Related papers: Biasing MCTS with Features for General Games
Monte Carlo Tree Search (MCTS) has shown its strength for a lot of deterministic and stochastic examples, but literature lacks reports of applications to real world industrial processes. Common reasons for this are that there is no…
We consider Monte-Carlo Tree Search (MCTS) applied to Markov Decision Processes (MDPs) and Partially Observable MDPs (POMDPs), and the well-known Upper Confidence bound for Trees (UCT) algorithm. In UCT, a tree with nodes (states) and edges…
This paper introduces Monte Carlo *-Minimax Search (MCMS), a Monte Carlo search algorithm for turned-based, stochastic, two-player, zero-sum games of perfect information. The algorithm is designed for the class of of densely stochastic…
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…
Mean-field games (MFG) have become significant tools for solving large-scale multi-agent reinforcement learning problems under symmetry. However, the assumption of exact symmetry limits the applicability of MFGs, as real-world scenarios…
We study multi-agent general-sum Markov games with nonlinear function approximation. We focus on low-rank Markov games whose transition matrix admits a hidden low-rank structure on top of an unknown non-linear representation. The goal is to…
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…
In recent years deep neural networks have been successfully applied to the domains of reinforcement learning \cite{bengio2009learning,krizhevsky2012imagenet,hinton2006reducing}. Deep reinforcement learning \cite{mnih2015human} is reported…
Strategy video games challenge AI agents with their combinatorial search space caused by complex game elements. State abstraction is a popular technique that reduces the state space complexity. However, current state abstraction methods for…
Board games are a great source of entertainment for all ages, as they create a competitive and engaging environment, as well as stimulating learning and strategic thinking. It is common for digital versions of board games, as any other type…
Monte-Carlo Tree Search (MCTS) methods are drawing great interest after yielding breakthrough results in computer Go. This paper proposes a Bayesian approach to MCTS that is inspired by distributionfree approaches such as UCT [13], yet…
The accurate and personalized estimation of task difficulty provides many opportunities for optimizing user experience. However, user diversity makes such difficulty estimation hard, in that empirical measurements from some user sample do…
Reinforcement learning has achieved remarkable success in perfect information games such as Go and Atari, enabling agents to compete at the highest levels against human players. However, research in reinforcement learning for imperfect…
Deep neural networks (DNNs) have been used to create models for many complex analysis problems like image recognition and medical diagnosis. DNNs are a popular tool within machine learning due to their ability to model complex patterns and…
The standard for Deep Reinforcement Learning in games, following Alpha Zero, is to use residual networks and to increase the depth of the network to get better results. We propose to improve mobile networks as an alternative to residual…
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…
We consider a deterministic game with alternate moves and complete information, of which the issue is always the victory of one of the two opponents. We assume that this game is the realization of a random model enjoying some independence…
We propose an efficient solution approach for high-dimensional nonlocal mean-field game (MFG) systems based on the Monte Carlo approximation of interaction kernels via random features. We avoid costly space-discretizations of interaction…
We present the design of a competitive artificial intelligence for Scopone, a popular Italian card game. We compare rule-based players using the most established strategies (one for beginners and two for advanced players) against players…
The game of Chinese Checkers is a challenging traditional board game of perfect information that differs from other traditional games in two main aspects: first, unlike Chess, all checkers remain indefinitely in the game and hence the…