Related papers: Mastering Chinese Chess AI (Xiangqi) Without Searc…
This paper introduces a new negotiating agent model for automated negotiation. We focus on applications without time pressure with multidi-mensional negotiation on both continuous and discrete domains. The agent bidding strategy relies on…
Online planning is crucial for high performance in many complex sequential decision-making tasks. Monte Carlo Tree Search (MCTS) employs a principled mechanism for trading off exploration for exploitation for efficient online planning, and…
A co-evolutionary algorithm (CA) based chess player is presented. Implementation details of the algorithms, namely coding, population, variation operators are described. The alpha-beta or mini-max like behaviour of the player is achieved…
Do neural networks build their representations through smooth, gradual refinement, or via more complex computational processes? We investigate this by extending the logit lens to analyze the policy network of Leela Chess Zero, a superhuman…
Both astronomy and biology are experiencing explosive growth of data, resulting in a "big data" problem that stands in the way of a "big data" opportunity for discovery. One common question asked of such data is that of approximate search…
Modern chess engines significantly outperform human players and are essential for evaluating positions and move quality. These engines assign a numerical evaluation $E$ to positions, indicating an advantage for either white or black, but…
We propose a planning-based method to teach an agent to manage portfolio from scratch. Our approach combines deep reinforcement learning techniques with search techniques like AlphaGo. By uniting the advantages in A* search algorithm with…
NNUE (Efficiently Updatable Neural Networks) has revolutionized chess engine development, with nearly all top engines adopting NNUE models to maintain competitive performance. A key challenge in NNUE training is the creation of high-quality…
In this paper, we propose a novel meta learning approach for automatic channel pruning of very deep neural networks. We first train a PruningNet, a kind of meta network, which is able to generate weight parameters for any pruned structure…
This paper introduces a new Negotiating Agent for automated negotiation on continuous domains and without considering a specified deadline. The agent bidding strategy relies on Monte Carlo Tree Search, which is a trendy method since it has…
Chessboard and chess piece recognition is a computer vision problem that has not yet been efficiently solved. However, its solution is crucial for many experienced players who wish to compete against AI bots, but also prefer to make…
In Part I of this two-part paper [1], we proposed a new game, called Chinese restaurant game, to analyze the social learning problem with negative network externality. The best responses of agents in the Chinese restaurant game with…
One of the most important AI research questions is to trade off computation versus performance since ``perfect rationality" exists in theory but is impossible to achieve in practice. Recently, Monte-Carlo tree search (MCTS) has attracted…
Making changes to a program to optimize its performance is an unscalable task that relies entirely upon human intuition and experience. In addition, companies operating at large scale are at a stage where no single individual understands…
We prove that king chasing problem in Chinese Chess is NP-hard when generalized to $n\times n$ boards. `King chasing' is a frequently-used strategy in Chinese Chess, which means that the player has to continuously check the opponent in…
In this paper we demonstrate how genetic algorithms can be used to reverse engineer an evaluation function's parameters for computer chess. Our results show that using an appropriate expert (or mentor), we can evolve a program that is on…
The utilization of artificial intelligence (AI) in card games has been a well-explored subject within AI research for an extensive period. Recent advancements have propelled AI programs to showcase expertise in intricate card games such as…
We examine a type of modified Monte Carlo Tree Search (MCTS) for strategising in combinatorial games. The modifications are derived by analysing simplified strategies and simplified versions of the underlying game and then using the results…
The basis of the method proposed in this article is the idea that information is one of the most important factors in strategic decisions, including decisions in computer chess and other strategy games. The model proposed in this article…
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…