Related papers: Solving QSAT problems with neural MCTS
By introducing several improvements to the AlphaZero process and architecture, we greatly accelerate self-play learning in Go, achieving a 50x reduction in computation over comparable methods. Like AlphaZero and replications such as ELF…
We explore how a general AI algorithm can be used for 3D scene understanding to reduce the need for training data. More exactly, we propose a modification of the Monte Carlo Tree Search (MCTS) algorithm to retrieve objects and room layouts…
Bayes-optimal behavior, while well-defined, is often difficult to achieve. Recent advances in the use of Monte-Carlo tree search (MCTS) have shown that it is possible to act near-optimally in Markov Decision Processes (MDPs) with very large…
We propose a provably correct Monte Carlo tree search (MCTS) algorithm for solving risk-aware Markov decision processes (MDPs) with entropic risk measure (ERM) objectives. We provide a non-asymptotic analysis of our proposed algorithm,…
We propose a novel Parallel Monte Carlo tree search with Batched Simulations (PMBS) algorithm for accelerating long-horizon, episodic robotic planning tasks. Monte Carlo tree search (MCTS) is an effective heuristic search algorithm for…
The use of Boolean Satisfiability (SAT) solver for hardware verification incurs exponential run-time in several instances. In this work we have proposed an efficient quantum SAT (qSAT) solver for equivalence checking of Boolean circuits…
Monte Carlo Tree Search (MCTS) has proven effective in solving decision-making problems in perfect information settings. However, its application to stochastic and imperfect information domains remains limited. This paper extends the…
In this work, we consider the popular tree-based search strategy within the framework of reinforcement learning, the Monte Carlo Tree Search (MCTS), in the context of infinite-horizon discounted cost Markov Decision Process (MDP). While…
Leveraging the power of a graph neural network (GNN) with message passing, we present a Monte Carlo Tree Search (MCTS) method to solve stochastic orienteering problems with chance constraints. While adhering to an assigned travel budget the…
Recent work proposed the UCTMAXSAT algorithm to address Maximum Satisfiability Problems (MaxSAT) and shown improved performance over pure Stochastic Local Search algorithms (SLS). UCTMAXSAT is based on Monte Carlo Tree Search but it uses…
Monte Carlo Tree Search (MCTS) has recently been successfully used to create strategies for playing imperfect-information games. Despite its popularity, there are no theoretic results that guarantee its convergence to a well-defined…
Among $\mathbf{PSPACE}$-complete problems, QSAT, or quantified SAT, is one of the most used to show that the class of problems solvable in polynomial time by families of a given variant of P systems includes the whole $\mathbf{PSPACE}$.…
The landmark achievements of AlphaGo Zero have created great research interest into self-play in reinforcement learning. In self-play, Monte Carlo Tree Search is used to train a deep neural network, that is then used in tree searches.…
We develop provably efficient reinforcement learning algorithms for two-player zero-sum finite-horizon Markov games with simultaneous moves. To incorporate function approximation, we consider a family of Markov games where the reward…
Playing board games is considered a major challenge for both humans and AI researchers. Because some complicated board games are quite hard to learn, humans usually begin with playing on smaller boards and incrementally advance to master…
In this paper, we study and implement the structural iterative eigensolvers for the large-scale eigenvalue problem in the Bethe-Salpeter equation (BSE) based on the reduced basis approach via low-rank factorizations in generating matrices,…
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…
We investigate the impact of supervised prediction models on the strength and efficiency of artificial agents that use the Monte-Carlo Tree Search (MCTS) algorithm to play a popular video game Hearthstone: Heroes of Warcraft. We overview…
Boolean satisfiability (SAT) is a propositional logic problem of determining whether an assignment of variables satisfies a Boolean formula. Many combinatorial optimization problems can be formulated in Boolean SAT logic -- either as k-SAT…
An interesting iterative procedure is proposed to solve a two-player zero-sum Markov games. Under suitable assumption, the boundedness of the proposed iterates is obtained theoretically. Using results from stochastic approximation, the…