Related papers: Fast and Knowledge-Free Deep Learning for General …
General game playing (GGP) is a framework for evaluating an agent's general intelligence across a wide range of tasks. In the GGP competition, an agent is given the rules of a game (described as a logic program) that it has never seen…
Data-to-text generation has recently attracted substantial interests due to its wide applications. Existing methods have shown impressive performance on an array of tasks. However, they rely on a significant amount of labeled data for each…
Monte Carlo Tree Search (MCTS) methods have proven powerful in planning for sequential decision-making problems such as Go and video games, but their performance can be poor when the planning depth and sampling trajectories are limited or…
Attention-based transformers have become the standard architecture in many deep learning fields, primarily due to their ability to model long-range dependencies and handle variable-length input sequences. However, the attention mechanism…
In state of the art model-free off-policy deep reinforcement learning, a replay memory is used to store past experience and derive all network updates. Even if both state and action spaces are continuous, the replay memory only holds a…
Recent progress towards learning from limited supervision has encouraged efforts towards designing models that can recognize novel classes at test time (generalized zero-shot learning or GZSL). GZSL approaches assume knowledge of all…
Deep learning is playing an increasingly important role in time series analysis. We focused on time series forecasting using attention free mechanism, a more efficient framework, and proposed a new architecture for time series prediction…
The AlphaZero algorithm has achieved superhuman performance in two-player, deterministic, zero-sum games where perfect information of the game state is available. This success has been demonstrated in Chess, Shogi, and Go where learning…
Recent research on Generalized Zero-Shot Learning (GZSL) has focused primarily on generation-based methods. However, current literature has overlooked the fundamental principles of these methods and has made limited progress in a complex…
Training deep learning models can be computationally expensive. Prior works have shown that increasing the batch size can potentially lead to better overall throughput. However, the batch size is frequently limited by the accelerator memory…
Generalized zero-shot learning (GZSL) tackles the problem of learning to classify instances involving both seen classes and unseen ones. The key issue is how to effectively transfer the model learned from seen classes to unseen classes.…
General game playing artificial intelligence has recently seen important advances due to the various techniques known as 'deep learning'. However the advances conceal equally important limitations in their reliance on: massive data sets;…
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…
Since AlphaGo and AlphaGo Zero have achieved breakground successes in the game of Go, the programs have been generalized to solve other tasks. Subsequently, AlphaZero was developed to play Go, Chess and Shogi. In the literature, the…
Model-free Reinforcement Learning (RL) algorithms such as Q-learning [Watkins, Dayan 92] have been widely used in practice and can achieve human level performance in applications such as video games [Mnih et al. 15]. Recently, equipped with…
In this paper, we use fully convolutional architectures in AlphaZero-like self-play training setups to facilitate transfer between variants of board games as well as distinct games. We explore how to transfer trained parameters of these…
Decision-making in large imperfect information games is difficult. Thanks to recent success in Poker, Counterfactual Regret Minimization (CFR) methods have been at the forefront of research in these games. However, most of the success in…
Deep graph generative modeling has gained enormous attraction in recent years due to its impressive ability to directly learn the underlying hidden graph distribution. Despite their initial success, these techniques, like much of the…
AlphaZero has been very successful in many games. Unfortunately, it still consumes a huge amount of computing resources, the majority of which is spent in self-play. Hyperparameter tuning exacerbates the training cost since each…
Combinations of Monte-Carlo tree search and Deep Neural Networks, trained through self-play, have produced state-of-the-art results for automated game-playing in many board games. The training and search algorithms are not game-specific,…