Related papers: Biasing MCTS with Features for General Games
Traditional reinforcement learning and planning typically requires vast amounts of data and training to develop effective policies. In contrast, large language models (LLMs) exhibit strong generalization and zero-shot capabilities, but…
Deep neural networks tend to underestimate uncertainty and produce overly confident predictions. Recently proposed solutions, such as MC Dropout and SDENet, require complex training and/or auxiliary out-of-distribution data. We propose a…
Learning to walk over a graph towards a target node for a given query and a source node is an important problem in applications such as knowledge base completion (KBC). It can be formulated as a reinforcement learning (RL) problem with a…
This paper introduces the Constrained Monte Carlo Tree Search (CMCTS) framework to enhance the mathematical reasoning capabilities of Large Language Models (LLM). By incorporating a constrained action space, Process Reward Model (PRM), and…
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,…
Monte Carlo Tree Search (MCTS)-based algorithms, such as MuZero and its derivatives, have achieved widespread success in various decision-making domains. These algorithms employ the reanalyze process to enhance sample efficiency from stale…
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…
Adversarial training, a special case of multi-objective optimization, is an increasingly prevalent machine learning technique: some of its most notable applications include GAN-based generative modeling and self-play techniques in…
Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a…
Expert Iteration (ExIt) is an effective framework for learning game-playing policies from self-play. ExIt involves training a policy to mimic the search behaviour of a tree search algorithm - such as Monte-Carlo tree search - and using the…
Deep reinforcement learning has led to numerous notable results in robotics. However, deep neural networks (DNNs) are unintuitive, which makes it difficult to understand their predictions and strongly limits their potential for real-world…
Mean Field Games (MFGs) have been introduced to efficiently approximate games with very large populations of strategic agents. Recently, the question of learning equilibria in MFGs has gained momentum, particularly using model-free…
We introduce compositional tensor trains (CTTs) for the approximation of multivariate functions, a class of models obtained by composing low-rank functions in the tensor-train format. This format can encode standard approximation tools,…
The gameplay of strategic board games such as chess, Go and Hex is often characterized by combinatorial, relational structures -- capturing distinct interactions and non-local patterns -- and not just images. Nonetheless, most common…
We study strategic similarity of game positions in two-player extensive games of perfect information, by looking at the structure of their local game trees, with the aim of improving the performance of game playing agents in detecting…
Tree Search (TS) is crucial to some of the most influential successes in reinforcement learning. Here, we tackle two major challenges with TS that limit its usability: \textit{distribution shift} and \textit{scalability}. We first discover…
Monte-Carlo planning and Reinforcement Learning (RL) are essential to sequential decision making. The recent AlphaGo and AlphaZero algorithms have shown how to successfully combine these two paradigms in order to solve large scale…
AlphaZero in 2017 was able to master chess and other games without human knowledge by playing millions of games against itself (self-play), with a computation budget running in the tens of millions of dollars. It used a variant of the Monte…
Deep neural networks (DNNs) have achieved state-of-the-art results in various pattern recognition tasks. However, they perform poorly on out-of-distribution adversarial examples i.e. inputs that are specifically crafted by an adversary to…
Monte Carlo Counterfactual Regret Minimization (MCCFR) has emerged as a cornerstone algorithm for solving extensive-form games, but its integration with deep neural networks introduces scale-dependent challenges that manifest differently…