10: End-to-end training evaluation against the state-of-the-art method, Kata Go. Since our training settings described in Section 5.1 are different from those of prior works, we extrapolated their training time. Furthermore, for each model iteration, we play 400 games against Kata Go s model to evaluate the Elo rating [29], establishing a 95% confidence interval for the win rate within 5%. Figure 10 shows the comparison result. The results show that the training performance of MCTS without speculation (0-step) aligns with the state-of-the-art Go program, Kata Go. Moreover, our speculative MCTS with 1-step look-ahead speculation achieves 1.91 speedup over Kata Go when reaching 7,000 Elo rating. This performance also aligns with the per-iteration evaluation result in Figure 7d. Though we only evaluated our method with only 1-step look-ahead speculation since the training is resource-consuming, we expect the end-to-end training will follow the same trend in Figure 7 and continue to scale up further when more compute resources are available. 6 Discussion 6.1 Design Alternatives for Inter-Decision Parallelism To achieve inter-decision parallelism in MCTS, we need to break the sequential nature of the gameplay, and this typically comes with predicting the next move. Naively, we could store all transitions of the game states so that when a new move is started, we can immediately execute the next move or even several future moves in parallel. However, in practice, this is not feasible due to the complexity of the game. On the other hand, in contrast to the prior work [19], which needs an extra NN for speculation prediction and incurs additional cost, our method leverages the anytime algorithm characteristics of MCTS, and this naturally leads us to our proposed approach. 6.2 Design Choices in Speculative MCTS The design of speculative MCTS involves (1) improving prediction accuracy, and (2) reducing the speculation cost. For the first design dimension, we investigated the number of steps to look ahead in the speculation. Our evaluation shows that, even with only one look-ahead step, we can speed up the training up to 3 . Furthermore, the training can benefit from more speculative look-ahead steps when adding more computing resources. For the second design dimension, we integrate NN caching, and more importantly, our analytical method supports general design spaces, which can analyze potential speculation strategies beforehand. 6.3 Limitation of Speculative MCTS Speculative MCTS introduces a new dimension of parallelism. This approach is more beneficial when computing resources are abundant. When the game duration or the total MCTS simulation is short, the performance gain would be limited since the performance improvement comes from looking ahead into future moves. Fortunately, game applications typically utilize high simulation counts or require a lengthy sequential decision process and, thus, can benefit from our approach. 7 Concluding Remarks In this paper, we introduce and experimentally evaluate speculative MCTS as a novel inter-decision parallelism maximization strategy, to reduce the time-to-solution in Alpha Zero training. We provide insights into the anytime characteristic of MCTS, which allows us to predict future moves with partial search results and speculatively execute the future moves with the current move in parallel. We further introduce the NN cache and analyze the synergy between the caching mechanism and speculation. Additionally, we propose an analytical model that can be used to analyze and evaluate different speculation strategies/implementations. Our empirical results indicate that the proposed speculative MCTS can accelerate training by up to 5.81 in 9x9 Go. The end-to-end training results also show a 1.91 speedup on 19x19 Go game training, compared to a state-of-the-art Go program, Kata Go. Finally, our speculative MCTS can combine with other intra-decision parallelism approaches, such as parallel MCTS [10], to enable further performance improvement. Acknowledgments and Disclosure of Funding This research was funded in part by National Science and Technology Council of Taiwan project number NSTC113-2221-E-001-019. We thank the Taiwan National Center for High-performance Computing (NCHC) for providing computational and storage resources. Lastly, we would like to thank Meng-Yu Tsai for the intellectual discussions. [1] R. Coulom, Efficient selectivity and backup operators in monte-carlo tree search, in Computers and Games: 5th International Conference, CG 2006, Turin, Italy, May 29-31, 2006. Revised Papers 5, pp. 72 83, Springer, 2007. [2] L. Kocsis and C. Szepesvári, Bandit based monte-carlo planning, in Machine Learning: ECML 2006: 17th European Conference on Machine Learning Berlin, Germany, September 18-22, 2006 Proceedings 17, pp. 282 293, Springer, 2006. [3] M. H. Segler, M. Preuss, and M. P. Waller, Planning chemical syntheses with deep neural networks and symbolic ai, Nature, vol. 555, no. 7698, pp. 604 610, 2018. [4] S. S. 