
Ludvig Holen developed and integrated a Monte Carlo Tree Search (MCTS) engine and MuZero training workflow for the CogitoNTNU/DeepTactics-Muzero repository, focusing on robust AI planning and reinforcement learning. He implemented core MCTS components, including PUCT-based scoring, node management, and action modeling, and connected them to the game environment using Python and PyTorch. Ludvig refactored the training infrastructure for PyTorch-centric loss calculation, introduced Optuna-based hyperparameter optimization, and improved experiment orchestration with SLURM and shell scripting. His work addressed algorithmic correctness, reproducibility, and deployment efficiency, resulting in a maintainable, extensible backend for scalable AI research and game strategy development.

April 2025 monthly summary for CogitoNTNU/DeepTactics-Muzero: Delivered targeted fixes and logging enhancements to the MCTS-based MuZero workflow, improving training stability, reproducibility, and debugging efficiency. Key outcomes include correcting MCTS PUCT score calculation, standardizing and redirecting hyperparameter tuning logs, and upgrading the SLURM-based experiment orchestration for better traceability and resource usage. These efforts reduce debugging time, accelerate iteration on tactics strategies, and deliver clearer experiment telemetry across runs.
April 2025 monthly summary for CogitoNTNU/DeepTactics-Muzero: Delivered targeted fixes and logging enhancements to the MCTS-based MuZero workflow, improving training stability, reproducibility, and debugging efficiency. Key outcomes include correcting MCTS PUCT score calculation, standardizing and redirecting hyperparameter tuning logs, and upgrading the SLURM-based experiment orchestration for better traceability and resource usage. These efforts reduce debugging time, accelerate iteration on tactics strategies, and deliver clearer experiment telemetry across runs.
March 2025 performance highlights for CogitoNTNU/DeepTactics-Muzero: Delivered an end-to-end MuZero training loop with self-play scaffolding and initial network training integration; hardened MCTS and environment integration with improved action_space handling, MinMaxStats usage, and reliable reward propagation; improved environment initialization (render_mode) and parameter readability (action_space_size); modernized training stack toward a PyTorch-centric loss, while aligning optimizer usage and initializing SharedStorage/ReplayBuffer for stable data flows; introduced Optuna-based hyperparameter optimization with expanded configuration (td_steps and num_unroll_steps) and richer replay sampling; plus reliability enhancements including testing for SharedStorage, improved logging, batch bug fixes, and deployment readiness with more nodes and Slurm CPU core scaling.
March 2025 performance highlights for CogitoNTNU/DeepTactics-Muzero: Delivered an end-to-end MuZero training loop with self-play scaffolding and initial network training integration; hardened MCTS and environment integration with improved action_space handling, MinMaxStats usage, and reliable reward propagation; improved environment initialization (render_mode) and parameter readability (action_space_size); modernized training stack toward a PyTorch-centric loss, while aligning optimizer usage and initializing SharedStorage/ReplayBuffer for stable data flows; introduced Optuna-based hyperparameter optimization with expanded configuration (td_steps and num_unroll_steps) and richer replay sampling; plus reliability enhancements including testing for SharedStorage, improved logging, batch bug fixes, and deployment readiness with more nodes and Slurm CPU core scaling.
February 2025: Implemented and integrated a robust Monte Carlo Tree Search (MCTS) engine for DeepTactics-Muzero, delivering end-to-end AI planning and game play. Completed core components (PUCT-based scoring, Node management, action/history modeling, Dirichlet noise, softmax exploration, run loop, backpropagation) and wired them into the Game class for cohesive gameplay. Added supportive constructs (Action, ActionHistory, Player, MinMaxStats) and MCTS utilities (select_child, expand_node, main_mcts). Stabilized the pipeline with tensorized observations, corrected action history handling, and cleaned up network output (removed policy_tensor). This work enhances AI planning diversity, stability, and end-to-end gameplay, enabling stronger decision making and easier further MuZero-style improvements.
February 2025: Implemented and integrated a robust Monte Carlo Tree Search (MCTS) engine for DeepTactics-Muzero, delivering end-to-end AI planning and game play. Completed core components (PUCT-based scoring, Node management, action/history modeling, Dirichlet noise, softmax exploration, run loop, backpropagation) and wired them into the Game class for cohesive gameplay. Added supportive constructs (Action, ActionHistory, Player, MinMaxStats) and MCTS utilities (select_child, expand_node, main_mcts). Stabilized the pipeline with tensorized observations, corrected action history handling, and cleaned up network output (removed policy_tensor). This work enhances AI planning diversity, stability, and end-to-end gameplay, enabling stronger decision making and easier further MuZero-style improvements.
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