Also, as far as the name "Monte-Carlo Tree Search" itself, readers might note that there is nothing "Monte-Carlo" in the above algorithm - that it's completely deterministic!
MCTS as commonly implemented is deterministic? How strange! I assumed there was randomness in the sampling.
Originally MCTS did have randomness, yes. I think the article mentions it, but this came in in the form of playouts at the end, used just to evaluate positions. This has been replaced in current similar projects by NN evaluations, which are higher quality (as you can probably imagine, just playing random moves to see who wins is not very good, it was just the best strategy known at the time).
So the monte-carlo turned out to be an unessential (and suboptimal) part of what is now still called MCTS, making the name a bit unfortunate.
In essence the NN evaluations are acting as a PRNG with values heavily biased by an established heuristic.
So while it's very much a specialization of MCTS and probably should go by a different name, one could argue it's still using monte carlo methods.
Sounds like the dice are loaded in Monte Carlo.
Small side note, standard MCTS is often implemented with heuristic guiding the moves in the playouts and not just random moves, as that gives more interesting information.
It's technically a different algorithm just under the same "monte carlo" name.
However something interesting of note is that since most applications of monte carlo methods rely on PRNGs instead of true RNGs, they are technically deterministic (as given the same PRNG seed you should always get the same result for a given input).
So what this algorithm is doing instead of using a normal PRNG and a separate heuristic, is to instead query the neural network. This works because the neural net is an heuristic over a massive search space which ends up acting like a very poor PRNG that is heavily biased towards specific results based on the training of the neutal net, which in turn ends up looking like a PRNG with a set of heuristics applied.
The important thing to note is that this is a specialisation of MCTS and as such shouldn't technically work for all use cases.
I can't speak for this use case, but in many other places, one isn't even using a PRNG, but rather Quasi-Monte Carlo techniques with no randomness at all. Monte Carlo doesn't need randomness, but a good coverage of the search space.
If there's randomness, is there convergence and after how much (CPU, RAM, GPU, TPU, QPU) resource-time?