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In games like chess, strategy evolves dramatically across distinct phases - the opening, middlegame, and endgame each demand different forms of reasoning and decision-making. Yet, many modern chess engines rely on a single neural network to…
Games have a long history as benchmarks for progress in artificial intelligence. Approaches using search and learning produced strong performance across many perfect information games, and approaches using game-theoretic reasoning and…
We consider a matching problem, which is meaningful in team competitions, as well as in information theory, recommender systems, and assignment problems. In the competitions which we study, each competitor in a team order plays a match with…
Despite the many recent practical and theoretical breakthroughs in computational game theory, equilibrium finding in extensive-form team games remains a significant challenge. While NP-hard in the worst case, there are provably efficient…
Complex multi-step reasoning tasks, such as solving mathematical problems or generating code, remain a significant hurdle for even the most advanced large language models (LLMs). Verifying LLM outputs with an Outcome Reward Model (ORM) is a…
Combinatorial games lead to several interesting, clean problems in algorithms and complexity theory, many of which remain open. The purpose of this paper is to provide an overview of the area to encourage further research. In particular, we…
Beam search is universally used in full-sentence translation but its application to simultaneous translation remains non-trivial, where output words are committed on the fly. In particular, the recently proposed wait-k policy (Ma et al.,…
We present an extension of Monte Carlo Tree Search (MCTS) that strongly increases its efficiency for trees with asymmetry and/or loops. Asymmetric termination of search trees introduces a type of uncertainty for which the standard upper…
Monte Carlo tree search (MCTS) has achieved state-of-the-art results in many domains such as Go and Atari games when combining with deep neural networks (DNNs). When more simulations are executed, MCTS can achieve higher performance but…
In this article, we generalize Unbounded Minimax, the state-of-the-art search algorithm for zero sums two-player games with perfect information to the framework of multiplayer games with perfect information. We experimentally show that this…
AlphaZero, using a combination of Deep Neural Networks and Monte Carlo Tree Search (MCTS), has successfully trained reinforcement learning agents in a tabula-rasa way. The neural MCTS algorithm has been successful in finding near-optimal…
We combine beam search with the probabilistic pruning technique of nucleus sampling to create two deterministic nucleus search algorithms for natural language generation. The first algorithm, p-exact search, locally prunes the next-token…
We present a study of several generic tree search techniques applied to the Sequential Ordering Problem. This study enables us to propose a simple and competitive tree search algorithm. It consists of an iterative Beam Search algorithm that…
Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…
"Guess Who?" is a popular two player game where players ask "Yes"/"No" questions to search for their opponent's secret identity from a pool of possible candidates. This is modeled as a simple stochastic game. Using this model, the optimal…
Monte Carlo Tree Search (MCTS) has recently been successfully used to create strategies for playing imperfect-information games. Despite its popularity, there are no theoretic results that guarantee its convergence to a well-defined…
Search is an important tool for computing effective policies in single- and multi-agent environments, and has been crucial for achieving superhuman performance in several benchmark fully and partially observable games. However, one major…
Modern chess engines achieve superhuman performance through deep tree search and regressive evaluation, while human players rely on intuition to select candidate moves followed by a shallow search to validate them. To model this…
Search algorithms are often categorized by their node expansion strategy. One option is the depth-first strategy, a simple backtracking strategy that traverses the search space in the order in which successor nodes are generated. An…
Beam search is widely used for approximate decoding in structured prediction problems. Models often use a beam at test time but ignore its existence at train time, and therefore do not explicitly learn how to use the beam. We develop an…