Related papers: Warm-Start AlphaZero Self-Play Search Enhancements
Deep reinforcement learning has made significant progress in games with imperfect information, but its performance in the card game Doudizhu (Chinese Poker/Fight the Landlord) remains unsatisfactory. Doudizhu is different from conventional…
Finite-horizon lookahead policies are abundantly used in Reinforcement Learning and demonstrate impressive empirical success. Usually, the lookahead policies are implemented with specific planning methods such as Monte Carlo Tree Search…
Learning from repeated play in a fixed two-player zero-sum game is a classic problem in game theory and online learning. We consider a variant of this problem where the game payoff matrix changes over time, possibly in an adversarial…
Reinforcement Learning (RL) is a semi-supervised learning paradigm which an agent learns by interacting with an environment. Deep learning in combination with RL provides an efficient method to learn how to interact with the environment is…
OpenSpiel is a collection of environments and algorithms for research in general reinforcement learning and search/planning in games. OpenSpiel supports n-player (single- and multi- agent) zero-sum, cooperative and general-sum, one-shot and…
Yahtzee is a classic dice game with a stochastic, combinatorial structure and delayed rewards, making it an interesting mid-scale RL benchmark. While an optimal policy for solitaire Yahtzee can be computed using dynamic programming methods,…
Over the past decades, researchers have been pushing the limits of Deep Reinforcement Learning (DRL). Although DRL has attracted substantial interest from practitioners, many are blocked by having to search through a plethora of available…
Recurrent off-policy deep reinforcement learning models achieve state-of-the-art performance but are often sidelined due to their high computational demands. In response, we introduce RISE (Recurrent Integration via Simplified Encodings), a…
Effective exploration remains a key challenge in RL, especially with non-stationary rewards or high-dimensional policies. We introduce ARISE, a lightweight framework that enhances reinforcement learning by augmenting standard…
Retrieval augmented generation (RAG) reduces hallucinations and factual errors in large language models (LLMs) by conditioning generation on retrieved external knowledge. Recent search agents further cast RAG as an autonomous, multi-turn…
As modern games continue growing both in size and complexity, it has become more challenging to ensure that all the relevant content is tested and that any potential issue is properly identified and fixed. Attempting to maximize testing…
General game testing relies on the use of human play testers, play test scripting, and prior knowledge of areas of interest to produce relevant test data. Using deep reinforcement learning (DRL), we introduce a self-learning mechanism to…
Recent progress in artificial intelligence through reinforcement learning (RL) has shown great success on increasingly complex single-agent environments and two-player turn-based games. However, the real-world contains multiple agents, each…
Consistent and reproducible evaluation of Deep Reinforcement Learning (DRL) is not straightforward. In the Arcade Learning Environment (ALE), small changes in environment parameters such as stochasticity or the maximum allowed play time can…
Large Language Models (LLMs) are rapidly saturating existing benchmarks, necessitating new open-ended evaluations. We introduce the Factorio Learning Environment (FLE), based on the game of Factorio, that tests agents in long-term planning,…
Reinforcement Learning (RL) is a research area that has blossomed tremendously in recent years and has shown remarkable potential in among others successfully playing computer games. However, there only exists a few game platforms that…
Advances in deep reinforcement learning have allowed autonomous agents to perform well on Atari games, often outperforming humans, using only raw pixels to make their decisions. However, most of these games take place in 2D environments…
Self-play is an unsupervised training procedure which enables the reinforcement learning agents to explore the environment without requiring any external rewards. We augment the self-play setting by providing an external memory where the…
This paper considers the problem of designing optimal algorithms for reinforcement learning in two-player zero-sum games. We focus on self-play algorithms which learn the optimal policy by playing against itself without any direct…
Deterministic game-solving algorithms are conventionally analyzed in the light of their average-case complexity against a distribution of random game-trees, where leaf values are independently sampled from a fixed distribution. This…