ual games represents a real game with its own search tree. Since each search tree is being used entirely sequentially, no virtual exploration or loss is required despite the multi-threaded and parallel architecture, and the system is easy to manage and understand. Downsides are that individual games take a long time to finish; the initial data biases towards shorter games; and exploration is not quite as high as in AlphaZero's method without adjustments, which processed eight simulations in parallel even du