Related papers: Biasing MCTS with Features for General Games
Recent advancements in large language models (LLMs) have shown remarkable potential in automating machine learning tasks. However, existing LLM-based agents often struggle with low-diversity and suboptimal code generation. While recent work…
This work presents the first study of using the popular Monte Carlo Tree Search (MCTS) method combined with dedicated heuristics for solving the Weighted Vertex Coloring Problem. Starting with the basic MCTS algorithm, we gradually…
This article describes an application of three well-known statistical methods in the field of game-tree search: using a large number of classified Othello positions, feature weights for evaluation functions with a game-phase-independent…
While many recent advances in deep reinforcement learning (RL) rely on model-free methods, model-based approaches remain an alluring prospect for their potential to exploit unsupervised data to learn environment model. In this work, we…
We present a method enabling a large number of agents to learn how to flock, which is a natural behavior observed in large populations of animals. This problem has drawn a lot of interest but requires many structural assumptions and is…
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…
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…
Recent research works establish deep neural networks as high performing tools for radar target detection, especially on challenging environments (presence of clutter or interferences, multi-target scenarii...). However, the usually large…
Fictitious play with reinforcement learning is a general and effective framework for zero-sum games. However, using the current deep neural network models, the implementation of fictitious play faces crucial challenges. Neural network model…
In this work, we present a MCTS-based Go-playing program which uses convolutional networks in all parts. Our method performs MCTS in batches, explores the Monte Carlo search tree using Thompson sampling and a convolutional network, and…
This paper proposes a straightforward and cost-effective approach to assess whether a deep neural network (DNN) relies on the primary concepts of training samples or simply learns discriminative, yet simple and irrelevant features that can…
The General Video Game AI competitions have been the testing ground for several techniques for game playing, such as evolutionary computation techniques, tree search algorithms, hyper heuristic based or knowledge based algorithms. So far…
It is commonly believed that the hidden layers of deep neural networks (DNNs) attempt to extract informative features for learning tasks. In this paper, we formalize this intuition by showing that the features extracted by DNN coincide with…
We develop a method of adapting the AlphaZero model to General Game Playing (GGP) that focuses on faster model generation and requires less knowledge to be extracted from the game rules. The dataset generation uses MCTS playing instead of…
Large Language Models (LLMs) reasoning abilities are increasingly being applied to classical board and card games, but the dominant approach -- involving prompting for direct move generation -- has significant drawbacks. It relies on the…
Bias originates from both data and algorithmic design, often exacerbated by traditional fairness methods that fail to address the subtle impacts of protected attributes. This study introduces an approach to mitigate bias in machine learning…
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) is an effective anytime algorithm with a vast amount of applications. It strategically allocates computational resources to focus on promising segments of the search tree, making it a very attractive search…
This paper presents an efficient approach to object manipulation planning using Monte Carlo Tree Search (MCTS) to find contact sequences and an efficient ADMM-based trajectory optimization algorithm to evaluate the dynamic feasibility of…
We propose an algorithm for computing approximate Nash equilibria of partially observable games using Monte-Carlo tree search based on recent bandit methods. We obtain experimental results for the game of phantom tic-tac-toe, showing that…