Related papers: Self-Play Learning Without a Reward Metric
Deep Reinforcement Learning reaches a superhuman level of play in many complete information games. The state of the art algorithm for learning with zero knowledge is AlphaZero. We take another approach, Ath\'enan, which uses a different,…
Solving a reinforcement learning problem typically involves correctly prespecifying the reward signal from which the algorithm learns. Here, we approach the problem of reward signal design by using an evolutionary approach to perform a…
Playing board games is considered a major challenge for both humans and AI researchers. Because some complicated board games are quite hard to learn, humans usually begin with playing on smaller boards and incrementally advance to master…
In this paper we experiment with a 2-player strategy board game where playing models are evolved using reinforcement learning and neural networks. The models are evolved to speed up automatic game development based on human involvement at…
A generally intelligent agent must be able to teach itself how to solve problems in complex domains with minimal human supervision. Recently, deep reinforcement learning algorithms combined with self-play have achieved superhuman…
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…
We propose a multiple-komi modification of the AlphaGo Zero/Leela Zero paradigm. The winrate as a function of the komi is modeled with a two-parameters sigmoid function, so that the neural network must predict just one more variable to…
Game-playing agents like AlphaGo have achieved superhuman performance through self-play, which is theoretically guaranteed to yield optimal policies in competitive games. However, most language tasks are partially or fully cooperative, so…
Two-player complete-information game trees are perhaps the simplest possible setting for studying general-sum games and the computational problem of finding equilibria. These games admit a simple bottom-up algorithm for finding subgame…
We study the problem of characterizing optimal learning algorithms for playing repeated games against an adversary with unknown payoffs. In this problem, the first player (called the learner) commits to a learning algorithm against a second…
As artificial intelligence becomes increasingly intelligent---in some cases, achieving superhuman performance---there is growing potential for humans to learn from and collaborate with algorithms. However, the ways in which AI systems…
We investigate zero-sum turn-based two-player stochastic games in which the objective of one player is to maximize the amount of rewards obtained during a play, while the other aims at minimizing it. We focus on games in which the minimizer…
We study model-based and model-free policy optimization in a class of nonzero-sum stochastic dynamic games called linear quadratic (LQ) deep structured games. In such games, players interact with each other through a set of weighted…
This paper presents MiniZero, a zero-knowledge learning framework that supports four state-of-the-art algorithms, including AlphaZero, MuZero, Gumbel AlphaZero, and Gumbel MuZero. While these algorithms have demonstrated super-human…
Self-play, a learning paradigm where agents iteratively refine their policies by interacting with historical or concurrent versions of themselves or other evolving agents, has shown remarkable success in solving complex non-cooperative…
Self-play, where the algorithm learns by playing against itself without requiring any direct supervision, has become the new weapon in modern Reinforcement Learning (RL) for achieving superhuman performance in practice. However, the…
The Elo rating system has been used world wide for individual sports and team sports, as exemplified by the European Go Federation (EGF), International Chess Federation (FIDE), International Federation of Association Football (FIFA), and…
Autonomous artificial agents must be able to learn behaviors in complex environments without humans to design tasks and rewards. Designing these functions for each environment is not feasible, thus, motivating the development of intrinsic…
This paper investigates the discrete-time asynchronous games in which noncooperative agents seek to minimize their individual cost functions. Building on the assumption of partial asynchronism, i.e., each agent updates at least once within…
Using a model of the environment, reinforcement learning agents can plan their future moves and achieve superhuman performance in board games like Chess, Shogi, and Go, while remaining relatively sample-efficient. As demonstrated by the…