Related papers: Towards Learning Rubik's Cube with N-tuple-based R…
Rubik's Cube is one of the most famous combinatorial puzzles involving nearly $4.3 \times 10^{19}$ possible configurations. Its mathematical description is expressed by the Rubik's group, whose elements define how its layers rotate. We…
Since its first appearance, transformers have been successfully used in wide ranging domains from computer vision to natural language processing. Application of transformers in Reinforcement Learning by reformulating it as a sequence…
The Rubiks Cube, with its vast state space and sparse reward structure, presents a significant challenge for reinforcement learning (RL) due to the difficulty of reaching rewarded states. Previous research addressed this by propagating…
Learning to solve a Rubik's Cube requires the learners to repeatedly practice a skill component, e.g., identifying a misplaced square and putting it back. However, for 3D physical tasks such as this, generating sufficient repeated practice…
The Rubix Cube is a 3-dimensional single-player combination puzzle attracting attention in the reinforcement learning community. A Rubix Cube has six faces and twelve possible actions, leading to a small and unconstrained action space and a…
A generally intelligent agent must be able to teach itself how to solve problems in complex domains with minimal human supervision. Recently, deep reinforcement learning algorithms combined with self-play have achieved superhuman…
The first 2x2x2 twisty cube was created as a demonstration tool by Erno Rubik in 1974 to help his students understand the complexity of space and the movements in 3D. He fabricated a novel 3x3x3 mechanism where the 26 cubies were turning,…
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…
The paper proposes a novel machine learning-based approach to the pathfinding problem on extremely large graphs. This method leverages diffusion distance estimation via a neural network and uses beam search for pathfinding. We demonstrate…
Existing combinatorial search methods are often complex and require some level of expertise. This work introduces a simple and efficient deep learning method for solving combinatorial problems with a predefined goal, represented by Rubik's…
Quantum Tiq-Taq-Toe is a well-known benchmark and playground for both quantum computing and machine learning. Despite its popularity, no reinforcement learning (RL) methods have been applied to Quantum Tiq-Taq-Toe. Although there has been…
Deep learning highly relies on the quantity of annotated data. However, the annotations for 3D volumetric medical data require experienced physicians to spend hours or even days for investigation. Self-supervised learning is a potential…
Deep reinforcement learning has shown its advantages in real-time decision-making based on the state of the agent. In this stage, we solved the task of using a real robot to manipulate the cube to a given trajectory. The task is broken down…
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…
Rubik's Revenge, a 4x4x4 variant of the Rubik's puzzles, remains to date as an unsolved puzzle. That is to say, we do not have a method or successful categorization to optimally solve every one of its approximately $7.401 \times 10^{45}$…
The Rubik's Cube is perhaps the world's most famous and iconic puzzle, well-known to have a rich underlying mathematical structure (group theory). In this paper, we show that the Rubik's Cube also has a rich underlying algorithmic…
Witnessed the development of deep learning, increasing number of studies try to build computer aided diagnosis systems for 3D volumetric medical data. However, as the annotations of 3D medical data are difficult to acquire, the number of…
Large language models (LLMs) excel at many supervised tasks but often struggle with structured reasoning in unfamiliar settings. This discrepancy suggests that standard fine-tuning pipelines may instill narrow, domain-specific heuristics…
The Rubik's cube is a famous puzzle in which faces can be moved and the corresponding movement operations define a group. We consider here a generalization to any $3$-valent map. We prove an upper bound on the size of the corresponding…
The application of Generative Pre-trained Transformer (GPT-2) to learn text-archived game notation provides a model environment for exploring sparse reward gameplay. The transformer architecture proves amenable to training on solved text…