Related papers: CH-Go: Online Go System Based on Chunk Data Storag…
The game of Go has long served as a benchmark for artificial intelligence, demanding sophisticated strategic reasoning and long-term planning. Previous approaches such as AlphaGo and its successors, have predominantly relied on model-based…
Mastering the game of Go has remained a long standing challenge to the field of AI. Modern computer Go systems rely on processing millions of possible future positions to play well, but intuitively a stronger and more 'humanlike' way to…
Continual or Lifelong Learning aims to develop models capable of acquiring new knowledge from a sequence of tasks without catastrophically forgetting what has been learned before. Existing approaches often rely on storing samples from…
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…
The game of Go has a long history in East Asian countries, but the field of Computer Go has yet to catch up to humans until the past couple of years. While the rules of Go are simple, the strategy and combinatorics of the game are immensely…
Chunking is a crucial preprocessing step in retrieval-augmented generation (RAG) systems, significantly impacting retrieval effectiveness across diverse datasets. In this study, we systematically evaluate fixed-size chunking strategies and…
We propose a way of extracting and aggregating per-move evaluations from sets of Go game records. The evaluations capture different aspects of the games such as played patterns or statistic of sente/gote sequences. Using machine learning…
In this work, we present a MCTS-based Go-playing program which uses convolutional networks in all parts. Our method performs MCTS in batches, explores the Monte Carlo search tree using Thompson sampling and a convolutional network, and…
We process a large corpus of game records of the board game of Go and propose a way of extracting summary information on played moves. We then apply several basic data-mining methods on the summary information to identify the most…
Most compilers for machine learning (ML) frameworks need to solve many correlated optimization problems to generate efficient machine code. Current ML compilers rely on heuristics based algorithms to solve these optimization problems one at…
In multiplayer, first-person shooter games like Counter-Strike: Global Offensive (CS:GO), coordinated movement is a critical component of high-level strategic play. However, the complexity of team coordination and the variety of conditions…
Retrieval-Augmented Generation (RAG) systems are increasingly vital for navigating the ever-expanding body of scientific literature, particularly in high-stakes domains such as chemistry. Despite the promise of RAG, foundational design…
Chunking has emerged as a critical technique that enhances generative models by grounding their responses in efficiently segmented knowledge [1]. While initially developed for unimodal (primarily textual) domains, recent advances in…
In a previous paper [ arXiv:1508.03269 ] we described the techniques we successfully employed for automatically reconstructing the whole move sequence of a Go game by means of a set of pictures. Now we describe how it is possible to…
By introducing several improvements to the AlphaZero process and architecture, we greatly accelerate self-play learning in Go, achieving a 50x reduction in computation over comparable methods. Like AlphaZero and replications such as ELF…
AlphaZero is a self-play reinforcement learning algorithm that achieves superhuman play in chess, shogi, and Go via policy iteration. To be an effective policy improvement operator, AlphaZero's search requires accurate value estimates for…
Recently, reinforcement learning models have achieved great success, completing complex tasks such as mastering Go and other games with higher scores than human players. Many of these models collect considerable data on the tasks and…
In two previous papers [arXiv:1508.03269, arXiv:1701.05419] we described the techniques we employed for reconstructing the whole move sequence of a Go game. That task was at first accomplished by means of a series of photographs, manually…
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 (RL) agents achieve remarkable performance but remain far less learning-efficient than humans. While RL agents require extensive self-play games to extract useful signals, humans often need only a few games, improving…