Related papers: KnightCap: A chess program that learns by combinin…
The Upper Confidence Bounds For Trees (UCT) algorithm is not agnostic to the reward scale of the game it is applied to. For zero-sum games with the sparse rewards of $\{-1,0,1\}$ at the end of the game, this is not a problem, but many games…
This paper suggests a forward-pruning technique for computer chess that uses 'Move Tables', which are like Transposition Tables, but for moves not positions. They use an efficient memory structure and has put the design into the context of…
In reinforcement learning, the TD($\lambda$) algorithm is a fundamental policy evaluation method with an efficient online implementation that is suitable for large-scale problems. One practical drawback of TD($\lambda$) is its sensitivity…
In multi-player card games such as Skat or Bridge, the early stages of the game, such as bidding, game selection, and initial card selection, are often more critical to the success of the play than refined middle- and end-game play. At the…
Many recent deep learning platforms rely on third-party libraries (such as cuBLAS) to utilize the computing power of modern hardware accelerators (such as GPUs). However, we observe that they may achieve suboptimal performance because the…
Unifying seemingly disparate algorithmic ideas to produce better performing algorithms has been a longstanding goal in reinforcement learning. As a primary example, TD($\lambda$) elegantly unifies one-step TD prediction with Monte Carlo…
In this study we worked on the classification of the Chess Endgame problem using different algorithms like logistic regression, decision trees and neural networks. Our experiments indicates that the Neural Networks provides the best…
AlphaZero in 2017 was able to master chess and other games without human knowledge by playing millions of games against itself (self-play), with a computation budget running in the tens of millions of dollars. It used a variant of the Monte…
Despite significant advances in the field of deep Reinforcement Learning (RL), today's algorithms still fail to learn human-level policies consistently over a set of diverse tasks such as Atari 2600 games. We identify three key challenges…
The true online TD({\lambda}) algorithm has recently been proposed (van Seijen and Sutton, 2014) as a universal replacement for the popular TD({\lambda}) algorithm, in temporal-difference learning and reinforcement learning. True online…
Playtesting is the process in which people play a video game for testing. It is critical for the quality assurance of gaming software. Manual playtesting is time-consuming and expensive. However, automating this process is challenging, as…
While large language models (LLMs) show impressive decision-making abilities, current methods lack a mechanism for automatic self-improvement from errors during task execution. We propose LEAP, an iterative fine-tuning framework that…
This paper presents a novel approach to automated playtesting for the prediction of human player behavior and experience. It has previously been demonstrated that Deep Reinforcement Learning (DRL) game-playing agents can predict both game…
Conventional federated learning frameworks suffer from several challenges including performance bottlenecks at the central aggregation server, data bias, poor model convergence, and exposure to model poisoning attacks, and limited trust in…
This paper introduces a novel method for learning how to play the most difficult Atari 2600 games from the Arcade Learning Environment using deep reinforcement learning. The proposed method, human checkpoint replay, consists in using…
In the realm of artificial intelligence and card games, this study introduces a two-step reinforcement learning (RL) strategy tailored for "The Lord of the Rings: The Card Game (LOTRCG)," a complex multistage strategy card game. This…
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…
A human-like chess engine should mimic the style, errors, and consistency of a strong human player rather than maximize playing strength. We show that training from move sequences alone forces a model to learn two capabilities: state…
Artificial intelligence has advanced significantly through the development of intelligent game-playing systems, providing rigorous testbeds for decision-making, strategic planning, and adaptive learning. However, resource-constrained…
Humans learn by interacting with their environments and perceiving the outcomes of their actions. A landmark in artificial intelligence has been the development of deep reinforcement learning (dRL) algorithms capable of doing the same in…