Related papers: Mastering Chess and Shogi by Self-Play with a Gene…
Currently, many applications in Machine Learning are based on define new models to extract more information about data, In this case Deep Reinforcement Learning with the most common application in video games like Atari, Mario, and others…
Reinforcement Learning (RL) has achieved significant milestones in the gaming domain, most notably Google DeepMind's AlphaGo defeating human Go champion Ken Jie. This victory was also made possible through the Atari Learning Environment…
In combination with Reinforcement Learning, Monte-Carlo Tree Search has shown to outperform human grandmasters in games such as Chess, Shogi and Go with little to no prior domain knowledge. However, most classical use cases only feature up…
AlphaZero has achieved impressive performance in deep reinforcement learning by utilizing an architecture that combines search and training of a neural network in self-play. Many researchers are looking for ways to reproduce and improve…
In this paper we experiment with a 2-player strategy board game where playing models are evolved using reinforcement learning and neural networks. The models are evolved to speed up automatic game development based on human involvement at…
We have seen numerous machine learning methods tackle the game of chess over the years. However, one common element in these works is the necessity of a finely optimized look ahead algorithm. The particular interest of this research lies…
Modern chess engines achieve superhuman performance through deep tree search and regressive evaluation, while human players rely on intuition to select candidate moves followed by a shallow search to validate them. To model this…
Artificial intelligence has advanced significantly through the development of intelligent game-playing systems, providing rigorous testbeds for decision-making, strategic planning, and adaptive learning. However, resource-constrained…
Competing with top human players in the ancient game of Go has been a long-term goal of artificial intelligence. Go's high branching factor makes traditional search techniques ineffective, even on leading-edge hardware, and Go's evaluation…
We study the reinforcement learning problem of complex action control in the Multi-player Online Battle Arena (MOBA) 1v1 games. This problem involves far more complicated state and action spaces than those of traditional 1v1 games, such as…
Reinforcement learning from self-play has recently reported many successes. Self-play, where the agents compete with themselves, is often used to generate training data for iterative policy improvement. In previous work, heuristic rules are…
This paper introduces a novel method for learning how to play the most difficult Atari 2600 games from the Arcade Learning Environment using deep reinforcement learning. The proposed method, human checkpoint replay, consists in using…
Deep reinforcement learning (DRL) has gained a lot of attention in recent years, and has been proven to be able to play Atari games and Go at or above human levels. However, those games are assumed to have a small fixed number of actions…
In this paper we introduce a novel method for automatically tuning the search parameters of a chess program using genetic algorithms. Our results show that a large set of parameter values can be learned automatically, such that the…
World-class human players have been outperformed in a number of complex two person games (Go, Chess, Checkers) by Deep Reinforcement Learning systems. However, owing to tractability considerations minimax regret of a learning system cannot…
Game-playing agents like AlphaGo have achieved superhuman performance through self-play, which is theoretically guaranteed to yield optimal policies in competitive games. However, most language tasks are partially or fully cooperative, so…
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…
The Arcade Learning Environment (ALE) is proposed as an evaluation platform for empirically assessing the generality of agents across dozens of Atari 2600 games. ALE offers various challenging problems and has drawn significant attention…
Recent progress in Game AI has demonstrated that given enough data from human gameplay, or experience gained via simulations, machines can rival or surpass the most skilled human players in classic games such as Go, or commercial computer…
It is noted that some unusual moves against a strong chess program greatly weaken its ability to see the serious targets of the game, and its whole level of play... It is suggested to create programs with different weaknesses in order to…