Abstract
Geographical rezoning is a combinatorial optimization problem of assigning basic spatial units into regions for statistical analysis and the publication of official government statistics, such as the Census. We propose a novel approach by reframing this problem into a single-player, deterministic, fully-informative, finite combinatorial game; or simply, a single-player puzzle. This definition allows effective and systematic exploration of state-space, and offers perfect information guarantees, as well as decouples the problem definition from a specific solver algorithm. We take an existing combinatorial algorithm called HeLP (Hierarchical Land Parcel Aggregation), and combine its rezoning heuristic with a game-playing algorithm, Monte Carlo tree search, to create three new game-playing solvers for the geographical rezoning problem. A case study was conducted on a real-world data set in Canberra, Australia, on the Australian Statistical Geography Standard (ASGS). Our Monte Carlo implementations, HeLP-MCTS, HeLP-RAVE, and HeLP-RHEA, were tested on simulated data and have yielded a 50.25%, 28.77%, and 57.02% increase in the mean value of the partitioning heuristic function, respectively, compared to a combinatorial solver HeLP. We have also computationally improved the original HeLP algorithm, offering significant speed increases.
1. Introduction to Rezoning
Geographical rezoning (also known as districting, spatial partitioning, and regionalization) is an important data aggregation procedure for conducting spatial statistical analysis. It is a process of constructing geographical regions from basic spatial units (points or polygons) into contingent, uniquely identifiable, and non-overlapping regions. Rezoning facilitates privacy protection when the release of individual point pattern data is not feasible, and when community-level insights or inferences over a population are of interest to the spatial analyst.
1.1. Formal Definition
Consider a building block geography
Essentially, the function
Moreover, the membership of a building block to a region is unique. Consider a family of all regions in a universe
The proposition above holds for regions of the same aggregation level; however, regions may have hierarchical properties—smaller regions comprise larger ones. Thus, consider some region
Thus, a solution for a given level of aggregation is a combination of elements of the universe
where
1.2. Background
The rezoning problem is relevant to a multitude of study areas such as in Census and government statistics (national statistics frameworks)—(Juricev-Martincev et al. 2023; Martin 2002, 2003, 2004; Mimis et al. 2012; Openshaw 1977; Openshaw and Rao 1995), travel-to-work areas (Coombes 2000; Watts 2009, 2013), and health and ecology (disease mapping; Adu-Prah and Oyana 2015; AssunÇão et al. 2006; Guo 2008; Guo and Wang 2011; Wang et al. 2012). Moreover, rezoning algorithms have been used to inform public service policy (McAndrews and Voith 1993), as well as affect transport (Gao et al. 2022), and politics (Almeida and Manquinho 2022), including elections (Guo and Jin 2011; Levin and Friedler 2019; Polsby and Popper 1991). Particular emphasis must be placed on the methodology’s accuracy as these tools play an important role in supporting decision-making processes. Poor regionalization can affect statistical inference due to the Modifiable Areal Unit Problem (Openshaw 1977) or ecological fallacy (Robinson 2009), both sources of bias. An additional inherent difficulty lies in the very definition of what constitutes an “optimal” region (Watts 2009), with different countries, and even different agencies imposing varying requirements which limits comparative analysis (Eagleson et al. 2002).
We highlight several types of algorithms that have been used to tackle the optimal rezoning problem, noting that these examples are not exhaustive of the wider regionalization literature, rather they are an indication of different streams of thought taken to tackle this complex problem. We discuss the benefits and shortcomings of these approaches. The first domain consists of general clustering algorithms such as Ward’s or
1.3. Knowledge Gap
From preceding sections we have seen that many automated rezoning approaches have been tried and tested. In a classical sense, the optimization process involves finding a single best solution that maximizes or minimizes a heuristic function that represents the human operator’s criteria and intentions to the fullest extent (Rao 2019). In addition, the decision-space, and the size of the combinatorial space would make rezoning an NP-hard problem, meaning that finding a globally optimal solution is effectively impossible.
Re-framing the rezoning problem into a combinatorial game-theoretic setting will allow us to balance exploration and exploitation to arrive at multiple solutions as opposed to traditional one-shot heuristics. The key difference here is that classical optimization, which solely optimizes the heuristic, would propagate the agent’s biases, whereas a game-theoretic approach, would enable potential solution discovery that the agent otherwise would not consider. Alas, this process is still limited by the heuristic function definition. Lastly, this refined framework is solver-agnostic, meaning it defines the game state and legal moves, not how to search the space. Classical heuristics often greedily merge until no improvement is possible, risking entrapment in local optima; this also oftentimes means once a decision is made it cannot be undone, which is a common occurrence in hierarchical agglomeration algorithms as they are Markovian in nature. A game setting allows systematic exploration, and some solvers, like the one we leverage here (Monte Carlo tree search) also offer perfect information guarantees.
