Related papers: Scalable Online Planning via Reinforcement Learnin…
As AI technology advances, research in playing text-based games with agents has becomeprogressively popular. In this paper, a novel approach to agent design and agent learning ispresented with the context of reinforcement learning. A model…
Reinforcement learning from human feedback (RLHF) is the canonical framework for large language model alignment. However, rising popularity in offline alignment algorithms challenge the need for on-policy sampling in RLHF. Within the…
We present an algorithm for local, regularized, policy improvement in reinforcement learning (RL) that allows us to formulate model-based and model-free variants in a single framework. Our algorithm can be interpreted as a natural extension…
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…
Sequential decision making problems, such as structured prediction, robotic control, and game playing, require a combination of planning policies and generalisation of those plans. In this paper, we present Expert Iteration (ExIt), a novel…
Reinforcement Learning (RL) is one of the most dynamic research areas in Game AI and AI as a whole, and a wide variety of games are used as its prominent test problems. However, it is subject to the replicability crisis that currently…
The combination of Monte-Carlo Tree Search (MCTS) and deep reinforcement learning is state-of-the-art in two-player perfect-information games. In this paper, we describe a search algorithm that uses a variant of MCTS which we enhanced by 1)…
Game playing has long served as a fundamental benchmark for evaluating Artificial General Intelligence. While Large Language Models (LLMs) have demonstrated impressive capabilities in general reasoning, their effectiveness in spatial…
We consider the problem of making AI agents that collaborate well with humans in partially observable fully cooperative environments given datasets of human behavior. Inspired by piKL, a human-data-regularized search method that improves…
In combination with Reinforcement Learning, Monte-Carlo Tree Search has shown to outperform human grandmasters in games such as Chess, Shogi and Go with little to no prior domain knowledge. However, most classical use cases only feature up…
In this paper we are introducing a new reinforcement learning method for control problems in environments with delayed feedback. Specifically, our method employs stochastic planning, versus previous methods that used deterministic planning.…
We study reinforcement learning (RL) problems in which agents observe the reward or transition realizations at their current state before deciding which action to take. Such observations are available in many applications, including…
Reinforcement learning from human feedback (RLHF) has become an essential step in fine-tuning large language models (LLMs) to align them with human preferences. However, human labelers are selfish and have diverse preferences. They may…
A key task in Artificial Intelligence is learning effective policies for controlling agents in unknown environments to optimize performance measures. Off-policy learning methods, like Q-learning, allow learners to make optimal decisions…
Recently, researchers have made significant progress combining the advances in deep learning for learning feature representations with reinforcement learning. Some notable examples include training agents to play Atari games based on raw…
A key challenge in model-based reinforcement learning (RL) is to synthesize computationally efficient and accurate environment models. We show that carefully designed generative models that learn and operate on compact state…
Adversarial self-play in two-player games has delivered impressive results when used with reinforcement learning algorithms that combine deep neural networks and tree search. Algorithms like AlphaZero and Expert Iteration learn tabula-rasa,…
Active search for recovering objects of interest through online, adaptive decision making with autonomous agents requires trading off exploration of unknown environments with exploitation of prior observations in the search space. Prior…
Current evaluation functions for heuristic planning are expensive to compute. In numerous planning problems these functions provide good guidance to the solution, so they are worth the expense. However, when evaluation functions are…
This paper introduces a novel method for learning how to play the most difficult Atari 2600 games from the Arcade Learning Environment using deep reinforcement learning. The proposed method, human checkpoint replay, consists in using…