Related papers: Solving QSAT problems with neural MCTS
How resources are deployed to secure critical targets in networks can be modelled by Network Security Games (NSGs). While recent advances in deep learning (DL) provide a powerful approach to dealing with large-scale NSGs, DL methods such as…
In this study, we explore the efficiency of the Monte Carlo Tree Search (MCTS), a prominent decision-making algorithm renowned for its effectiveness in complex decision environments, contingent upon the volume of simulations conducted.…
Complex sequential decision-making planning problems, covering infinite states' space have been shown to be solvable by AlphaZero type of algorithms. Such an approach that trains a neural model while simulating projection of futures with a…
AlphaZero-type algorithms may stop improving on single-player tasks in case the value network guiding the tree search is unable to approximate the outcome of an episode sufficiently well. One technique to address this problem is…
Motivated by auto-proof generation and Valiant's VP vs. VNP conjecture, we study the problem of discovering efficient arithmetic circuits to compute polynomials, using addition and multiplication gates. We formulate this problem as a…
The AlphaZero/MuZero (A/MZ) family of algorithms has achieved remarkable success across various challenging domains by integrating Monte Carlo Tree Search (MCTS) with learned models. Learned models introduce epistemic uncertainty, which is…
Existing methods provide varying algorithms for different types of Boolean satisfiability problems (SAT), lacking a general solution framework. Accordingly, this study proposes a unified framework DCSAT based on integer programming and…
The problem of deciding the validity (QSAT) of quantified Boolean formulas (QBF) is a vivid research area in both theory and practice. In the field of parameterized algorithmics, the well-studied graph measure treewidth turned out to be a…
This work investigates the adaptation of the AlphaZero reinforcement learning algorithm to Tablut, an asymmetric historical board game featuring unequal piece counts and distinct player objectives (king capture versus king escape). While…
Researchers on artificial intelligence have achieved human-level intelligence in large-scale perfect-information games, but it is still a challenge to achieve (nearly) optimal results (in other words, an approximate Nash Equilibrium) in…
In Noisy Intermediate-Scale Quantum (NISQ) era, quantum processing units (QPUs) suffer from, among others, highly limited connectivity between physical qubits. To make a quantum circuit effectively executable, a circuit transformation…
In this paper, we consider the problem of optimization and learning for constrained and multi-objective Markov decision processes, for both discounted rewards and expected average rewards. We formulate the problems as zero-sum games where…
AlphaZero has achieved impressive performance in deep reinforcement learning by utilizing an architecture that combines search and training of a neural network in self-play. Many researchers are looking for ways to reproduce and improve…
Solving jigsaw puzzles requires to grasp the visual features of a sequence of patches and to explore efficiently a solution space that grows exponentially with the sequence length. Therefore, visual deep reinforcement learning (DRL) should…
This article discusses two contributions to decision-making in complex partially observable stochastic games. First, we apply two state-of-the-art search techniques that use Monte-Carlo sampling to the task of approximating a…
Monte Carlo Tree Search (MCTS)-based algorithms, such as MuZero and its derivatives, have achieved widespread success in various decision-making domains. These algorithms employ the reanalyze process to enhance sample efficiency from stale…
Monte Carlo Tree Search (MCTS) is a branch of stochastic modeling that utilizes decision trees for optimization, mostly applied to artificial intelligence (AI) game players. This project imagines a game in which an AI player searches for a…
Encoding 2-player games in QBF correctly and efficiently is challenging and error-prone. To enable concise specifications and uniform encodings of games played on grid boards, like Tic-Tac-Toe, Connect-4, Domineering, Pursuer-Evader and…
Many of the strongest game playing programs use a combination of Monte Carlo tree search (MCTS) and deep neural networks (DNN), where the DNNs are used as policy or value evaluators. Given a limited budget, such as online playing or during…
Monte Carlo Tree Search (MCTS) algorithms such as AlphaGo and MuZero have achieved superhuman performance in many challenging tasks. However, the computational complexity of MCTS-based algorithms is influenced by the size of the search…