Related papers: Giraffe: Using Deep Reinforcement Learning to Play…
Do neural networks learn to implement algorithms such as look-ahead or search "in the wild"? Or do they rely purely on collections of simple heuristics? We present evidence of learned look-ahead in the policy network of Leela Chess Zero,…
In this paper we demonstrate how genetic algorithms can be used to reverse engineer an evaluation function's parameters for computer chess. Our results show that using an appropriate expert (or mentor), we can evolve a program that is on…
This work demonstrates that natural language transformers can support more generic strategic modeling, particularly for text-archived games. In addition to learning natural language skills, the abstract transformer architecture can generate…
We have developed a high-performance Chinese Chess AI that operates without reliance on search algorithms. This AI has demonstrated the capability to compete at a level commensurate with the top 0.1\% of human players. By eliminating the…
The game of Tetris is an important benchmark for research in artificial intelligence and machine learning. This paper provides a historical account of the algorithmic developments in Tetris and discusses open challenges. Handcrafted…
We introduce a new virtual environment for simulating a card game known as "Big 2". This is a four-player game of imperfect information with a relatively complicated action space (being allowed to play 1,2,3,4 or 5 card combinations from an…
In the last decade, deep learning has achieved great success in machine learning tasks where the input data is represented with different levels of abstractions. Driven by the recent research in reinforcement learning using deep neural…
Chess, a deterministic game with perfect information, has long served as a benchmark for studying strategic decision-making and artificial intelligence. Traditional chess engines or tools for analysis primarily focus on calculating optimal…
General game testing relies on the use of human play testers, play test scripting, and prior knowledge of areas of interest to produce relevant test data. Using deep reinforcement learning (DRL), we introduce a self-learning mechanism to…
This paper contributes a new way to evaluate AI. Much as one might evaluate a machine in terms of its performance at chess, this approach involves evaluating a machine in terms of its performance at a game called "MAD Chairs". At the time…
Dragonchess, a three-dimensional chess variant introduced by Gary Gygax, presents unique strategic and computational challenges that make it an ideal environment for studying the transfer of artificial intelligence (AI) heuristics across…
Contemporary chess engines offer precise yet opaque evaluations, typically expressed as centipawn scores. While effective for decision-making, these outputs obscure the underlying contributions of individual pieces or patterns. In this…
Mastering games is a hard task, as games can be extremely complex, and still fundamentally different in structure from one another. While the AlphaZero algorithm has demonstrated an impressive ability to learn the rules and strategy of a…
Reinforcement learning has shown much success in games such as chess, backgammon and Go. However, in most of these games, agents have full knowledge of the environment at all times. In this paper, we describe a deep learning model in which…
This paper proposes a new mechanism for pruning a search game-tree in computer chess. The algorithm stores and then reuses chains or sequences of moves, built up from previous searches. These move sequences have a built-in forward-pruning…
Mechanism design is essentially reverse engineering of games and involves inducing a game among strategic agents in a way that the induced game satisfies a set of desired properties in an equilibrium of the game. Desirable properties for a…
Chess has long been a testbed for AI's quest to match human intelligence, and in recent years, chess AI systems have surpassed the strongest humans at the game. However, these systems are not human-aligned; they are unable to match the…
In this paper we demonstrate how genetic algorithms can be used to reverse engineer an evaluation function's parameters for computer chess. Our results show that using an appropriate mentor, we can evolve a program that is on par with top…
We introduce DeepNash, an autonomous agent capable of learning to play the imperfect information game Stratego from scratch, up to a human expert level. Stratego is one of the few iconic board games that Artificial Intelligence (AI) has not…
Mastering the game of Go has remained a long standing challenge to the field of AI. Modern computer Go systems rely on processing millions of possible future positions to play well, but intuitively a stronger and more 'humanlike' way to…