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We present the first massively distributed architecture for deep reinforcement learning. This architecture uses four main components: parallel actors that generate new behaviour; parallel learners that are trained from stored experience; a…
Chess has long been a testbed for AI's quest to match human intelligence, and in recent years, chess AI systems have surpassed the strongest humans at the game. However, these systems are not human-aligned; they are unable to match the…
Deep learning has shown promising performance on various machine learning tasks. Nevertheless, the uninterpretability of deep learning models severely restricts the usage domains that require feature explanations, such as text correction.…
We consider the problem of predicting human players' actions in repeated strategic interactions. Our goal is to predict the dynamic step-by-step behavior of individual players in previously unseen games. We study the ability of neural…
In this paper, we propose a novel Explanation Neural Network (XNN) to explain the predictions made by a deep network. The XNN works by learning a nonlinear embedding of a high-dimensional activation vector of a deep network layer into a…
Equivariance to symmetries has proven to be a powerful inductive bias in deep learning research. Recent works on mesh processing have concentrated on various kinds of natural symmetries, including translations, rotations, scaling, node…
Convolutional neural networks (CNNs) have recently attracted great attention in geoscience due to their ability to capture non-linear system behavior and extract predictive spatiotemporal patterns. Given their black-box nature however, and…
We show that multi-agent reinforcement learning (MARL) with full parameter sharing outperforms independent and partially shared architectures in the competitive perfect-information homogenous game of Chinese Checkers. To run our…
The performance of Deep Q-Networks (DQN) is critically dependent on the ability of its underlying neural network to accurately approximate the action-value function. Standard function approximators, such as multi-layer perceptrons, may…
In this study, we investigate the performance of Deep Q-Networks utilizing Convolutional Neural Networks (CNNs) and Transformer architectures across three different Atari games. The advent of DQNs has significantly advanced Reinforcement…
Dou Shou Qi is a Chinese strategy board game for two players. We use a EXPTIME-hardness framework to analyse computational complexity of the game. We construct all gadgets of the hardness framework. In conclusion, we prove that Dou Shou Qi…
Value Iteration Networks (VINs) have emerged as a popular method to incorporate planning algorithms within deep reinforcement learning, enabling performance improvements on tasks requiring long-range reasoning and understanding of…
We propose a distributed deep learning model to successfully learn control policies directly from high-dimensional sensory input using reinforcement learning. The model is based on the deep Q-network, a convolutional neural network trained…
The evaluation function for imperfect information games is always hard to define but owns a significant impact on the playing strength of a program. Deep learning has made great achievements these years, and already exceeded the top human…
Research into 6G networks has been initiated to support a variety of critical artificial intelligence (AI) assisted applications such as autonomous driving. In such applications, AI-based decisions should be performed in a real-time manner.…
Deep learning and convolutional neural networks in particular are powerful and promising tools for cosmological analysis of large-scale structure surveys. They are already providing similar performance to classical analysis methods using…
DeepMind's recent spectacular success in using deep convolutional neural nets and machine learning to build superhuman level agents --- e.g. for Atari games via deep Q-learning and for the game of Go via Reinforcement Learning --- raises…
This paper proposes a differentiable robust LQR layer for reinforcement learning and imitation learning under model uncertainty and stochastic dynamics. The robust LQR layer can exploit the advantages of robust optimal control and…
Opponent modeling is necessary in multi-agent settings where secondary agents with competing goals also adapt their strategies, yet it remains challenging because strategies interact with each other and change. Most previous work focuses on…
AI research in chess has been primarily focused on producing stronger agents that can maximize the probability of winning. However, there is another aspect to chess that has largely gone unexamined: its aesthetic appeal. Specifically, there…