2. Rezoning as a Combinatorial Game
We will re-frame the rezoning process as a finite, combinatorial, perfectly informative, single-agent game, mainly from a graph-theoretic perspective. This will be followed by an overview of Monte Carlo tree search algorithm which we use herein.
2.1. Formal Definition
Osborne and Rubinstein (1994) defines a game as a description of strategic interaction that includes the constraints on the actions the players (agents) can take. In addition, a solution systematically describes the outcomes that may emerge. A game is considered “perfectly informative” when every player at any time has complete knowledge of the game’s history and current state (Swiechowski et al. 2023). Moreover, a single-agent game implies that the success in solving a game depends only on the agent and not on external factors such as chance or opponents. We can use these definitions to describe the rezoning process as a game with the following properties. The goal of the game, in general terms, is to take a graph
Every vertex in this graph is a representation of a building block geography. Edges represent spatial relationships of building block geographies to boundaries. If two building blocks share a border, or if they border the same boundary (a non-building block geography), then they are considered connected, and thus have an edge. The agent (player) represents a human operator who can conditionally perform only one action—“merge” (edge contraction). This game is a sequential discrete decision-making process. Consider a vertex
where
The Equation (9) is an alternative representation of the geometric mean that reduces the risk of float overflow in computer implementation. We have selected the mean value as the solution because it has been proven to be the most robust and effective statistic in many domains of MCTS (e.g., the game of Go; Gelly and Silver 2011), which we discuss in the next section. The choice of mean used herein is used without loss of generality. The conditions of the uniqueness of membership via set intersection, the equivalence to the universe
2.2. Monte Carlo Tree Search
Monte Carlo tree search (MCTS) has gained popularity primarily in combinatorial turn-based games, most notably chess and Go (Coulom 2007; Kocsis and Szepesvári 2006), as well as video games such as Sokoban (Crippa et al. 2022). Two extensive reviews done by Browne et al. (2012) and Swiechowski et al. (2023) can attest to the utility of such methods. In recent years it has seen expansion beyond game-playing in a literal sense, such as in road network planning (Darvariu et al. 2023) or railway management (G. Wang et al. 2024).
MCTS is an iterative, anytime, decision-making algorithm that searches combinatorial spaces, represented by trees, to build statistical evidence about the decisions available in particular states of the game. A state is the current configuration of the problem (game), whereas an edge is a transition (action) from the current state to the next (Swiechowski et al. 2023). However, it is important to note that the current literature stipulates that the MCTS must be enhanced from its “vanilla” version to deliver the expected performance. To understand this better, we must first examine the basic idea behind MCTS. Markov Decision Process (MDP) is a process described by a tuple
Selection—starts from the root node and, at each level, the algorithm selects the next node according to the tree policy. The selection phase ends when a leaf node is reached or the terminating condition is fulfilled.
Expansion—adds at least one new child node to the tree. The new node is a state reached by the last action of the selection phase.
Simulation—performs a complete random game simulation.
Backpropagation—propagates the payoffs back to all nodes from the leaf node to the root.
We will now explore a few enhancements to the MCTS method relevant to the rezoning game. These alterations of the original algorithm target one or more of the four phases of the process to reduce computational time and improve the results. Kocsis et al. (2006), Gelly and Wang (2006), and Kocsis and Szepesvári (2006) tackle the exploitation-exploration trade-off problem in the selection phase of the MCTS. This improvement allows the algorithm to balance exploring new unidentified actions with the best actions tried. Kocsis et al. (2006) propose the UCB1 priority formula:
Further modifications have been proposed, for example, Gelly and Wang (2006) account for action variance, among others. The UCB1, and its tuned counterpart, are an attractive approach, as discussed by Kocsis and Szepesvári (2006), in the bandit-arm statistic context. These rollout-based algorithms build a look-ahead tree from the game’s initial state. Hence, if some state is re-encountered, we can bias the action to follow, consequently speeding up the convergence. This is exactly what the
Selection—algorithm chooses the best candidates from the population based on some fitness function. Common strategies include tournament (used herein), roulette wheel, and rank-based selection.
Crossover—randomly pick a sub-sample of individuals from the tournament-selected sample. Exchange information randomly. In this context, we exchange the merge history. We use uniform crossover herein, whilst another viable option is
Mutation—algorithm makes a small random change. In this context, we exchange a percentage of merge operations with a random substitution.