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Lanctot, et al., Mastering the game of go with deep neural networks and tree search, nature, vol. 529, no. 7587, pp. 484 489, 2016. [28] D. J. Wu, Networks for kata1. "https://katagotraining.org/networks/", 2020. [29] R. Coulom, Computing elo ratings of move patterns in the game of go, ICGA journal, vol. 30, no. 4, pp. 198 208, 2007. [30] A. Meurer, C. P. Smith, M. Paprocki, O. ˇCertík, S. B. Kirpichev, M. Rocklin, A. Kumar, S. Ivanov, J. K. Moore, S. Singh, et al., Sympy: symbolic computing in python, Peer J Computer Science, vol. 3, p. e103, 2017. A Appendix / Supplemental Material A.1 Scaling of the Prediction Accuracy In addition to Figure 2, Figure 11 further evaluates the prediction accuracy for simulations ranging from 50 to 3200. In general, the prediction accuracy follows a consistent trend across all evaluations. These results highlight that prediction accuracy scales effectively among different simulations and further suggest that our speculative MCTS approach is scalable across various numbers of simulations. 0 10 20 30 40 50 Simulation count Prediction accuracy (a) 50 simulations. 0 25 50 75 100 Simulation count Prediction accuracy (b) 100 simulations. 0 50 100 150 200 Simulation count Prediction accuracy (c) 200 simulations. 0 100 200 300 400 Simulation count Prediction accuracy (d) 400 simulations. 0 200 400 600 800 Simulation count Prediction hit rate (e) 800 simulations. 0 400 800 1200 1600 Simulation count Prediction accuracy (f) 1600 simulations. 0 800 1600 2400 3200 Simulation count Prediction accuracy (g) 3200 simulations. Figure 11: Prediction accuracy using 50 to 3200 simulations as the full MCTS simulations. A.2 Alternative Speculation Strategy Alternative Speculation (1-step look-ahead) Move 2 ½ ½ ½ Move 3 ½ ½ Time Move prediction Success speculation Failed speculation Figure 12: Alternative speculation pipeline with 1 look-ahead step. Specifically, in Case 2, the speculation starts immediately after a pipeline flush. As discussed earlier in Section 4.1, when the speculation fails, the pipeline is flushed and pipeline bubbles are introduced. This section explores an alternative design: instead of inserting pipeline bubbles, the speculation is immediately started based on the prediction from the prior tree search result. For instance, in Figure 12, Case 2 shows that, when the speculation for Move 2 fails, the pipeline can still speculate Move 3 using the prediction from the previous move (Move 1). (1 pg1)(1 pg2) pg1 + pg2 2pg1pg2 Figure 13: The finite state machine corresponds to Figure 12, containing two states: g1 (guess 1-step ahead) and g2 (guess 2-step ahead), and the prediction accuracy pg1, pg2. 0.500 0.525 0.550 0.575 0.600 0.625 0.650 0.675 Figure 14: Visualization for the expected latency of the speculation pipeline in Figure 12, which is a function of prediction accuracy pg1 and pg2. Similar to Figure 5, we first formulate the finite state machine, shown in Figure 13, based on the speculation pipeline cases in Figure 12, where pg1 := p1 as defined in Equation 2 and pg2 is the probability to make a successful prediction using the prior tree search result. Specifically, g1 has pg1 probability to remain successful prediction, thus having (1 pg1) probability to transit to the g2 state. On the other hand, g2 remains a successful prediction when both pipeline stages make successful or failed prediction, corresponding to the probabilities of pg1pg2 and (1 pg1)(1 pg2), respectively. As a result, we can obtain the transition matrix: M = pg1 1 pg1 pg1 + pg2 2pg1pg2 1 pg1 pg2 + 2pg1pg2 Following Equation 1, we can solve for the steady-state probability distribution q via a symbolic solver like Sym Py [30], which gives us: q = 2pg1pg2 pg1 pg2 2pg1pg2 pg2 1 pg1 1 2pg1pg2 pg2 1 . (7) Further, we can obtain the expected latency for each state based on Figure 12 and Figure 13: E[latency of g1] = pg1 1 2 + (1 pg1) 0 = pg1 E[latency of g2] = pg1pg2 1 2 + (1 pg1)(1 pg2) 1 + (pg1 + pg2 2pg1pg2) 3 and thus, L = (E[latency of g1], E[latency of g2])T . Finally, based on the inner product of q and L, we arrive at the expected latency for the speculation pipeline: 2p3 g1pg2 p3 g1 + 2p2 g1p2 g2 8p2 g1pg2 + 2p2 g1 3pg1p2 g2 + 11pg1pg2 + pg1 + p2 g2 3pg2 4 4 (2pg1pg2 pg2 1) . Figure 14 shows the visualization for E[latency] in Equation 10, which is a function of prediction accuracies pg2 and pg2. In the visualization, we can clearly see that, when all predictions are successful, i.e., pg1 = 1 and E[latency] = 0.5, we reach the ideal 2 speedup, and this matches our intuition. When we fix pg1, the higher the prediction accuracy pg2, the lower the overall latency. Similarly, when we fix pg2, the higher the prediction accuracy pg1, the lower the expected latency. Moreover, suppose we obtain (pg1, pg2) = (83.8%, 79.8%) from a profiling similar to Figure 2 in the Go game. In this case, we see the expected latency speedup to be 1.84, while the method in Section 4.1 has a lower speedup of 1.72. However, the speedup is improved at the cost of complexity in the implementation. Nevertheless, our analytical model in Section 4.2 can be successfully adapted/applied to various speculative MCTS designs. 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