Related papers: Better Computer Go Player with Neural Network and …
This paper presents a Deep Reinforcement Learning (DRL) system for Xiangqi (Chinese Chess) that integrates neural networks with Monte Carlo Tree Search (MCTS) to enable strategic self-play and self-improvement. Addressing the underexplored…
Arguably, for the latter part of the late 20th and early 21st centuries, games have been seen as the drosophila of AI. Games are a set of exciting testbeds, whose solutions (in terms of identifying optimal players) would lead to machines…
From the very dawn of the field, search with value functions was a fundamental concept of computer games research. Turing's chess algorithm from 1950 was able to think two moves ahead, and Shannon's work on chess from $1950$ includes an…
Reinforcement learning (RL) is an area of research that has blossomed tremendously in recent years and has shown remarkable potential for artificial intelligence based opponents in computer games. This success is primarily due to the vast…
Machine Learning techniques have been used to teach computer programs how to play games as complicated as Chess and Go. These were achieved using powerful tools such as Neural Networks and Parallel Computing on Supercomputers. In this…
We introduce a recursive AlphaZero-style Monte--Carlo tree search algorithm, "RMCTS". The advantage of RMCTS over AlphaZero's MCTS-UCB is speed. In RMCTS, the search tree is explored in a breadth-first manner, so that network inferences…
Constructing agents with planning capabilities has long been one of the main challenges in the pursuit of artificial intelligence. Tree-based planning methods have enjoyed huge success in challenging domains, such as chess and Go, where a…
In this study, working with the task of object retrieval in clutter, we have developed a robot learning framework in which Monte Carlo Tree Search (MCTS) is first applied to enable a Deep Neural Network (DNN) to learn the intricate…
In recent years, state-of-the-art game-playing agents often involve policies that are trained in self-playing processes where Monte Carlo tree search (MCTS) algorithms and trained policies iteratively improve each other. The strongest…
Standard planners for sequential decision making (including Monte Carlo planning, tree search, dynamic programming, etc.) are constrained by an implicit sequential planning assumption: The order in which a plan is constructed is the same in…
Owe to the recent advancements in Artificial Intelligence especially deep learning, many data-driven decision support systems have been implemented to facilitate medical doctors in delivering personalized care. We focus on the deep…
The construction of approximate replication strategies for pricing and hedging of derivative contracts in incomplete markets is a key problem of financial engineering. Recently Reinforcement Learning algorithms for hedging under realistic…
This article presents MCTS-BN, an adaptation of the Monte Carlo Tree Search (MCTS) algorithm for the structural learning of Bayesian Networks (BNs). Initially designed for game tree exploration, MCTS has been repurposed to address the…
Computational Intelligence (CI) in computer games plays an important role that could simulate various aspects of real-life problems. CI in real-time decision-making games can provide a platform for the examination of tree search algorithms.…
Decades of research have been invested in making computer programs for playing games such as Chess and Go. This paper focuses on a new game, Tetris Link, a board game that is still lacking any scientific analysis. Tetris Link has a large…
This paper applies a genetic algorithm and fuzzy markup language to construct a human and smart machine cooperative learning system on game of Go. The genetic fuzzy markup language (GFML)-based Robot Agent can work on various kinds of…
Since Alan Turing envisioned Artificial Intelligence (AI) [1], a major driving force behind technical progress has been competition with human cognition. Historical milestones have been frequently associated with computers matching or…
The training and running of an online Go system require the support of effective data management systems to deal with vast data, such as the initial Go game records, the feature data set obtained by representation learning, the experience…
Devising intelligent robots or agents that interact with humans is a major challenge for artificial intelligence. In such contexts, agents must constantly adapt their decisions according to human activities and modify their goals. In this…
This paper presents a semantic brain computer interface (BCI) agent with particle swarm optimization (PSO) based on a Fuzzy Markup Language (FML) for Go learning and prediction applications. Additionally, we also establish an Open Go…