English

Neurohex: A Deep Q-learning Hex Agent

Artificial Intelligence 2016-04-27 v2

Abstract

DeepMind's recent spectacular success in using deep convolutional neural nets and machine learning to build superhuman level agents --- e.g. for Atari games via deep Q-learning and for the game of Go via Reinforcement Learning --- raises many questions, including to what extent these methods will succeed in other domains. In this paper we consider DQL for the game of Hex: after supervised initialization, we use selfplay to train NeuroHex, an 11-layer CNN that plays Hex on the 13x13 board. Hex is the classic two-player alternate-turn stone placement game played on a rhombus of hexagonal cells in which the winner is whomever connects their two opposing sides. Despite the large action and state space, our system trains a Q-network capable of strong play with no search. After two weeks of Q-learning, NeuroHex achieves win-rates of 20.4% as first player and 2.1% as second player against a 1-second/move version of MoHex, the current ICGA Olympiad Hex champion. Our data suggests further improvement might be possible with more training time.

Cite

@article{arxiv.1604.07097,
  title  = {Neurohex: A Deep Q-learning Hex Agent},
  author = {Kenny Young and Ryan Hayward and Gautham Vasan},
  journal= {arXiv preprint arXiv:1604.07097},
  year   = {2016}
}
R2 v1 2026-06-22T13:39:42.626Z