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This paper proposes using a linear function approximator, rather than a deep neural network (DNN), to bias a Monte Carlo tree search (MCTS) player for general games. This is unlikely to match the potential raw playing strength of DNNs, but…
Autoregressive decoding algorithms that use only past information often cannot guarantee the best performance. Recently, people discovered that looking-ahead algorithms such as Monte Carlo Tree Search (MCTS) with external reward models…
We study a security game over a network played between a $defender$ and $k$ $attackers$. Every attacker chooses, probabilistically, a node of the network to damage. The defender chooses, probabilistically as well, a connected induced…
DeepMind Lab is a first-person 3D game platform designed for research and development of general artificial intelligence and machine learning systems. DeepMind Lab can be used to study how autonomous artificial agents may learn complex…
We develop a method that integrates the tree of thoughts and multi-agent framework to enhance the capability of pre-trained language models in solving complex, unfamiliar games. The method decomposes game-solving into four incremental tasks…
We propose a novel LLM-based framework for reasoning in discrete, game-theoretic tasks, illustrated with \emph{Tic-Tac-Toe}. The method integrates in-context learning with entropy-guided chain-of-thought (CoT) reasoning and adaptive context…
There have been numerous breakthroughs with reinforcement learning in the recent years, perhaps most notably on Deep Reinforcement Learning successfully playing and winning relatively advanced computer games. There is undoubtedly an…
We introduce AgentAda, the first LLM-powered analytics agent that can learn and use new analytics skills to extract more specialized insights. Unlike existing methods that require users to manually decide which data analytics method to…
Monte Carlo Tree Search (MCTS) has been extended to many imperfect information games. However, due to the added complexity that uncertainty introduces, these adaptations have not reached the same level of practical success as their perfect…
Recently, deep learning methods have been shown to improve the performance of recommender systems over traditional methods, especially when review text is available. For example, a recent model, DeepCoNN, uses neural nets to learn one…
This paper proposes \emph{knowledge-based paraonoia search} (KBPS) to find forced wins during trick-taking in the card game Skat; for some one of the most interesting card games for three players. It combines efficient partial information…
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…
We study reinforcement learning (RL) for text-based games, which are interactive simulations in the context of natural language. While different methods have been developed to represent the environment information and language actions,…
Text adventure games, in which players must make sense of the world through text descriptions and declare actions through text descriptions, provide a stepping stone toward grounding action in language. Prior work has demonstrated that…
Dungeon Crawl Stone Soup is a popular, single-player, free and open-source rogue-like video game with a sufficiently complex decision space that makes it an ideal testbed for research in cognitive systems and, more generally, artificial…
Learning to Rank is the problem involved with ranking a sequence of documents based on their relevance to a given query. Deep Q-Learning has been shown to be a useful method for training an agent in sequential decision making. In this…
The automatic evaluation of LLM-based agent intelligence is critical in developing advanced LLM-based agents. Although considerable effort has been devoted to developing human-annotated evaluation datasets, such as AlpacaEval, existing…
This paper presents a Deep Reinforcement Learning (DRL) system for Xiangqi (Chinese Chess) that integrates neural networks with Monte Carlo Tree Search (MCTS) to enable strategic self-play and self-improvement. Addressing the underexplored…
Injecting human knowledge is an effective way to accelerate reinforcement learning (RL). However, these methods are underexplored. This paper presents our discovery that an abstract forward model (thought-game (TG)) combined with transfer…
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…