Related papers: Understanding Sampling Style Adversarial Search Me…
Games with large branching factors pose a significant challenge for game tree search algorithms. In this paper, we address this problem with a sampling strategy for Monte Carlo Tree Search (MCTS) algorithms called {\em na\"{i}ve sampling},…
We investigate the increasingly important and common game-solving setting where we do not have an explicit description of the game but only oracle access to it through gameplay, such as in financial or military simulations and computer…
Recent progress in reinforcement learning (RL) using self-game-play has shown remarkable performance on several board games (e.g., Chess and Go) as well as video games (e.g., Atari games and Dota2). It is plausible to consider that RL,…
Decision trees are a popular choice of explainable model, but just like neural networks, they suffer from adversarial examples. Existing algorithms for fitting decision trees robust against adversarial examples are greedy heuristics and…
Recent advances in bandit tools and techniques for sequential learning are steadily enabling new applications and are promising the resolution of a range of challenging related problems. We study the game tree search problem, where the goal…
In this study, we explore the efficiency of the Monte Carlo Tree Search (MCTS), a prominent decision-making algorithm renowned for its effectiveness in complex decision environments, contingent upon the volume of simulations conducted.…
Nowadays, the field of Artificial Intelligence in Computer Games (AI in Games) is going to be more alluring since computer games challenge many aspects of AI with a wide range of problems, particularly general problems. One of these kinds…
Monte Carlo Tree Search (MCTS) is a branch of stochastic modeling that utilizes decision trees for optimization, mostly applied to artificial intelligence (AI) game players. This project imagines a game in which an AI player searches for a…
Exciting contemporary machine learning problems have recently been phrased in the classic formalism of tree search -- most famously, the game of Go. Interestingly, the state-space underlying these sequential decision-making problems often…
We propose $\tt RandUCB$, a bandit strategy that builds on theoretically derived confidence intervals similar to upper confidence bound (UCB) algorithms, but akin to Thompson sampling (TS), it uses randomization to trade off exploration and…
Data selection is essential for any data-based optimization technique, such as Reinforcement Learning. State-of-the-art sampling strategies for the experience replay buffer improve the performance of the Reinforcement Learning agent.…
In many problem settings, most notably in game playing, an agent receives a possibly delayed reward for its actions. Often, those rewards are handcrafted and not naturally given. Even simple terminal-only rewards, like winning equals one…
Convolutional Neural Networks (CNNs) are deployed in more and more classification systems, but adversarial samples can be maliciously crafted to trick them, and are becoming a real threat. There have been various proposals to improve CNNs'…
High sample complexity remains a barrier to the application of reinforcement learning (RL), particularly in multi-agent systems. A large body of work has demonstrated that exploration mechanisms based on the principle of optimism under…
In the era of rapid advancements in artificial intelligence (AI), neural network models have achieved notable breakthroughs. However, concerns arise regarding their vulnerability to adversarial attacks. This study focuses on enhancing…
Designing agents that are able to achieve different play-styles while maintaining a competitive level of play is a difficult task, especially for games for which the research community has not found super-human performance yet, like…
General Video Game Playing (GVGP) is a field of Artificial Intelligence where agents play a variety of real-time video games that are unknown in advance. This limits the use of domain-specific heuristics. Monte-Carlo Tree Search (MCTS) is a…
In this article we propose a heuristic algorithm to explore search space trees associated with instances of combinatorial optimization problems. The algorithm is based on Monte Carlo tree search, a popular algorithm in game playing that is…
We investigate the impact of supervised prediction models on the strength and efficiency of artificial agents that use the Monte-Carlo Tree Search (MCTS) algorithm to play a popular video game Hearthstone: Heroes of Warcraft. We overview…
We carry out a game-theoretic analysis of the recursive game "Guts," a variant of poker featuring repeated play with possibly growing stakes. An interesting aspect of such games is the need to account for funds lost to all players if…