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Decades of research have been invested in making computer programs for playing games such as Chess and Go. This paper focuses on a new game, Tetris Link, a board game that is still lacking any scientific analysis. Tetris Link has a large…
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…
Deep learning's recent history has been one of achievement: from triumphing over humans in the game of Go to world-leading performance in image classification, voice recognition, translation, and other tasks. But this progress has come with…
Monte Carlo tree search (MCTS) is extremely popular in computer Go which determines each action by enormous simulations in a broad and deep search tree. However, human experts select most actions by pattern analysis and careful evaluation…
Go gaming is a struggle between adversaries, black and white simple stones, and aim to control the most Go board territory for success. Rules are simple but Go game fighting is highly intricate. Stones placement and interaction on board is…
Making inferences with a deep neural network on a batch of states is much faster with a GPU than making inferences on one state after another. We build on this property to propose Monte Carlo Tree Search algorithms using batched inferences.…
Go gaming is a struggle for territory control between rival, black and white, stones on a board. We model the Go dynamics in a game by means of the Ising model whose interaction coefficients reflect essential rules and tactics employed in…
Deep learning technology is making great progress in solving the challenging problems of artificial intelligence, hence machine learning based on artificial neural networks is in the spotlight again. In some areas, artificial intelligence…
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…
The widespread availability of superhuman AI engines is changing how we play the ancient game of Go. The open-source software packages developed after the AlphaGo series shifted focus from producing strong playing entities to providing…
Neural processes are a family of models which use neural networks to directly parametrise a map from data sets to predictions. Directly parametrising this map enables the use of expressive neural networks in small-data problems where neural…
We present the first reinforcement-learning model to self-improve its reward-modulated training implemented through a continuously improving "intuition" neural network. An agent was trained how to play the arcade video game Pong with two…
We present an end-to-end learning method for chess, relying on deep neural networks. Without any a priori knowledge, in particular without any knowledge regarding the rules of chess, a deep neural network is trained using a combination of…
In the article a turn-based game played on four computers connected via network is investigated. There are three computers with natural intelligence and one with artificial intelligence. Game table is seen by each player's own view point in…
Tic Tac Toe is amongst the most well-known games. It has already been shown that it is a biased game, giving more chances to win for the first player leaving only a draw or a loss as possibilities for the opponent, assuming both the players…
Across a growing number of domains, human experts are expected to learn from and adapt to AI with superior decision making abilities. But how can we quantify such human adaptation to AI? We develop a simple measure of human adaptation to AI…
Machine learning with artificial neural networks is revolutionizing science. The most advanced challenges require discovering answers autonomously. This is the domain of reinforcement learning, where control strategies are improved…
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…
When optimizing convolutional neural networks (CNN) for a specific image-based task, specialists commonly overshoot the number of convolutional layers in their designs. By implication, these CNNs are unnecessarily resource intensive to…
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,…