Related papers: An AlphaZero-Inspired Approach to Solving Search P…
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…
Effective information searching is essential for enhancing the reasoning and generation capabilities of large language models (LLMs). Recent research has explored using reinforcement learning (RL) to improve LLMs' search capabilities by…
We introduce a significant improvement for a relatively new machine learning method called Transformation-Based Learning. By applying a Monte Carlo strategy to randomly sample from the space of rules, rather than exhaustively analyzing all…
Recently, reinforcement learning has been successfully applied to the logical game of Go, various Atari games, and even a 3D game, Labyrinth, though it continues to have problems in sparse reward settings. It is difficult to explore, but…
Sequential decision problems are often approximately solvable by simulating possible future action sequences. Metalevel decision procedures have been developed for selecting which action sequences to simulate, based on estimating the…
Reinforcement learning has exceeded human-level performance in game playing AI with deep learning methods according to the experiments from DeepMind on Go and Atari games. Deep learning solves high dimension input problems which stop the…
In addressing the challenge of exponential scaling with the number of agents we adopt a cluster-based representation to approximately solve asymmetric games of very many players. A cluster groups together agents with a similar "strategic…
We present efficient algorithms for computing optimal or approximately optimal strategies in a zero-sum game for which Player I has n pure strategies and Player II has an arbitrary number of pure strategies. We assume that for any given…
We present a general algorithm to order moves so as to speedup exact game solvers. It uses online learning of playout policies and Monte Carlo Tree Search. The learned policy and the information in the Monte Carlo tree are used to order…
Despite recent advancements in AI and NLP, negotiation remains a difficult domain for AI agents. Traditional game theoretic approaches that have worked well for two-player zero-sum games struggle in the context of negotiation due to their…
Fuzzy optimization deals with the problem of determining 'optimal'solutions of an optimization problem when some of the elements that appear in the problem are not precise. In real situations it is usual to have information, in systems…
We present a new dataset containing 10K human-annotated games of Go and show how these natural language annotations can be used as a tool for model interpretability. Given a board state and its associated comment, our approach uses linear…
The architecture of the neural networks used in Deep Reinforcement Learning programs such as Alpha Zero or Polygames has been shown to have a great impact on the performances of the resulting playing engines. For example the use of residual…
AlphaZero, Leela Chess Zero and Stockfish NNUE revolutionized Computer Chess. This book gives a complete introduction into the technical inner workings of such engines. The book is split into four main chapters -- excluding chapter 1…
Monte Carlo Tree Search (MCTS) is a powerful approach to designing game-playing bots or solving sequential decision problems. The method relies on intelligent tree search that balances exploration and exploitation. MCTS performs random…
Strong solving of perfect-information games certifies optimal play from every reachable position, but the required state-space coverage is often prohibitive. Weak solving is far cheaper, yet it certifies correctness only at the initial…
This paper reviews the recent literature on solving the Boolean satisfiability problem (SAT), an archetypal NP-complete problem, with the help of machine learning techniques. Despite the great success of modern SAT solvers to solve large…
Neural scaling laws are observed in a range of domains, to date with no universal understanding of why they occur. Recent theories suggest that loss power laws arise from Zipf's law, a power law observed in domains like natural language.…
Maneuver decision-making can be regarded as a Markov decision process and can be address by reinforcement learning. However, original reinforcement learning algorithms can hardly solve the maneuvering decision-making problem. One reason is…
This work studies a central extremal graph theory problem inspired by a 1975 conjecture of Erd\H{o}s, which aims to find graphs with a given size (number of nodes) that maximize the number of edges without having 3- or 4-cycles. We…