Related papers: Evaluation Beyond Task Performance: Analyzing Conc…
Many of the strongest game playing programs use a combination of Monte Carlo tree search (MCTS) and deep neural networks (DNN), where the DNNs are used as policy or value evaluators. Given a limited budget, such as online playing or during…
Many important real-world problems have action spaces that are high-dimensional, continuous or both, making full enumeration of all possible actions infeasible. Instead, only small subsets of actions can be sampled for the purpose of policy…
In the last years, the DeepMind algorithm AlphaZero has become the state of the art to efficiently tackle perfect information two-player zero-sum games with a win/lose outcome. However, when the win/lose outcome is decided by a final score…
Using a model of the environment, reinforcement learning agents can plan their future moves and achieve superhuman performance in board games like Chess, Shogi, and Go, while remaining relatively sample-efficient. As demonstrated by the…
Policy gradient (PG) is a reinforcement learning (RL) approach that optimizes a parameterized policy model for an expected return using gradient ascent. While PG can work well even in non-Markovian environments, it may encounter plateaus or…
Model-based planning is often thought to be necessary for deep, careful reasoning and generalization in artificial agents. While recent successes of model-based reinforcement learning (MBRL) with deep function approximation have…
Common approaches to Reinforcement Learning (RL) are seriously challenged by large-scale applications involving huge state spaces and sparse delayed reward feedback. Hierarchical Reinforcement Learning (HRL) methods attempt to address this…
The widespread availability of superhuman AI engines is changing how we play the ancient game of Go. The open-source software packages developed after the AlphaGo series shifted focus from producing strong playing entities to providing…
Reinforcement learning methods have recently been very successful at performing complex sequential tasks like playing Atari games, Go and Poker. These algorithms have outperformed humans in several tasks by learning from scratch, using only…
Artificial intelligence for card games has long been a popular topic in AI research. In recent years, complex card games like Mahjong and Texas Hold'em have been solved, with corresponding AI programs reaching the level of human experts.…
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…
MuZero has achieved superhuman performance in various games by using a dynamics network to predict the environment dynamics for planning, without relying on simulators. However, the latent states learned by the dynamics network make its…
Neural Architecture Search (NAS) has shown great success in automating the design of neural networks, but the prohibitive amount of computations behind current NAS methods requires further investigations in improving the sample efficiency…
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…
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…
The AlphaGo, AlphaGo Zero, and AlphaZero series of algorithms are remarkable demonstrations of deep reinforcement learning's capabilities, achieving superhuman performance in the complex game of Go with progressively increasing autonomy.…
The pursuit of artificial agents that can learn to master complex environments has led to remarkable successes, yet prevailing deep reinforcement learning methods often rely on immense experience, encoding their knowledge opaquely within…
Noncooperative game-theoretic tools have been increasingly used to study many important resource allocation problems in communications, networking, smart grids, and portfolio optimization. In this paper, we consider a general class of…
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…
We develop a method that integrates the tree of thoughts and multi-agent framework to enhance the capability of pre-trained language models in solving complex, unfamiliar games. The method decomposes game-solving into four incremental tasks…