Related papers: An AlphaZero-Inspired Approach to Solving Search P…
We present ZERO, a modular and extensible C++ library interfacing Mathematical Programming and Game Theory. ZERO provides a comprehensive toolkit of modeling interfaces and algorithms for Reciprocally Bilinear Games (RBGs), i.e.,…
Sequential decision problems are often approximately solvable by simulating possible future action sequences. {\em Metalevel} decision procedures have been developed for selecting {\em which} action sequences to simulate, based on…
Hex is a complex game with a high branching factor. For the first time Hex is being attempted to be solved without the use of game tree structures and associated methods of pruning. We also are abstaining from any heuristic information…
Hex and Counter Wargames are adversarial two-player simulations of real military conflicts requiring complex strategic decision-making. Unlike classical board games, these games feature intricate terrain/unit interactions, unit stacking,…
Since DeepMind's AlphaZero, Zero learning quickly became the state-of-the-art method for many board games. It can be improved using a fully convolutional structure (no fully connected layer). Using such an architecture plus global pooling,…
Matrix diagonalization is at the cornerstone of numerous fields of scientific computing. Diagonalizing a matrix to solve an eigenvalue problem requires a sequential path of iterations that eventually reaches a sufficiently converged and…
Search-augmented LLMs often struggle with complex reasoning tasks due to ineffective multi-hop retrieval and limited reasoning ability. We propose AceSearcher, a cooperative self-play framework that trains a single large language model…
Graph neural networks have been successful for machine learning, as well as for combinatorial and graph problems such as the Subgraph Isomorphism Problem and the Traveling Salesman Problem. We describe an approach for computing graph…
Learning-augmented algorithms are a prominent recent development in beyond worst-case analysis. In this framework, a problem instance is provided with a prediction (``advice'') from a machine-learning oracle, which provides partial…
Monte Carlo Tree Search (MCTS), most famously used in game-play artificial intelligence (e.g., the game of Go), is a well-known strategy for constructing approximate solutions to sequential decision problems. Its primary innovation is the…
In recent years, reinforcement learning has seen interest because of deep Q-Learning, where the model is a convolutional neural network. Deep Q-Learning has shown promising results in games such as Atari and AlphaGo. Instead of learning the…
We propose a novel policy update that combines regularized policy optimization with model learning as an auxiliary loss. The update (henceforth Muesli) matches MuZero's state-of-the-art performance on Atari. Notably, Muesli does so without…
Monte Carlo Tree Search (MCTS) is a powerful algorithm for solving complex decision-making problems. This paper presents an optimized MCTS implementation applied to the FrozenLake environment, a classic reinforcement learning task…
We revisit classic algorithmic search and optimization problems from the perspective of competition. Rather than a single optimizer minimizing expected cost, we consider a zero-sum game in which an optimization problem is presented to two…
In this article, we present a new machine learning model by imitation based on the linguistic description of complex phenomena. The idea consists of, first, capturing the behaviour of human players by creating a computational perception…
Concolic execution and fuzzing are two complementary coverage-based testing techniques. How to achieve the best of both remains an open challenge. To address this research problem, we propose and evaluate Legion. Legion re-engineers the…
Search-based procedural content generation uses stochastic global optimization algorithms to search for game content. However, standard tree search algorithms can be competitive with evolution on some optimization problems. We investigate…
We consider the problem of finding Nash equilibrium for two-player turn-based zero-sum games. Inspired by the AlphaGo Zero (AGZ) algorithm, we develop a Reinforcement Learning based approach. Specifically, we propose…
Developing autonomous agents that can strategize and cooperate with humans under information asymmetry is challenging without effective communication in natural language. We introduce a shared-control game, where two players collectively…
Traditional reinforcement learning (RL) environments typically are the same for both the training and testing phases. Hence, current RL methods are largely not generalizable to a test environment which is conceptually similar but different…