This type of algorithm, as mentioned before, can be incorporated with the MCTS. There are several benefits of this hybrid approach. Firstly, we will experience faster convergence since we are performing multiple merges per time step, unlike one at a time in classical MCTS. The crossover and mutation parameters enable and improve more comprehensive exploration than the standard MCTS approach. Thus, the four new phases are as follows:
Selection—MCTS—algorithm selects the next node according to the tree policy, such as UCB1. The selection phase ends when a leaf node is reached or the terminating condition is fulfilled.
Expansion—RHEA—apply standard EA procedure of edge contractions up to some horizon
Simulation—MCTS—performs a complete random game simulation.
Backpropagation—MCTS—propagates the payoffs back to all nodes along the path from the leaf node to the root.
The final modification we will consider is the Rapid Action Value Estimation (RAVE) by Gelly and Silver (2011)—the first method that defeated a human Go player. This enhancement is improving the expansion phase so that instead of adding only one node it considers all nodes that belong to the optimal path. This will in turn minimize the chaotic effects of cold start. Thus, the new proposed formula for an action’s value is:
When combined with MCTS, RAVE enables knowledge share between related nodes, thus resulting in faster, albeit biased estimates of action values. This is made possible by the all-moves-as-first heuristic that RAVE utilizes. Classical MCTS separately estimates the value of each state and each action in the search tree. By combining the two algorithms, we attain the fast learning benefits of RAVE and the accuracy and convergence guarantee of the MCTS. The value
where
2.3. Modifications to the Monte Carlo Tree Search
In this section, we address and propose solutions to mitigating the negative side effects of the MCTS algorithm. These modifications relate to the computational complexity of the rezoning problem. We consider the works of Chaslot et al. (2008) who leveraged “progressive bias” and “progressive unpruning.” What this means is that they use a heuristic function H(⋅) in their selection strategy, combined with aggressive pruning of the game state tree, which tapers off as the number of simulations grows, which in turn enables the more commonly used UCT selection algorithm to pick optimal results. First, we must address the rezoning process’ branching factor, which, if sufficiently large, can make the use of the MCTS retractable. The branching factor is a tree property that defines the number of node’s children at each depth level
is the branching factor of graph
Since we know the upper bound of
We now must prove two conditions, to validate the branching factor proposed in Equation (15).
The next step relates to picking a starting point of the rezoning process. In the original HeLP algorithm (Juricev-Martincev et al. 2023) this is done based on internal indexing of objects in a set (i.e., no heuristic rule). Instead, we can use the starting point heuristic:
where
where
2.4. Computational Improvements to HeLP
This section outlines the computational improvements conducted on the original HeLP algorithm that have made its fusion into a Monte Carlo framework feasible and computationally tractable. During preliminary analysis and profiling of the original HeLP heuristic implementation, it was found that the bottleneck lies in the explicit calculations of geometric properties of building block geographies and the associated overhead of accessing the necessary GIS libraries. The focus of this subsection will be on the development of a random forest model (Breiman 2001) to approximate the geometric compactness of a shape, or more precisely the geometric compactness of merging two shapes without overlap; in rezoning, there should be no overlaps or gaps to satisfy the requirement of geographic contiguity (Juricev-Martincev et al. 2023). Other improvements such as code optimization have been omitted since they are trivial in novelty and considered standard practice in computer science. We will use an existing implementation of Random Forest Regressor in the

The effect of position on overall geometric compactness. Each shape, orange (x) and blue (y), comprises four unit squares. In Scenario A, their positioning yields compactness of

Simulated data set used to test the original HeLP algorithm against its modifications. The data is constructed from
3. Simulation Study
This section gives a toy example of our new automated rezoning method being applied over simulated data, and compared with a deterministic, hierarchical HeLP++ approach. We can now outline our basic Monte Carlo tree search implementation. The selection phase utilizes the UCB1 formula as specified in Equation (10). The expansion phase takes in an exploration parameter, expressed as the percentage of

Simulated data set used to compare the performance of the original HeLP algorithm against its modifications—MCTS, RAVE, RHEA. The data is constructed from forty-five gridded units, evenly split between two categories, thus creating a graph of sixteen nodes (thematic units/clusters, as specified by Juricev-Martincev et al. (2023)). Every attribute (point of interest) has a value of 1.
