Related papers: AlphaZero Gomoku
Tetris Block Puzzle is a single player stochastic puzzle in which a player places blocks on an 8 x 8 grid to complete lines; its popular variants have amassed tens of millions of downloads. Despite this reach, there is little principled…
Monte Carlo Tree Search (MCTS) algorithms such as AlphaGo and MuZero have achieved superhuman performance in many challenging tasks. However, the computational complexity of MCTS-based algorithms is influenced by the size of the search…
Traditional reinforcement learning (RL) environments typically are the same for both the training and testing phases. Hence, current RL methods are largely not generalizable to a test environment which is conceptually similar but different…
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…
AlphaZero-type algorithms may stop improving on single-player tasks in case the value network guiding the tree search is unable to approximate the outcome of an episode sufficiently well. One technique to address this problem is…
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 consider the popular tree-based search strategy within the framework of reinforcement learning, the Monte Carlo Tree Search (MCTS), in the context of finite-horizon Markov decision process. We propose a dynamic sampling tree policy that…
Monte Carlo Tree Search (MCTS) has been proposed as a transformative approach to join-order optimization in database query processing, with recent frameworks such as AlphaJoin and HyperQO claiming to outperform traditional methods. However,…
Designing agents that are able to achieve different play-styles while maintaining a competitive level of play is a difficult task, especially for games for which the research community has not found super-human performance yet, like…
A grand challenge in reinforcement learning is intelligent exploration, especially when rewards are sparse or deceptive. Two Atari games serve as benchmarks for such hard-exploration domains: Montezuma's Revenge and Pitfall. On both games,…
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…
Monte Carlo Tree Search (MCTS) has improved the performance of game engines in domains such as Go, Hex, and general game playing. MCTS has been shown to outperform classic alpha-beta search in games where good heuristic evaluations are…
Neural tree search is a powerful decision-making algorithm widely used in complex domains such as game playing and model-based reinforcement learning. Recent work has applied AlphaZero-style tree search to enhance the reasoning capabilities…
General Video Game Playing (GVGP) is a field of Artificial Intelligence where agents play a variety of real-time video games that are unknown in advance. This limits the use of domain-specific heuristics. Monte-Carlo Tree Search (MCTS) is a…
The recently released AlphaZero algorithm achieves superhuman performance in the games of chess, shogi and Go, which raises two open questions. Firstly, as there is a finite number of possibilities in the game, is there a quantifiable…
Although AlphaZero has achieved superhuman performance in board games, recent studies reveal its limitations in handling scenarios requiring a comprehensive understanding of the entire board, such as recognizing long-sequence patterns in…
Large Language Models (LLMs) harness extensive data from the Internet, storing a broad spectrum of prior knowledge. While LLMs have proven beneficial as decision-making aids, their reliability is hampered by limitations in reasoning,…
Deep Neural Network guided Monte-Carlo Tree Search (DNN-MCTS) is a powerful class of AI algorithms. In DNN-MCTS, a Deep Neural Network model is trained collaboratively with a dynamic Monte-Carlo search tree to guide the agent towards…
AlphaZero-like Monte Carlo Tree Search systems, originally introduced for two-player games, dynamically balance exploration and exploitation using neural network guidance. This combination makes them also suitable for classical search…
Advances in intelligent game playing agents have led to successes in perfect information games like Go and imperfect information games like Poker. The Information Set Monte Carlo Tree Search (ISMCTS) family of algorithms outperforms…