  The combination of multi-armed bandit (MAB) algorithms with Monte-Carlo tree
search (MCTS) has made a significant impact in various research fields. The UCT
algorithm, which combines the UCB bandit algorithm with MCTS, is a good example
of the success of this combination. The recent breakthrough made by AlphaGo,
which incorporates convolutional neural networks with bandit algorithms in
MCTS, also highlights the necessity of bandit algorithms in MCTS. However,
despite the various investigations carried out on MCTS, nearly all of them
still follow the paradigm of treating every node as an independent instance of
the MAB problem, and applying the same bandit algorithm and heuristics on every
node. As a result, this paradigm may leave some properties of the game tree
unexploited. In this work, we propose that max nodes and min nodes have
different concerns regarding their value estimation, and different bandit
algorithms should be applied accordingly. We develop the Asymmetric-MCTS
algorithm, which is an MCTS variant that applies a simple regret algorithm on
max nodes, and the UCB algorithm on min nodes. We will demonstrate the
performance of the Asymmetric-MCTS algorithm on the game of $9\times 9$ Go,
$9\times 9$ NoGo, and Othello.
