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Reinforcement learning (RL) paradigms have demonstrated strong performance on reasoning-intensive tasks such as code generation. However, limited trajectory diversity often leads to diminishing returns, which constrains the achievable…
Monte-Carlo tree search (MCTS) has driven many recent breakthroughs in deep reinforcement learning (RL). However, scaling MCTS to parallel compute has proven challenging in practice which has motivated alternative planners like sequential…
The combination of Monte-Carlo tree search (MCTS) with deep reinforcement learning has led to significant advances in artificial intelligence. However, AlphaZero, the current state-of-the-art MCTS algorithm, still relies on handcrafted…
Traditional search algorithms have issues when applied to games of imperfect information where the number of possible underlying states and trajectories are very large. This challenge is particularly evident in trick-taking card games.…
Deep reinforcement learning (DRL) has achieved super-human performance on complex video games (e.g., StarCraft II and Dota II). However, current DRL systems still suffer from challenges of multi-agent coordination, sparse rewards,…
We present TorchCraft, a library that enables deep learning research on Real-Time Strategy (RTS) games such as StarCraft: Brood War, by making it easier to control these games from a machine learning framework, here Torch. This white paper…
Monte Carlo tree search (MCTS) is extremely popular in computer Go which determines each action by enormous simulations in a broad and deep search tree. However, human experts select most actions by pattern analysis and careful evaluation…
The article presents the use of Monte Carlo Tree Search algorithms for the card game Lord of the Rings. The main challenge was the complexity of the game mechanics, in which each round consists of 5 decision stages and 2 random stages. To…
This paper presents a novel approach to automated playtesting for the prediction of human player behavior and experience. It has previously been demonstrated that Deep Reinforcement Learning (DRL) game-playing agents can predict both game…
TAMER has proven to be a powerful interactive reinforcement learning method for allowing ordinary people to teach and personalize autonomous agents' behavior by providing evaluative feedback. However, a TAMER agent planning with UCT---a…
StarCraft II is a challenging benchmark for AI agents due to the necessity of both precise micro level operations and strategic macro awareness. Previous works, such as Alphastar and SCC, achieve impressive performance on tackling StarCraft…
Neural network supported tree-search has shown strong results in a variety of perfect information multi-agent tasks. However, the performance of these methods on partial information games has generally been below competing approaches. Here…
In recent years, reinforcement learning has been successful in solving video games from Atari to Star Craft II. However, the end-to-end model-free reinforcement learning (RL) is not sample efficient and requires a significant amount of…
Monte Carlo Tree Search (MCTS) is a powerful algorithm for solving complex decision-making problems. This paper presents an optimized MCTS implementation applied to the FrozenLake environment, a classic reinforcement learning task…
The class of deep deterministic off-policy algorithms is effectively applied to solve challenging continuous control problems. Current approaches commonly utilize random noise as an exploration method, which has several drawbacks, including…
Games are often designed to shape player behavior in a desired way; however, it can be unclear how design decisions affect the space of behaviors in a game. Designers usually explore this space through human playtesting, which can be…
Deep learning has enabled traditional reinforcement learning methods to deal with high-dimensional problems. However, one of the disadvantages of deep reinforcement learning methods is the limited exploration capacity of learning agents. In…
We introduce an approach aimed at enhancing the reasoning capabilities of Large Language Models (LLMs) through an iterative preference learning process inspired by the successful strategy employed by AlphaZero. Our work leverages Monte…
Constructing agents with planning capabilities has long been one of the main challenges in the pursuit of artificial intelligence. Tree-based planning methods from AlphaGo to Muzero have enjoyed huge success in discrete domains, such as…
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,…