Reference health

Monte Carlo Tree Search as an Offline Training Data Generator for Decision-Tree Based Game Agents

https://doi.org/10.2139/ssrn.4152772
CiteStamped reference-health badge
17/17 checkable references clean · checked 2026-08-27

Every reference with a DOI in the deposited reference list resolved to a known work in Crossref or DataCite at the dated check, and none carried a retraction, withdrawal, or removal notice.

29 without a DOI — not checked. A reference deposited without a DOI is never matched by title or guessed at; it stays outside the checked set, and this line discloses that.

The 17 checked references that resolve
resolves10.1201/9780429489105
Behavior Trees in Robotics and AI
resolves10.1145/2093548.2093574
The grand challenge of computer Go
resolves10.1109/BigData.2017.8258124
On the role of feature space granulation in feature selection processes
resolves10.1007/978-0-387-84858-7_2
Overview of Supervised Learning
resolves10.1145/2576768.2598392
Monte Mario
resolves10.1609/aiide.v15i1.5238
Action Guidance with MCTS for Deep Reinforcement Learning
resolves10.1609/icaps.v22i1.13518
PROST: Probabilistic Planning Based on UCT
resolves10.1017/S0269888913000313
Bagging and boosting variants for handling classifications problems: a survey
resolves10.1016/j.cpc.2013.05.008
Improving multivariate Horner schemes with Monte Carlo tree search
resolves10.1016/j.ins.2017.04.020
UCT in Capacitated Vehicle Routing Problem with traffic jams
resolves10.3233/HIS-2005-2205
Fast split selection method and its application in decision tree construction from large databases
resolves10.1201/b18373
Game AI Pro 2
resolves10.1038/nature25978
Planning chemical syntheses with deep neural networks and symbolic AI
resolves10.1142/S0218213017300010
Behavior Trees for Computer Games
resolves10.1038/nature16961
Mastering the game of Go with deep neural networks and tree search
resolves10.1109/JAS.2016.7471613
Where does AlphaGo go: from church-turing thesis to AlphaGo thesis and beyond
The 29 references without a DOI — listed, not checked
no DOI — not checkedMonte Carlo Tree Search for Scheduling Activity Recognition
no DOI — not checkedThinking Fast and Slow with Deep Learning and Tree Search
no DOI — not checkedRogue-Like Games as a Playground for Artificial Intelligence -Evolutionary Approach
no DOI — not checkedMonte-Carlo Tree Search and Reinforcement Learning for Reconfiguring Data Stream Processing on Edge Computing
no DOI — not checkedDeep Neural Network and Monte Carlo Tree Search Applied to Fluid-Structure Topology Optimization
no DOI — not checkedref9
no DOI — not checkedDeep Learning for Real-Time Atari Game Play Using Offline Monte-Carlo Tree Search Planning
no DOI — not checkedref14
no DOI — not checkedBandit Based Monte-Carlo Planning
no DOI — not checkedPlaying FPS Games with Deep Reinforcement Learning
no DOI — not checkedFuzzy Logic in Agent-Based Game Design
no DOI — not checkedref23
no DOI — not checkedref24
no DOI — not checkedLearning Decision Trees through Monte Carlo Tree Search: An Empirical Evaluation
no DOI — not checkedCase-Based Planning and Execution for Real-Time Strategy Games
no DOI — not checkedSymbolic Representation of Game World State: Toward Real-Time Planning in Games
no DOI — not checkedKnowledge-Based Fast Evolutionary MCTS for General Video Game Playing
no DOI — not checkedref30
no DOI — not checkedComparative Analysis of Decision Tree Classification Algorithms
no DOI — not checkedref32
no DOI — not checkedLearning Policies from Self-Play with Policy Gradients and MCTS Value Estimates
no DOI — not checkedref38
no DOI — not checkedMonte Carlo Tree Search: A Review of Recent Modifications and Applications
no DOI — not checkedGrail: A Framework for Adaptive and Believable AI in Video Games
no DOI — not checkedImproving Hearthstone AI by Combining MCTS and Supervised Learning Algorithms
no DOI — not checkedImproving Monte Carlo Tree Search Policies in StarCraft via Probabilistic Models Learned from Replay Data
no DOI — not checkedAn Explainable Artificial Intelligence System for Small-unit Tactical Behavior
no DOI — not checkedSupervised Learning Achieves Human-Level Performance in MOBA Games: A Case Study of Honor of Kings
no DOI — not checkedPattern Recognition and Monte-Carlo Tree Search for Go Gaming Better Automation
What this badge says. CiteStamped means the CHECKABLE references of this work were clean at the dated check: each resolved to a known work in a public registry, and none carried a retraction notice at that time. It says nothing about the quality, findings, or importance of the work itself, and nothing about references deposited without a DOI.

checked 2026-08-27 — re-checked daily as this page is visited; titles and statuses come from Crossref and DataCite and are not part of the signed record

Embed this badge

Both snippets point at the live badge image and link back to this page. The badge re-renders from the daily check, so an embed never goes stale by more than a day of visits.

<a href="https://citestamp.com/citestamped/10.2139/ssrn.4152772"><img src="https://citestamp.com/citestamped/10.2139/ssrn.4152772/badge.svg" alt="CiteStamped reference-health badge" width="460" height="64"></a>
[![CiteStamped reference-health badge](https://citestamp.com/citestamped/10.2139/ssrn.4152772/badge.svg)](https://citestamp.com/citestamped/10.2139/ssrn.4152772)