Related papers: Polygames: Improved Zero Learning
An almost-perfect chess playing agent has been a long standing challenge in the field of Artificial Intelligence. Some of the recent advances demonstrate we are approaching that goal. In this project, we provide methods for faster training…
Artificial intelligence (AI) has achieved superhuman performance in board games such as Go, chess, and Othello (Reversi). In other words, the AI system surpasses the level of a strong human expert player in such games. In this context, it…
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…
Planning with options -- a sequence of primitive actions -- has been shown effective in reinforcement learning within complex environments. Previous studies have focused on planning with predefined options or learned options through expert…
The game of Go has a long history in East Asian countries, but the field of Computer Go has yet to catch up to humans until the past couple of years. While the rules of Go are simple, the strategy and combinatorics of the game are immensely…
Games are natural models for multi-agent machine learning settings, such as generative adversarial networks (GANs). The desirable outcomes from algorithmic interactions in these games are encoded as game theoretic equilibrium concepts, e.g.…
Unlike Poker where the action space $\mathcal{A}$ is discrete, differential games in the physical world often have continuous action spaces not amenable to discrete abstraction, rendering no-regret algorithms with…
In this paper we model a game such that all strategies are non-revealing, with imperfect recall and incomplete information. We also introduce a modified sliding-block code as a linear transformation which generates common knowledge of how…
Understanding how knowledge about the world is represented within model-free deep reinforcement learning methods is a major challenge given the black box nature of its learning process within high-dimensional observation and action spaces.…
After the recent groundbreaking results of AlphaGo, we have seen a strong interest in reinforcement learning in game playing. General Game Playing (GGP) provides a good testbed for reinforcement learning. In GGP, a specification of games…
Zero-sum games are natural, if informal, analogues of closed physical systems where no energy/utility can enter or exit. This analogy can be extended even further if we consider zero-sum network (polymatrix) games where multiple agents…
In the past few years, deep reinforcement learning has been proven to solve problems which have complex states like video games or board games. The next step of intelligent agents would be able to generalize between tasks, and using prior…
The current state of the art in playing many important perfect information games, including Chess and Go, combines planning and deep reinforcement learning with self-play. We extend this approach to imperfect information games and present…
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…
Evaluating the capabilities of Large Language Models (LLMs) has traditionally relied on static benchmark datasets, human assessments, or model-based evaluations - methods that often suffer from overfitting, high costs, and biases.…
In this paper, we present a novel consensus-based zeroth-order algorithm tailored for non-convex multiplayer games. The proposed method leverages a metaheuristic approach using concepts from swarm intelligence to reliably identify global…
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…
In the last few decades we have witnessed a significant development in Artificial Intelligence (AI) thanks to the availability of a variety of testbeds, mostly based on simulated environments and video games. Among those, roguelike games…
We study zero-shot generalization in reinforcement learning-optimizing a policy on a set of training tasks to perform well on a similar but unseen test task. To mitigate overfitting, previous work explored different notions of invariance to…
AlphaZero, Leela Chess Zero and Stockfish NNUE revolutionized Computer Chess. This book gives a complete introduction into the technical inner workings of such engines. The book is split into four main chapters -- excluding chapter 1…