The tree gets reused from one move to the next.
Imagine you run 1000 playouts every move, and start on the root
position. You put 500 into 1. e4, and then effectively 1. e4 gets played.
On the next move, you do 1000 playouts again.
The position after 1. e4 now has had 1000 playouts, but will have 1500
visits, because 500 have been carried over from the previous move.
playouts = equal effort each move
visits = equal data each move
Restricting these (instead of just letting the engine use the available
time to do as much as possible) always means restricting the engine in
some way. There is some evidence equal visits each move is a more
efficient use of resources than equal playouts. It avoids spending a lot
of effort when the moves are forced anyway.
Restricting via visits or playouts is useful for self-play because the
speed of people's machines differs. In a real game, you don't want
restrictions but just do as much as possible as time allows.
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GCP