Related papers: Re-determinizing Information Set Monte Carlo Tree …
Monte Carlo Tree Search (MCTS) has proven to be capable of solving challenging tasks in domains such as Go, chess and Atari. Previous research has developed parallel versions of MCTS, exploiting today's multiprocessing architectures. These…
LLMs demonstrate strong performance in auto-mated software engineering, particularly for code generation and issue resolution. While proprietary models like GPT-4o achieve high benchmarks scores on SWE-bench, their API dependence, cost, and…
Many of the strongest game playing programs use a combination of Monte Carlo tree search (MCTS) and deep neural networks (DNN), where the DNNs are used as policy or value evaluators. Given a limited budget, such as online playing or during…
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},…
Traditional search algorithms have issues when applied to games of imperfect information where the number of possible underlying states and trajectories are very large. This challenge is particularly evident in trick-taking card games.…
Monte Carlo Tree Search (MCTS) is a widely used approach for policy improvement through search with increasing popularity for real world applications. Due to the sequential and deterministic nature of its search, runtime-scaling of MCTS…
The AlphaZero/MuZero (A/MZ) family of algorithms has achieved remarkable success across various challenging domains by integrating Monte Carlo Tree Search (MCTS) with learned models. Learned models introduce epistemic uncertainty, which is…
In this paper we propose a novel reinforcement learning based model for sequence tagging, referred to as MM-Tag. Inspired by the success and methodology of the AlphaGo Zero, MM-Tag formalizes the problem of sequence tagging with a Monte…
UCT, a state-of-the art algorithm for Monte Carlo tree search (MCTS) in games and Markov decision processes, is based on UCB, a sampling policy for the Multi-armed Bandit problem (MAB) that minimizes the cumulative regret. However, search…
This paper introduces the MCTS algorithm to the financial world and focuses on solving significant multi-period financial planning models by combining a Monte Carlo Tree Search algorithm with a deep neural network. The MCTS provides an…
In retrosynthetic planning, the huge number of possible routes to synthesize a complex molecule using simple building blocks leads to a combinatorial explosion of possibilities. Even experienced chemists often have difficulty to select the…
Actor-critic methods, like Twin Delayed Deep Deterministic Policy Gradient (TD3), depend on basic noise-based exploration, which can result in less than optimal policy convergence. In this study, we introduce Monte Carlo Beam Search (MCBS),…
It is common practice to use large computational resources to train neural networks, as is known from many examples, such as reinforcement learning applications. However, while massively parallel computing is often used for training models,…
Finding a concise and interpretable mathematical formula that accurately describes the relationship between each variable and the predicted value in the data is a crucial task in scientific research, as well as a significant challenge in…
The article presents research on the use of Monte-Carlo Tree Search (MCTS) methods to create an artificial player for the popular card game "The Lord of the Rings". The game is characterized by complicated rules, multi-stage round…
Rewrite systems [6, 10, 12] have been widely employing equality saturation [9], which is an optimisation methodology that uses a saturated e-graph to represent all possible sequences of rewrite simultaneously, and then extracts the optimal…
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…
Inference-time scaling strategies, particularly Monte Carlo Tree Search (MCTS), have significantly enhanced the reasoning capabilities of Large Language Models (LLMs). However, current approaches remain predominantly stateless, discarding…
This paper presents a novel approach to automated playtesting for the prediction of human player behavior and experience. It has previously been demonstrated that Deep Reinforcement Learning (DRL) game-playing agents can predict both game…
Diffusion models have recently emerged as a powerful tool for planning. However, unlike Monte Carlo Tree Search (MCTS)-whose performance naturally improves with inference-time computation scaling-standard diffusion-based planners offer only…