Comparison of Regionalization Schemas Split by Method, Outlining the Summary Statistics of the Heuristic,
4. Case Study: Australian Capital Territory
For this case study, we utilized publicly available data sets provided by the Australian Government. In particular, the Geospatial Data Catalogue (Land Administration) by the Environment, Planning, and Sustainable Directorate (ACT Government) (2023). From this portal, we attained the address information, the cadastral land parcels, road center lines, and road reserves parcels. Mesh Block boundaries were obtained from the Australian Bureau of Statistics (2021). Environment, Planning, and Sustainable Directorate (2023) provided the educational facilities’ locations. ACT Government (2023) provided the locations of Canberran hospitals and health centers. A cadastral land parcel is defined as a continuous area, or more appropriately volume, identified by a unique set of homogeneous property rights (Dale and McLaughlin 2000). From these building blocks, we can create a statistical region schema—a collection of distinct, non-overlapping, contiguous geographic areas on which analysis is conducted; more specifically, a collection of Mesh Blocks—smallest statistical regions in Australia, defined by homogeneous land use across one of the eight categories (residential, medical, educational, industrial, agricultural, parklands, commercial, other) and each containing thirty to sixty dwellings. Thus, we had to remap the cadastral classification into the ABS categories. The majority of hyperparameters are shared across methods (HeLP++, MCTS, RAVE, RHEA), and these have been tuned via the same strategy as mentioned in the simulation study to attain results as close as possible to the manual ABS results whilst respecting contextual restrictions, which we later discuss. It is important to note that any comparisons of our methods to the ABS solution are solely with respect to the heuristic,

2016 Australian Capital Territory Mesh Block structure (omitted water Mesh Blocks). Out of the total
Table 2 shows a summary of the results of this case study. All methods are compared respectively of a manual solution created by the ABS. Firstly, we notice, that the HeLP algorithm completed the rezoning process of the study area well within the one-hour resource limit; this, alongside the fact that the mean difference of the heuristic is under 1%, can attest to its potential to be applied in real-world geospatial analysis. Next, we notice the “vanilla” MCTS algorithm with a much greater execution time of
Comparison of Regionalization Schemas Over the Real World ACT Data, Split by Method, Outlining the Summary Statistics of the Heuristic,
5. Conclusion
In this study, we have taken a problem of spatial aggregation known as rezoning and reframed it from a combinatorial and graph-traversal problem into a finite, single-agent, fully-informative game. This shift into a game-theoretic setting enabled us to leverage a popular game-playing algorithm—Monte Carlo tree search. In turn, this enables greater exploration capabilities of complex decision spaces, and the discovery of alternative solutions to an NP-hard problem, such as rezoning. We considered standard MCTS, alongside a popular modification RAVE, and a genetic/evolutionary approach—RHEA. We combined these game-playing algorithms with a rezoning heuristic, HeLP, which we first computationally optimized to make this algorithmic fusion tractable. We have tested our three new methods on a simulated data set, where we have seen initial evidence of the benefits and drawbacks of Monte Carlo approaches; these were improved exploration abilities to discover alternative solutions, rather than a deterministic one, but at the cost of increased computational time. We reinforced this by conducting a case study on the Australian Statistical Geography Standard, where in a complex scenario, the “vanilla” MCTS delivered sub-par results, as in line with literature. The RAVE approach was promising albeit less restrictive resources are needed. Finally, a genetic approach, RHEA, seemed feasible in real-world applications due to the benefits discussed in the preceding section. This area of automated rezoning is a promising branch of spatial analytics. The ability to define this problem as a game, facilitated an expansion in methodology, particularly from hierarchical, graph-traversal, combinatorial algorithms into game-playing algorithms such as Monte Carlo tree search, as well as reinforcement learning such as deep Q learning, NEAT (Neuro Evolution of Augmenting Topologies), proximal policy optimization, and other advanced methods in a broader context of machine learning.
Footnotes
Acknowledgements
The authors would like to thank the Australian Bureau of Statistics for the support of the project. In particular Mr Edwin Lu from the Data Science and Emerging Methods Branch, Methodology and Data Science Division, and Mr Jarrod Lange from the Geospatial Research & Design, Location Infrastructure Branch, Statistical Infrastructure Division, for providing valuable answers to questions about the current rezoning methodology employed in Australia. Lastly, the lead author extends his thanks to Dr Rob Salomone for valuable mentoring.
Funding
The authors disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: This project was co-funded by the Australian Bureau of Statistics and the Queensland University of Technology under the Australian Bureau of Statistics (ABS) / QUT Centre for Data Science Scholarship.
Data and Codes Availability Statement
The algorithm codebase is deployed as a Conda Python package ‘helprezone’ available at https://anaconda.org/filipjm/helprezone. The data that supports the findings of this study, as well as any additional materials are available in Figshare at
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Received: July 2, 2025
Accepted: February 17, 2026
