Related papers: Minimax Strikes Back
Neural networks can achieve excellent results in a wide variety of applications. However, when they attempt to sequentially learn, they tend to learn the new task while catastrophically forgetting previous ones. We propose a model that…
We propose a novel training algorithm for reinforcement learning which combines the strength of deep Q-learning with a constrained optimization approach to tighten optimality and encourage faster reward propagation. Our novel technique…
AlphaZero has been very successful in many games. Unfortunately, it still consumes a huge amount of computing resources, the majority of which is spent in self-play. Hyperparameter tuning exacerbates the training cost since each…
Reinforcement Learning (RL) has opened up new opportunities to enhance existing smart systems that generally include a complex decision-making process. However, modern RL algorithms, e.g., Deep Q-Networks (DQN), are based on deep neural…
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…
Unsupervised skill discovery aims to learn diverse and distinguishable behaviors in open-ended reinforcement learning. For existing methods, they focus on improving diversity through pure exploration, mutual information optimization, and…
Deep reinforcement learning has been shown to be a powerful framework for learning policies from complex high-dimensional sensory inputs to actions in complex tasks, such as the Atari domain. In this paper, we explore output representation…
Two player zero sum simultaneous action games are common in video games, financial markets, war, business competition, and many other settings. We first introduce the fundamental concepts of reinforcement learning in two player zero sum…
The utilization of artificial intelligence (AI) in card games has been a well-explored subject within AI research for an extensive period. Recent advancements have propelled AI programs to showcase expertise in intricate card games such as…
In 2015, Google's DeepMind announced an advancement in creating an autonomous agent based on deep reinforcement learning (DRL) that could beat a professional player in a series of 49 Atari games. However, the current manifestation of DRL is…
Multi-agent football poses an unsolved challenge in AI research. Existing work has focused on tackling simplified scenarios of the game, or else leveraging expert demonstrations. In this paper, we develop a multi-agent system to play the…
We train an agent to compete in the game of Gardner minichess, a downsized variation of chess played on a 5x5 board. We motivated and applied a SOTA actor-critic method Proximal Policy Optimization with Generalized Advantage Estimation. Our…
Recently, reinforcement learning has been successfully applied to the logical game of Go, various Atari games, and even a 3D game, Labyrinth, though it continues to have problems in sparse reward settings. It is difficult to explore, but…
Learning how to act when there are many available actions in each state is a challenging task for Reinforcement Learning (RL) agents, especially when many of the actions are redundant or irrelevant. In such cases, it is sometimes easier to…
We begin with the hypothesis that a model-free agent whose representations are predictive of properties of future states (beyond expected rewards) will be more capable of solving and adapting to new RL problems. To test that hypothesis, we…
The standard for Deep Reinforcement Learning in games, following Alpha Zero, is to use residual networks and to increase the depth of the network to get better results. We propose to improve mobile networks as an alternative to residual…
Deep reinforcement learning algorithms that estimate state and state-action value functions have been shown to be effective in a variety of challenging domains, including learning control strategies from raw image pixels. However,…
Learning efficiently from small amounts of data has long been the focus of model-based reinforcement learning, both for the online case when interacting with the environment and the offline case when learning from a fixed dataset. However,…
In this work, we adapt a training approach inspired by the original AlphaGo system to play the imperfect information game of Reconnaissance Blind Chess. Using only the observations instead of a full description of the game state, we first…
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…