Related papers: Expected Work Search: Combining Win Rate and Proof…
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…
Test-time compute scaling has emerged as a new axis along which to improve model accuracy, where additional computation is used at inference time to allow the model to think longer for more challenging problems. One promising approach for…
Strength estimation and adjustment are crucial in designing human-AI interactions, particularly in games where AI surpasses human players. This paper introduces a novel strength system, including a strength estimator (SE) and an SE-based…
Evolutionarily stable strategy (ESS) is an important solution concept in game theory which has been applied frequently to biological models. Informally an ESS is a strategy that if followed by the population cannot be taken over by a…
This paper introduces Monte Carlo *-Minimax Search (MCMS), a Monte Carlo search algorithm for turned-based, stochastic, two-player, zero-sum games of perfect information. The algorithm is designed for the class of of densely stochastic…
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…
Randomized search heuristics such as evolutionary algorithms are frequently applied to dynamic combinatorial optimization problems. Within this paper, we present a dynamic model of the classic Weighted Vertex Cover problem and analyze the…
To facilitate effective, safe deployment in the real world, individual robots must reason about interactions with other agents, which often occur without explicit communication. Recent work has identified game theory, particularly the…
We present a game framework tailored for deduction games, enabling structured analysis from the perspective of Shannon entropy variations. Additionally, we introduce a new forward search algorithm, Information Set Entropy Search (ISES),…
Convex sparsity-promoting regularizations are ubiquitous in modern statistical learning. By construction, they yield solutions with few non-zero coefficients, which correspond to saturated constraints in the dual optimization formulation.…
Variational inequalities (VIs) encompass many fundamental problems in diverse areas ranging from engineering to economics and machine learning. However, their considerable expressivity comes at the cost of computational intractability. In…
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…
Sequential decision making problems, such as structured prediction, robotic control, and game playing, require a combination of planning policies and generalisation of those plans. In this paper, we present Expert Iteration (ExIt), a novel…
Evolution Strategies (ES) emerged as a scalable alternative to popular Reinforcement Learning (RL) techniques, providing an almost perfect speedup when distributed across hundreds of CPU cores thanks to a reduced communication overhead.…
Monte Carlo Tree Search (MCTS) is a sampling best-first method to search for optimal decisions. The MCTS's popularity is based on its extraordinary results in the challenging two-player based game Go, a game considered much harder than…
Quantitative games, where quantitative objectives are defined on weighted game arenas, provide natural tools for designing faithful models of embedded controllers. Instances of these games that recently gained interest are the so called…
Monte Carlo Tree Search (MCTS), most famously used in game-play artificial intelligence (e.g., the game of Go), is a well-known strategy for constructing approximate solutions to sequential decision problems. Its primary innovation is the…
Rewrite systems [6, 10, 12] have been widely employing equality saturation [9], which is an optimisation methodology that uses a saturated e-graph to represent all possible sequences of rewrite simultaneously, and then extracts the optimal…
In graph-based active learning, algorithms based on expected error minimization (EEM) have been popular and yield good empirical performance. The exact computation of EEM optimally balances exploration and exploitation. In practice,…
Much current research in AI and games is being devoted to Monte Carlo search (MCS) algorithms. While the quest for a single unified MCS algorithm that would perform well on all problems is of major interest for AI, practitioners often know…