Related papers: Analysis of Hyper-Parameters for Small Games: Iter…
The recent observation of neural power-law scaling relations has made a significant impact in the field of deep learning. A substantial amount of attention has been dedicated as a consequence to the description of scaling laws, although…
Self-supervised learning has emerged as a method for utilizing massive unlabeled data for pre-training models, providing an effective feature extractor for various mobile sensing applications. However, when deployed to end-users, these…
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…
Reinforcement learning (RL) agents achieve remarkable performance but remain far less learning-efficient than humans. While RL agents require extensive self-play games to extract useful signals, humans often need only a few games, improving…
Monte Carlo Tree Search (MCTS) has improved the performance of game engines in domains such as Go, Hex, and general game playing. MCTS has been shown to outperform classic alpha-beta search in games where good heuristic evaluations are…
A large number of computational and scientific methods commonly require decomposing a sparse matrix into triangular factors as LU decomposition. A common problem faced during this decomposition is that even though the given matrix may be…
We propose Monte Carlo Permutation Search (MCPS), a general-purpose Monte Carlo Tree Search (MCTS) algorithm that improves upon the GRAVE algorithm. MCPS is relevant when deep reinforcement learning is not an option or when the computing…
Hyperparameters in machine learning (ML) have received a fair amount of attention, and hyperparameter tuning has come to be regarded as an important step in the ML pipeline. But just how useful is said tuning? While smaller-scale…
Symbolic task planning for robots is computationally challenging due to the combinatorial complexity of the possible action space. This fact is amplified if there are several sub-goals to be achieved due to the increased length of the…
In this article we propose a heuristic algorithm to explore search space trees associated with instances of combinatorial optimization problems. The algorithm is based on Monte Carlo tree search, a popular algorithm in game playing that is…
This paper makes two proposals for Monte Carlo Softmax Search, which is a recently proposed method that is classified as a selective search like the Monte Carlo Tree Search. The first proposal separately defines the node-selection and…
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.…
The traditional approach to choosing moves in game-playing programs is the minimax procedure. The general belief underlying its use is that increasing search depth improves play. Recent research has shown that given certain simplifying…
We introduce the Thresholding Monte Carlo Tree Search problem, in which, given a tree $\mathcal{T}$ and a threshold $\theta$, a player must answer whether the root node value of $\mathcal{T}$ is at least $\theta$ or not. In the given tree,…
We propose an online training procedure for a transformer-based automated theorem prover. Our approach leverages a new search algorithm, HyperTree Proof Search (HTPS), inspired by the recent success of AlphaZero. Our model learns from…
A major challenge in decision making domains with large state spaces is to effectively select actions which maximize utility. In recent years, approaches such as reinforcement learning (RL) and search algorithms have been successful to…
We compare four different `game-spaces' in terms of their usefulness in characterising multi-player tabletop games, with a particular interest in any underlying change to a game's characteristics as the number of players changes. In each…
Morpion Solitaire is a popular single player game, performed with paper and pencil. Due to its large state space (on the order of the game of Go) traditional search algorithms, such as MCTS, have not been able to find good solutions. A…
Evaluating deep multiagent reinforcement learning (MARL) algorithms is complicated by stochasticity in training and sensitivity of agent performance to the behavior of other agents. We propose a meta-game evaluation framework for deep MARL,…
Program behavior may depend on parameters, which are either configured before compilation time, or provided at run-time, e.g., by sensors or other input devices. Parametric program analysis explores how different parameter settings may…