Related papers: AlphaZero Gomoku
Blotto Games are a popular model of multi-dimensional strategic resource allocation. Two players allocate resources in different battlefields in an auction setting. While competition with equal budgets is well understood, little is known…
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…
Competitive program generation aims to automatically produce correct and efficient solutions for programming-contest problems under strict time and memory constraints. Existing LLM-based approaches often fail to perform explicit algorithmic…
In this research, we investigate the possibility of applying a search strategy to genetic algorithms to explore the entire genetic tree structure. Several methods aid in performing tree searches; however, simpler algorithms such as…
Monte-Carlo Tree Search (MCTS) typically uses multi-armed bandit (MAB) strategies designed to minimize cumulative regret, such as UCB1, as its selection strategy. However, in the root node of the search tree, it is more sensible to minimize…
As artificial intelligence becomes increasingly intelligent---in some cases, achieving superhuman performance---there is growing potential for humans to learn from and collaborate with algorithms. However, the ways in which AI systems…
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…
This article discusses two contributions to decision-making in complex partially observable stochastic games. First, we apply two state-of-the-art search techniques that use Monte-Carlo sampling to the task of approximating a…
Go gaming is a struggle between adversaries, black and white simple stones, and aim to control the most Go board territory for success. Rules are simple but Go game fighting is highly intricate. Stones placement and interaction on board is…
The integration of autonomous vehicles into urban and highway environments necessitates the development of robust and adaptable behavior planning systems. This study presents an innovative approach to address this challenge by utilizing a…
This paper introduces a novel algorithm for two-player deterministic games with perfect information, which we call PROBS (Predict Results of Beam Search). Unlike existing methods that predominantly rely on Monte Carlo Tree Search (MCTS) for…
We propose a novel method applicable in many scene understanding problems that adapts the Monte Carlo Tree Search (MCTS) algorithm, originally designed to learn to play games of high-state complexity. From a generated pool of proposals, our…
Tic Tac Toe is amongst the most well-known games. It has already been shown that it is a biased game, giving more chances to win for the first player leaving only a draw or a loss as possibilities for the opponent, assuming both the players…
Modern SMT solvers, such as Z3, offer user-controllable strategies, enabling users to tailor solving strategies for their unique set of instances, thus dramatically enhancing solver performance for their use case. However, this approach of…
In recent years, state-of-the-art game-playing agents often involve policies that are trained in self-playing processes where Monte Carlo tree search (MCTS) algorithms and trained policies iteratively improve each other. The strongest…
In many games, moves consist of several decisions made by the player. These decisions can be viewed as separate moves, which is already a common practice in multi-action games for efficiency reasons. Such division of a player move into a…
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…
Despite significant advances in the field of deep Reinforcement Learning (RL), today's algorithms still fail to learn human-level policies consistently over a set of diverse tasks such as Atari 2600 games. We identify three key challenges…
Planning problems are among the most important and well-studied problems in artificial intelligence. They are most typically solved by tree search algorithms that simulate ahead into the future, evaluate future states, and back-up those…
Recent algorithms in machine translation have included a value network to assist the policy network when deciding which word to output at each step of the translation. The addition of a value network helps the algorithm perform better on…