Related papers: Set-Based Retrograde Analysis: Precomputing the So…
This paper provides a decomposition technique for the purpose of simplifying the solution of certain zero-sum differential games. The games considered terminate when the state reaches a target, which can be expressed as the union of a…
Two-player games such as board games have long been used as traditional benchmarks for reinforcement learning. This work revisits a policy optimization method with reverse Kullback-Leibler regularization and entropy regularization and…
In this work the properties of multi choice minority games are studied by means of extensive computational simulations. We have considered several ways of rewarding the strategies of the players and compared the resulting behaviours of the…
A variety of practical problems can be modeled by the decision-making process in multi-player games where a group of self-interested players aim at optimizing their own local objectives, while the objectives depend on the actions taken by…
We prove PSPACE-completeness of two classic types of Chess problems when generalized to n-by-n boards. A "retrograde" problem asks whether it is possible for a position to be reached from a natural starting position, i.e., whether the…
An algorithm based on backward induction is devised in order to compute the optimal sequence of games to be played in Parrondo games. The algorithm can be used to find the optimal sequence for any finite number of turns or in the steady…
This article presents a new three-player version of the bridge playing card game for the purpose of ending fixed partnerships so that the play can be more dynamic and flexible. By dynamically redefining team makeup in real time, this game…
The strength of chess engines together with the availability of numerous chess games have attracted the attention of chess players, data scientists, and researchers during the last decades. State-of-the-art engines now provide an…
The beer game is a widely used in-class game that is played in supply chain management classes to demonstrate the bullwhip effect. The game is a decentralized, multi-agent, cooperative problem that can be modeled as a serial supply chain…
In recent years, much progress has been made in computer Go and most of the results have been obtained thanks to search algorithms (Monte Carlo Tree Search) and Deep Reinforcement Learning (DRL). In this paper, we propose to use and analyze…
Crazyhouse is a chess variant that incorporates all of the classical chess rules, but allows users to drop pieces captured from the opponent as a normal move. Until 2018, all competitive computer engines for this board game made use of an…
The efficiency of game engines and policy optimization algorithms is crucial for training reinforcement learning (RL) agents in complex sequential decision-making tasks, such as Tetris. Existing Tetris implementations suffer from low…
We develop a new model that can be applied to any perfect information two-player zero-sum game to target a high score, and thus a perfect play. We integrate this model into the Monte Carlo tree search-policy iteration learning pipeline…
Subtraction games is a class of combinatorial games. It was solved since the Sprague-Grundy Theory was put forward. This paper described a new algorithm for subtraction games. The new algorithm can find win or lost positions in subtraction…
Online game playing algorithms produce high-quality strategies with a fraction of memory and computation required by their offline alternatives. Continual Resolving (CR) is a recent theoretically sound approach to online game playing that…
We propose Episodic Backward Update (EBU) - a novel deep reinforcement learning algorithm with a direct value propagation. In contrast to the conventional use of the experience replay with uniform random sampling, our agent samples a whole…
In recent years, reinforcement learning has seen interest because of deep Q-Learning, where the model is a convolutional neural network. Deep Q-Learning has shown promising results in games such as Atari and AlphaGo. Instead of learning the…
Contract bridge is a game characterized by incomplete information, posing an exciting challenge for artificial intelligence methods. This paper proposes the BridgeHand2Vec approach, which leverages a neural network to embed a bridge…
We devise and analyze algorithms for the empirical policy evaluation problem in reinforcement learning. Our algorithms explore backward from high-cost states to find high-value ones, in contrast to forward approaches that work forward from…
We present a method of backward induction for computing approximate subgame perfect Nash equilibria of infinitely repeated games with discounted payoffs. This uses the selection monad transformer, combined with the searchable set monad…