相关论文: Towards Understanding Chinese Checkers with Heuris…
We have developed a high-performance Chinese Chess AI that operates without reliance on search algorithms. This AI has demonstrated the capability to compete at a level commensurate with the top 0.1\% of human players. By eliminating the…
The construction of approximate replication strategies for pricing and hedging of derivative contracts in incomplete markets is a key problem of financial engineering. Recently Reinforcement Learning algorithms for hedging under realistic…
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…
We show that multi-agent reinforcement learning (MARL) with full parameter sharing outperforms independent and partially shared architectures in the competitive perfect-information homogenous game of Chinese Checkers. To run our…
Decades of research have been invested in making computer programs for playing games such as Chess and Go. This paper focuses on a new game, Tetris Link, a board game that is still lacking any scientific analysis. Tetris Link has a large…
The game of Go has a long history in East Asian countries, but the field of Computer Go has yet to catch up to humans until the past couple of years. While the rules of Go are simple, the strategy and combinatorics of the game are immensely…
Reinforcement learning has achieved remarkable success in perfect information games such as Go and Atari, enabling agents to compete at the highest levels against human players. However, research in reinforcement learning for imperfect…
This paper develops and analyses a novel quantum combinatorial game: quantum checkers (codenamed Cheqqers). The concepts of superposition, entanglement, measurements and interference from quantum mechanics are integrated into the game of…
In combination with Reinforcement Learning, Monte-Carlo Tree Search has shown to outperform human grandmasters in games such as Chess, Shogi and Go with little to no prior domain knowledge. However, most classical use cases only feature up…
Much current research in AI and games is being devoted to Monte Carlo search (MCS) algorithms. While the quest for a single unified MCS algorithm that would perform well on all problems is of major interest for AI, practitioners often know…
In 1979, David Fabian found a complete game of two-person Chinese Checkers in 30 moves (15 by each player) [Martin Gardner, Penrose Tiles to Trapdoor Ciphers, MAA, 1997]. This solution requires that the two players cooperate to generate a…
Many poker systems, whether created with heuristics or machine learning, rely on the probability of winning as a key input. However calculating the precise probability using combinatorics is an intractable problem, so instead we approximate…
We propose Monte Carlo Permutation Search (MCPS), a general-purpose Monte Carlo Tree Search (MCTS) algorithm that improves upon the GRAVE algorithm. MCPS is relevant when deep reinforcement learning is not an option or when the computing…
Persuasion games are fundamental in economics and AI research and serve as the basis for important applications. However, work on this setup assumes communication with stylized messages that do not consist of rich human language. In this…
Advances in intelligent game playing agents have led to successes in perfect information games like Go and imperfect information games like Poker. The Information Set Monte Carlo Tree Search (ISMCTS) family of algorithms outperforms…
In this article we propose a heuristic algorithm to explore search space trees associated with instances of combinatorial optimization problems. The algorithm is based on Monte Carlo tree search, a popular algorithm in game playing that is…
This paper provides a complexity analysis for the game of dark Chinese chess (a.k.a. "JieQi"), a variation of Chinese chess. Dark Chinese chess combines some of the most complicated aspects of board and card games, such as long-term…
The combination of Monte-Carlo Tree Search (MCTS) and deep reinforcement learning is state-of-the-art in two-player perfect-information games. In this paper, we describe a search algorithm that uses a variant of MCTS which we enhanced by 1)…
Monte Carlo Tree Search (MCTS) is a powerful approach to designing game-playing bots or solving sequential decision problems. The method relies on intelligent tree search that balances exploration and exploitation. MCTS performs random…
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…