
Figure 2 from Silver et al., 2017.
Unvisited children have a tiny denominator (just ), so their explore term is huge — they get tried first. Each subsequent visit makes less-visited siblings relatively more attractive and the move under consideration less attractive: the denominator grows linearly while in the numerator grows only as a square root.
The prior sets the order: high-prior moves get the biggest bonus and are tried first, low-prior moves later.
Thus the MCTS-derived is leaned on more to determine the value of a node when you have visited it more.

An online running mean of the leaf values reached by simulations that passed through this edge.
To guide and prune the MCTS search.


Most Go fighting is local: captures, ladders, life-and-death problems. Convolutional receptive fields encode "what's near this stone matters most," and a useful local pattern is learned once and reused everywhere on the board.
Eric addendum: "With larger-scale data + compute, transformers can learn these biases from scratch, but it didn't emerge at the scale of experiments I was trying."
Go is a perfect-information game, so the current board encodes all the relevant information — there's a Nash-equilibrium strategy that depends only on .
In hidden-information games like poker or Diplomacy that breaks: the value of your hand depends on the opponent's earlier bluffs, alliances, betting patterns. Now you need an architecture that carries state across time (RNN, or Transformer over a history of states), not just one that attends over space.
Conceptually:
Mathematically, summed over states visited in self-play:
Two evenly-matched policies play 100 games of ~300 moves each. By chance, maybe one game is won by a genuinely better move; the other ~50 wins are statistical noise. Imitating winners gives you one useful gradient buried inside ~30,000 neutral move labels — drowned out.
MCTS distillation has no credit-assignment problem. Instead of "this game was won, copy these moves," it says: at every state you visited, here is a strictly better move than the one you played. Every move becomes a dense per-state supervision target — like DAgger interventions in imitation learning.

