Thank you for your detailed review. Let us address your concerns:
**Weakness 1: Implementation and Wall-time Details**
1. Network Architecture: We follow the architecture from stable-baselines3 PPO implementation which has been extensively validated by the community. For more details regarding the hardware, software and implementation used see Appendix B.1.
2. Tree Pruning: Beyond depth 3, we limit the tree to a maximum width of 1024 nodes and prune trajectories with low estimated weights. The pruning process reduces computational complexity while still maintaining performance benefits. To better illustrate this, we created a new diagram showing the tree expansion implementation in the GPU: https://ibb.co/5RPRkzF.
3. Comparison to [1]: While TreeQN achieves high fps, it is fundamentally different as it approximates the value, without planning, in the network architecture. In contrast, SoftTreeMax performs tree expansion using the simulator to parametrize the policy. Applying multiple simulator steps, even in the GPU, in every tree expansion is much slower than a forward pass in a single neural network. This likely accounts for the main difference in fps, in addition to other more obvious differences in the setup (hardware, implementation etc.).
**Weakness 2: Source of Improvement - Variance Reduction vs Computation**
This is an important point that deserves clarification. While we cannot definitively attribute all improvements to variance reduction, several observations suggest it plays a significant role:
1. Figure 3 demonstrates a strong correlation between lower variance and higher reward across different depths, though causation remains to be proven.
2. When controlling for computation time (Figure 4 in Appendix B.2), SoftTreeMax still outperforms PPO with equivalent computation budget - PPO uses 256 GPU workers while SoftTreeMax uses equivalent compute for tree expansion.
3. To isolate the effect of increased computation, we ran experiments with larger networks for PPO (2x and 4x parameter count) and found no significant improvement, suggesting the gains are not simply from increased model capacity.
These results suggest that variance reduction may be a key factor in the improved performance, though further investigation would be needed to establish a causal relationship.
**Weakness 3: Model-based Baseline & Related Work**
Following this feedback, we've added two improvements:
1. Added EfficientZero [Ye et al., 2021] as a model-based baseline. Initial results (due to the time constraints) here: https://ibb.co/fNzG5cR show SoftTreeMax outperforming it in three out of four games. We will add full experiments in the final version.
2. We will expand the related work section to include:
- Value Iteration Networks [Tamar et al., 2016]
- TreeQN [Farquhar et al., 2018]
Could you also please add a reference to the A3Tree algorithm? We could not find it in an online search.
**Q1: Why does SoftTreeMax start with lower scores?**
Different games benefit differently from long-term vs short-term planning. Games requiring longer-term planning need better value estimates, which take longer to obtain with larger depths. When applying the network to states far from those in the buffer, if the model hasn't learned a good value function and there's no guiding dense reward, the policy can be initially noisier.
**Q2: Performance decrease on Krull**
The apparent decrease is due to our fixed one-week training time limit. Deeper trees mean fewer steps completed in the same time period. When comparing the same number of steps (Figure 5), performance improves monotonically with depth.
**Q3: Relationship to [1]**
While both works use tree-structured computation, TreeQN approximates the value, without planning, in the network architecture. In contrast, SoftTreeMax performs tree expansion using the simulator to parametrize the policy. Our approach directly reduces policy gradient variance through tree expansion rather than learning the model through a differentiable tree.
**Q4: Formula for logits with full tree expansion**
For C-SoftTreeMax, the logits are computed as:
$\log \pi_{d,\theta}(a|s) = \log(\sum_{s_1,...,s_d} P(s_1|s,a)...P(s_d|s_{d-1},a_{d-1})[\gamma^d W_\theta(s_d) + \sum_{t=0}^{d-1} \gamma^t r(s_t,a_t)])$.
We will add this explicit formula to the paper.
**Q5: Extension to stochastic environments**
You raise a valid concern. While the theory extends naturally, a practical implementation in highly stochastic environments would require careful consideration of how to handle the branching factor growth. We will clarify this limitation in the paper.
We thank you for helping us improve the paper and will incorporate these additions in the revised version.