English
Related papers

Related papers: Solving QSAT problems with neural MCTS

200 papers

Planning at execution time has been shown to dramatically improve performance for agents in both single-agent and multi-agent settings. A well-known family of approaches to planning at execution time are AlphaZero and its variants, which…

Artificial Intelligence · Computer Science 2024-06-14 Carlos Martin , Tuomas Sandholm

Inspired by recent successes of Monte-Carlo tree search (MCTS) in a number of artificial intelligence (AI) application domains, we propose a model-based reinforcement learning (RL) technique that iteratively applies MCTS on batches of…

Artificial Intelligence · Computer Science 2018-05-16 Daniel R. Jiang , Emmanuel Ekwedike , Han Liu

The AlphaZero algorithm has been successfully applied in a range of discrete domains, most notably board games. It utilizes a neural network, that learns a value and policy function to guide the exploration in a Monte-Carlo Tree Search.…

Artificial Intelligence · Computer Science 2020-12-22 Johannes Czech , Patrick Korus , Kristian Kersting

In many problem settings, most notably in game playing, an agent receives a possibly delayed reward for its actions. Often, those rewards are handcrafted and not naturally given. Even simple terminal-only rewards, like winning equals one…

Artificial Intelligence · Computer Science 2021-01-27 Tobias Joppen , Johannes Fürnkranz

Quantum machine learning (QML) has attracted considerable research interest, yet whether it offers practical benefits over classical approaches remains an open question. The choice of data encoding significantly influences QML performance,…

Quantum Physics · Physics 2026-05-19 Lena Tokuhiro , Amine Bentellis , Jeanette Miriam Lorenz

Deep Neural Network guided Monte-Carlo Tree Search (DNN-MCTS) is a powerful class of AI algorithms. In DNN-MCTS, a Deep Neural Network model is trained collaboratively with a dynamic Monte-Carlo search tree to guide the agent towards…

Performance · Computer Science 2023-10-10 Yuan Meng , Qian Wang , Tianxin Zu , Viktor Prasanna

With the aim of improving performance in Markov Decision Problem in an Off-Policy setting, we suggest taking inspiration from what is done in Offline Reinforcement Learning (RL). In Offline RL, it is a common practice during policy learning…

Artificial Intelligence · Computer Science 2024-10-29 Jérôme Arjonilla , Abdallah Saffidine , Tristan Cazenave

Policy gradient (PG) is a reinforcement learning (RL) approach that optimizes a parameterized policy model for an expected return using gradient ascent. While PG can work well even in non-Markovian environments, it may encounter plateaus or…

Machine Learning · Computer Science 2024-07-08 Tetsuro Morimura , Kazuhiro Ota , Kenshi Abe , Peinan Zhang

Quantum computers have the potential to outperform classical computers in important tasks such as optimization and number factoring. They are characterized by limited connectivity, which necessitates the routing of their computational bits,…

Quantum Physics · Physics 2024-10-08 Wei Tang , Yiheng Duan , Yaroslav Kharkov , Rasool Fakoor , Eric Kessler , Yunong Shi

Monte Carlo Tree Search (MCTS) scales poorly in cooperative multi-agent domains because expansion must consider an exponentially large set of joint actions, severely limiting exploration under realistic search budgets. We propose NonZero,…

Machine Learning · Computer Science 2026-05-04 Sizhe Tang , Zuyuan Zhang , Mahdi Imani , Tian Lan

Monte Carlo Tree Search (MCTS) has proven to be capable of solving challenging tasks in domains such as Go, chess and Atari. Previous research has developed parallel versions of MCTS, exploiting today's multiprocessing architectures. These…

Machine Learning · Computer Science 2020-04-01 Karl Kurzer , Christoph Hörtnagl , J. Marius Zöllner

Positional games are a mathematical class of two-player games comprising Tic-tac-toe and its generalizations. We propose a novel encoding of these games into Quantified Boolean Formulas (QBFs) such that a game instance admits a winning…

Logic in Computer Science · Computer Science 2023-11-03 Valentin Mayer-Eichberger , Abdallah Saffidine

Monte Carlo Tree Search (MCTS) methods have proven powerful in planning for sequential decision-making problems such as Go and video games, but their performance can be poor when the planning depth and sampling trajectories are limited or…

Artificial Intelligence · Computer Science 2016-04-26 Xiaoxiao Guo , Satinder Singh , Richard Lewis , Honglak Lee

Reinforcement learning has achieved remarkable success in perfect information games such as Go and Atari, enabling agents to compete at the highest levels against human players. However, research in reinforcement learning for imperfect…

Machine Learning · Computer Science 2024-10-24 Jiamian Li

Morpion Solitaire is a popular single player game, performed with paper and pencil. Due to its large state space (on the order of the game of Go) traditional search algorithms, such as MCTS, have not been able to find good solutions. A…

Artificial Intelligence · Computer Science 2020-06-16 Hui Wang , Mike Preuss , Michael Emmerich , Aske Plaat

In many problem settings, most notably in game playing, an agent receives a possibly delayed reward for its actions. Often, those rewards are handcrafted and not naturally given. Even simple terminal-only rewards, like winning equals 1 and…

Artificial Intelligence · Computer Science 2020-12-09 Tobias Joppen , Johannes Fürnkranz

Building agents based on tree-search planning capabilities with learned models has achieved remarkable success in classic decision-making problems, such as Go and Atari. However, it has been deemed challenging or even infeasible to extend…

Machine Learning · Computer Science 2023-10-13 Yazhe Niu , Yuan Pu , Zhenjie Yang , Xueyan Li , Tong Zhou , Jiyuan Ren , Shuai Hu , Hongsheng Li , Yu Liu

We present a self-improving, Neural Tree Expansion (NTE) method for multi-robot online planning in non-cooperative environments, where each robot attempts to maximize its cumulative reward while interacting with other self-interested…

Robotics · Computer Science 2021-07-12 Benjamin Riviere , Wolfgang Hoenig , Matthew Anderson , Soon-Jo Chung

The AlphaZero algorithm for the learning of strategy games via self-play, which has produced superhuman ability in the games of Go, chess, and shogi, uses a quantitative reward function for game outcomes, requiring the users of the…

Machine Learning · Computer Science 2019-12-17 Dan Schmidt , Nick Moran , Jonathan S. Rosenfeld , Jonathan Rosenthal , Jonathan Yedidia

We propose Monte Carlo Permutation Search (MCPS), a general-purpose Monte Carlo Tree Search (MCTS) algorithm that improves upon the GRAVE algorithm. MCPS is relevant when deep reinforcement learning is not an option or when the computing…

Machine Learning · Computer Science 2026-05-27 Tristan Cazenave