Related papers: KnightCap: A chess program that learns by combinin…
We present a Monte-Carlo simulation algorithm for real-time policy improvement of an adaptive controller. In the Monte-Carlo simulation, the long-term expected reward of each possible action is statistically measured, using the initial…
This paper describes the application of comparison training (CT) for automatic feature weight tuning, with the final objective of improving the evaluation functions used in Chinese chess programs. First, we propose an n-tuple network to…
Identifying the configuration of chess pieces from an image of a chessboard is a problem in computer vision that has not yet been solved accurately. However, it is important for helping amateur chess players improve their games by…
Dynamic Difficulty Adjustment (DDA) is a mechanism used in video games that automatically tailors the individual gaming experience to match an appropriate difficulty setting. This is generally achieved by removing pre-defined difficulty…
Predicting the relative value of any given chess piece in a position remains an open challenge, as a piece's contribution depends on its spatial relationships with every other piece on the board. We demonstrate that incorporating the state…
Deep reinforcement learning has made significant progress in games with imperfect information, but its performance in the card game Doudizhu (Chinese Poker/Fight the Landlord) remains unsatisfactory. Doudizhu is different from conventional…
We propose a novel high-performance, interpretable, and parameter \& computationally efficient deep learning architecture for tabular data, Gated Adaptive Network for Deep Automated Learning of Features (GANDALF). GANDALF relies on a new…
We propose a novel training algorithm for reinforcement learning which combines the strength of deep Q-learning with a constrained optimization approach to tighten optimality and encourage faster reward propagation. Our novel technique…
This abstract proposes an approach towards goal-oriented modeling of the detection and modeling complex social phenomena in multiparty discourse in an online political strategy game. We developed a two-tier approach that first encodes…
Recent efforts to learn reward functions from human feedback have tended to use deep neural networks, whose lack of transparency hampers our ability to explain agent behaviour or verify alignment. We explore the merits of learning…
Terrestrial laser scanning technology provides an efficient and accuracy solution for acquiring three-dimensional information of plants. The leaf-wood classification of plant point cloud data is a fundamental step for some forestry and…
Guessing games are a prototypical instance of the "learning by interacting" paradigm. This work investigates how well an artificial agent can benefit from playing guessing games when later asked to perform on novel NLP downstream tasks such…
We revisit the use of probabilistic values, which include the well-known Shapley and Banzhaf values, to rank features for explaining the local predicted values of decision trees. The quality of feature rankings is typically assessed with…
Recent work has fine-tuned language models on chess data and reported high benchmark scores as evidence that the resulting models can understand the rules of chess, play full chess games at a professional level, or generate human-readable…
Deep Reinforcement Learning combined with Fictitious Play shows impressive results on many benchmark games, most of which are, however, single-stage. In contrast, real-world decision making problems may consist of multiple stages, where the…
This study evaluates Artificial Intelligence (AI) agents for Dhumbal, a culturally significant multiplayer card game with imperfect information, through a systematic comparison of rule-based, search-based, and learning-based strategies. We…
Chess recognition is the task of extracting the chess piece configuration from a chessboard image. Current approaches use a pipeline of separate, independent, modules such as chessboard detection, square localization, and piece…
Deep Q-Network (DQN) marked a major milestone for reinforcement learning, demonstrating for the first time that human-level control policies could be learned directly from raw visual inputs via reward maximization. Even years after its…
Large Language Models have excelled in remarkable reasoning capabilities with advanced prompting techniques, but they fall short on tasks that require exploration, strategic foresight, and sequential decision-making. Recent works propose to…
Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…