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Active Reinforcement Learning (ARL) is a twist on RL where the agent observes reward information only if it pays a cost. This subtle change makes exploration substantially more challenging. Powerful principles in RL like optimism, Thompson…
Monte Carlo Tree Search (MCTS) algorithms perform simulation-based search to improve policies online. During search, the simulation policy is adapted to explore the most promising lines of play. MCTS has been used by state-of-the-art…
We explore how a general AI algorithm can be used for 3D scene understanding to reduce the need for training data. More exactly, we propose a modification of the Monte Carlo Tree Search (MCTS) algorithm to retrieve objects and room layouts…
Distributional reinforcement learning (distributional RL) has seen empirical success in complex Markov Decision Processes (MDPs) in the setting of nonlinear function approximation. However, there are many different ways in which one can…
Recently, the seminal algorithms AlphaGo and AlphaZero have started a new era in game learning and deep reinforcement learning. While the achievements of AlphaGo and AlphaZero - playing Go and other complex games at super human level - are…
One of the most important AI research questions is to trade off computation versus performance since ``perfect rationality" exists in theory but is impossible to achieve in practice. Recently, Monte-Carlo tree search (MCTS) has attracted…
The integration of autonomous vehicles into urban and highway environments necessitates the development of robust and adaptable behavior planning systems. This study presents an innovative approach to address this challenge by utilizing a…
One-shot neural architecture search (NAS) methods significantly reduce the search cost by considering the whole search space as one network, which only needs to be trained once. However, current methods select each operation independently…
In this paper, we investigate the fundamental question: To what extent are gradient-based neural architecture search (NAS) techniques applicable to RL? Using the original DARTS as a convenient baseline, we discover that the discrete…
To defend deep neural networks from adversarial attacks, adversarial training has been drawing increasing attention for its effectiveness. However, the accuracy and robustness resulting from the adversarial training are limited by the…
In this paper, we introduce a new reinforcement learning (RL) based neural architecture search (NAS) methodology for effective and efficient generative adversarial network (GAN) architecture search. The key idea is to formulate the GAN…
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,…
The combination of Monte-Carlo tree search (MCTS) with deep reinforcement learning has led to significant advances in artificial intelligence. However, AlphaZero, the current state-of-the-art MCTS algorithm, still relies on handcrafted…
In this paper, a proactive dynamic spectrum sharing scheme between 4G and 5G systems is proposed. In particular, a controller decides on the resource split between NR and LTE every subframe while accounting for future network states such as…
Latent-factor models (LFM) based on collaborative filtering (CF), such as matrix factorization (MF) and deep CF methods, are widely used in modern recommender systems (RS) due to their excellent performance and recommendation accuracy.…
Game tree search algorithms, such as Monte Carlo Tree Search (MCTS), require access to a forward model (or "simulator") of the game at hand. However, in some games such forward model is not readily available. This paper presents three…
Monte Carlo tree search (MCTS) has received considerable interest due to its spectacular success in the difficult problem of computer Go and also proved beneficial in a range of other domains. A major issue that has received little…
In this work we study a well-known and challenging problem of Multi-agent Pathfinding, when a set of agents is confined to a graph, each agent is assigned a unique start and goal vertices and the task is to find a set of collision-free…
The combination of Monte-Carlo Tree Search (MCTS) and deep reinforcement learning is state-of-the-art in two-player perfect-information games. In this paper, we describe a search algorithm that uses a variant of MCTS which we enhanced by 1)…
Monte Carlo Tree Search (MCTS) is particularly adapted to domains where the potential actions can be represented as a tree of sequential decisions. For an effective action selection, MCTS performs many simulations to build a reliable tree…