Related papers: Beyond Games: A Systematic Review of Neural Monte …
This paper introduces the MCTS algorithm to the financial world and focuses on solving significant multi-period financial planning models by combining a Monte Carlo Tree Search algorithm with a deep neural network. The MCTS provides an…
A core novelty of Alpha Zero is the interleaving of tree search and deep learning, which has proven very successful in board games like Chess, Shogi and Go. These games have a discrete action space. However, many real-world reinforcement…
Deep reinforcement learning (DRL) has achieved great successes in recent years with the help of novel methods and higher compute power. However, there are still several challenges to be addressed such as convergence to locally optimal…
We consider a deterministic game with alternate moves and complete information, of which the issue is always the victory of one of the two opponents. We assume that this game is the realization of a random model enjoying some independence…
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…
In this study, working with the task of object retrieval in clutter, we have developed a robot learning framework in which Monte Carlo Tree Search (MCTS) is first applied to enable a Deep Neural Network (DNN) to learn the intricate…
Many enhancements to Monte-Carlo Tree Search (MCTS) have been proposed over almost two decades of general game playing and other artificial intelligence research. However, our ability to characterise and understand which variants work well…
We introduce an adaptive tree search algorithm, that can find high-scoring outputs under translation models that make no assumptions about the form or structure of the search objective. This algorithm -- a deterministic variant of Monte…
The game of Go is more challenging than other board games, due to the difficulty of constructing a position or move evaluation function. In this paper we investigate whether deep convolutional networks can be used to directly represent and…
We consider task and motion planning in complex dynamic environments for problems expressed in terms of a set of Linear Temporal Logic (LTL) constraints, and a reward function. We propose a methodology based on reinforcement learning that…
Monte Carlo Tree Search (MCTS) is particularly adapted to domains where the potential actions can be represented as a tree of sequential decisions. For an effective action selection, MCTS performs many simulations to build a reliable tree…
In many risk-aware and multi-objective reinforcement learning settings, the utility of the user is derived from the single execution of a policy. In these settings, making decisions based on the average future returns is not suitable. For…
Lookahead search is perhaps the most natural and widely used game playing strategy. Given the practical importance of the method, the aim of this paper is to provide a theoretical performance examination of lookahead search in a wide…
Deep learning technology is making great progress in solving the challenging problems of artificial intelligence, hence machine learning based on artificial neural networks is in the spotlight again. In some areas, artificial intelligence…
The standard for Deep Reinforcement Learning in games, following Alpha Zero, is to use residual networks and to increase the depth of the network to get better results. We propose to improve mobile networks as an alternative to residual…
Deterministic game-solving algorithms are conventionally analyzed in the light of their average-case complexity against a distribution of random game-trees, where leaf values are independently sampled from a fixed distribution. This…
Over the last 10 to 15 years, active inference has helped to explain various brain mechanisms from habit formation to dopaminergic discharge and even modelling curiosity. However, the current implementations suffer from an exponential…
Monte-Carlo Tree Search (MCTS) is a family of sampling-based search algorithms widely used for online planning in sequential decision-making domains and at the heart of many recent advances in artificial intelligence. Understanding the…
Gradient-based methods are often used for policy optimization in deep reinforcement learning, despite being vulnerable to local optima and saddle points. Although gradient-free methods (e.g., genetic algorithms or evolution strategies) help…
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…