Related papers: Building a 3-Player Mahjong AI using Deep Reinforc…
Reinforcement learning has steadily improved and outperform human in lots of traditional games since the resurgence of deep neural network. However, these success is not easy to be copied to autonomous driving because the state spaces in…
The partially observable card game Hanabi has recently been proposed as a new AI challenge problem due to its dependence on implicit communication conventions and apparent necessity of theory of mind reasoning for efficient play. In this…
Deep reinforcement learning has learned to play many games well, but failed on others. To better characterize the modes and reasons of failure of deep reinforcement learners, we test the widely used Asynchronous Actor-Critic (A2C) algorithm…
The game of Chinese Checkers is a challenging traditional board game of perfect information that differs from other traditional games in two main aspects: first, unlike Chess, all checkers remain indefinitely in the game and hence the…
Agents built with large language models (LLMs) have shown great potential across a wide range of domains. However, in complex decision-making tasks, pure LLM-based agents tend to exhibit intrinsic bias in their choice of actions, which is…
Over the past decades, researchers have been pushing the limits of Deep Reinforcement Learning (DRL). Although DRL has attracted substantial interest from practitioners, many are blocked by having to search through a plethora of available…
We present the first massively distributed architecture for deep reinforcement learning. This architecture uses four main components: parallel actors that generate new behaviour; parallel learners that are trained from stored experience; a…
Reinforcement learning with verifiable rewards improves reasoning in large language models (LLMs), but many methods still rely on large human-labeled datasets. While self-play reduces this dependency, it often lacks explicit planning and…
We introduce the first deep reinforcement learning agent that learns to beat Atari games with the aid of natural language instructions. The agent uses a multimodal embedding between environment observations and natural language to…
Despite significant advances in the field of deep Reinforcement Learning (RL), today's algorithms still fail to learn human-level policies consistently over a set of diverse tasks such as Atari 2600 games. We identify three key challenges…
A novel approach to learning is presented, combining features of on-line and off-line methods to achieve considerable performance in the task of learning a backgammon value function in a process that exploits the processing power of…
The universe involves many independent co-learning agents as an ever-evolving part of our observed environment. Yet, in practice, Multi-Agent Reinforcement Learning (MARL) applications are typically constrained to small, homogeneous…
Since the advent of computers, many tasks which required humans to spend a lot of time and energy have been trivialized by the computers' ability to perform repetitive tasks extremely quickly. Playing chess is one such task. It was one of…
Recent progress in the field of reinforcement learning has been accelerated by virtual learning environments such as video games, where novel algorithms and ideas can be quickly tested in a safe and reproducible manner. We introduce the…
Deep Reinforcement Learning (DRL) algorithms are known to be data inefficient. One reason is that a DRL agent learns both the feature and the policy tabula rasa. Integrating prior knowledge into DRL algorithms is one way to improve learning…
In 2021 the Johns Hopkins University Applied Physics Laboratory held an internal challenge to develop artificially intelligent (AI) agents that could excel at the collaborative card game Hanabi. Agents were evaluated on their ability to…
The problem of retrosynthetic planning can be framed as one player game, in which the chemist (or a computer program) works backwards from a molecular target to simpler starting materials though a series of choices regarding which reactions…
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,…
Model-based algorithms -- algorithms that explore the environment through building and utilizing an estimated model -- are widely used in reinforcement learning practice and theoretically shown to achieve optimal sample efficiency for…
World-class human players have been outperformed in a number of complex two person games (Go, Chess, Checkers) by Deep Reinforcement Learning systems. However, owing to tractability considerations minimax regret of a learning system cannot…