Related papers: Analysis of Hyper-Parameters for Small Games: Iter…
In recent years, state-of-the-art game-playing agents often involve policies that are trained in self-playing processes where Monte Carlo tree search (MCTS) algorithms and trained policies iteratively improve each other. The strongest…
Planning at execution time has been shown to dramatically improve performance for agents in both single-agent and multi-agent settings. A well-known family of approaches to planning at execution time are AlphaZero and its variants, which…
The AlphaZero algorithm for the learning of strategy games via self-play, which has produced superhuman ability in the games of Go, chess, and shogi, uses a quantitative reward function for game outcomes, requiring the users of the…
AlphaZero and its extension MuZero are computer programs that use machine-learning techniques to play at a superhuman level in chess, go, and a few other games. They achieved this level of play solely with reinforcement learning from…
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…
Much current research in AI and games is being devoted to Monte Carlo search (MCS) algorithms. While the quest for a single unified MCS algorithm that would perform well on all problems is of major interest for AI, practitioners often know…
Large Language Models (LLMs) harness extensive data from the Internet, storing a broad spectrum of prior knowledge. While LLMs have proven beneficial as decision-making aids, their reliability is hampered by limitations in reasoning,…
Game solving is a similar, yet more difficult task than mastering a game. Solving a game typically means to find the game-theoretic value (outcome given optimal play), and optionally a full strategy to follow in order to achieve that…
Adversarial self-play in two-player games has delivered impressive results when used with reinforcement learning algorithms that combine deep neural networks and tree search. Algorithms like AlphaZero and Expert Iteration learn tabula-rasa,…
Monte Carlo Tree Search (MCTS), most famously used in game-play artificial intelligence (e.g., the game of Go), is a well-known strategy for constructing approximate solutions to sequential decision problems. Its primary innovation is the…
With current state-of-the-art approaches aimed at enhancing the reasoning capabilities of Large Language Models(LLMs) through iterative preference learning inspired by AlphaZero, we propose to further enhance the step-wise reasoning…
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…
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…
Designing agents that are able to achieve different play-styles while maintaining a competitive level of play is a difficult task, especially for games for which the research community has not found super-human performance yet, like…
Recently experience replay is widely used in various deep reinforcement learning (RL) algorithms, in this paper we rethink the utility of experience replay. It introduces a new hyper-parameter, the memory buffer size, which needs carefully…
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…
The largest experiments in machine learning now require resources far beyond the budget of all but a few institutions. Fortunately, it has recently been shown that the results of these huge experiments can often be extrapolated from the…
In deep learning, performance is strongly affected by the choice of architecture and hyperparameters. While there has been extensive work on automatic hyperparameter optimization for simple spaces, complex spaces such as the space of deep…
Based on the existing pivot rules, the simplex method for linear programming is not polynomial in the worst case. Therefore the optimal pivot of the simplex method is crucial. This study proposes the optimal rule to find all shortest pivot…
Knuth and Moore presented a theoretical lower bound on the number of leaves that any fixed-depth minimax tree-search algorithm traversing a uniform tree must explore, the so-called minimal tree. Since real-life minimax trees are not…