Related papers: Derived metrics for the game of Go -- intrinsic ne…
We analyze the game of go from the point of view of complex networks. We construct three different directed networks of increasing complexity, defining nodes as local patterns on plaquettes of increasing sizes, and links as actual…
The recently released AlphaZero algorithm achieves superhuman performance in the games of chess, shogi and Go, which raises two open questions. Firstly, as there is a finite number of possibilities in the game, is there a quantifiable…
Progress in multiagent intelligence research is fundamentally limited by the number and quality of environments available for study. In recent years, simulated games have become a dominant research platform within reinforcement learning, in…
This chapter outlines the relation between artificial intelligence (AI) / machine learning (ML) algorithms and digital games. This relation is two-fold: on one hand, AI/ML researchers can generate large, in-the-wild datasets of human…
AlphaZero is a self-play reinforcement learning algorithm that achieves superhuman play in chess, shogi, and Go via policy iteration. To be an effective policy improvement operator, AlphaZero's search requires accurate value estimates for…
From the early days of computing, games have been important testbeds for studying how well machines can do sophisticated decision making. In recent years, machine learning has made dramatic advances with artificial agents reaching…
The evaluation function for imperfect information games is always hard to define but owns a significant impact on the playing strength of a program. Deep learning has made great achievements these years, and already exceeded the top human…
Complex games have long been an important benchmark for testing the progress of artificial intelligence algorithms. AlphaGo, AlphaZero, and MuZero have defeated top human players in Go and Chess, garnering widespread societal attention…
With the breakthrough of AlphaGo, deep reinforcement learning becomes a recognized technique for solving sequential decision-making problems. Despite its reputation, data inefficiency caused by its trial and error learning mechanism makes…
In this paper, I formalize intelligence measurement in games by introducing mechanisms that assign a real number -- interpreted as an intelligence score -- to each player in a game. This score quantifies the ex-post strategic ability of the…
Strength estimation and adjustment are crucial in designing human-AI interactions, particularly in games where AI surpasses human players. This paper introduces a novel strength system, including a strength estimator (SE) and an SE-based…
This paper proposes a new approach to a novel value network architecture for the game Go, called a multi-labelled (ML) value network. In the ML value network, different values (win rates) are trained simultaneously for different settings of…
Artificial intelligence commonly refers to the science and engineering of artificial systems that can carry out tasks generally associated with requiring aspects of human intelligence, such as playing games, translating languages, and…
As artificial intelligence becomes increasingly intelligent---in some cases, achieving superhuman performance---there is growing potential for humans to learn from and collaborate with algorithms. However, the ways in which AI systems…
Recent progress in Game AI has demonstrated that given enough data from human gameplay, or experience gained via simulations, machines can rival or surpass the most skilled human players in classic games such as Go, or commercial computer…
Recently, many researchers have made successful progress in building the AI systems for MOBA-game-playing with deep reinforcement learning, such as on Dota 2 and Honor of Kings. Even though these AI systems have achieved or even exceeded…
We present Mortar, a system for autonomously evolving game mechanics for automatic game design. Game mechanics define the rules and interactions that govern gameplay, and designing them manually is a time-consuming and expert-driven…
We process a large corpus of game records of the board game of Go and propose a way of extracting summary information on played moves. We then apply several basic data-mining methods on the summary information to identify the most…
Competitor rating systems for head-to-head games are typically used to measure playing strength from game outcomes. Ratings computed from these systems are often used to select top competitors for elite events, for pairing players of…
Artificial general intelligence (AGI) refers to research aimed at tackling the full problem of artificial intelligence, that is, create truly intelligent agents. This sets it apart from most AI research which aims at solving relatively…