相关论文: Randomized fast no-loss expert system to play tic …
We introduce an exact distributed algorithm to train Random Forest models as well as other decision forest models without relying on approximating best split search. We explain the proposed algorithm and compare it to related approaches for…
We advance the recently proposed neuro-symbolic Differentiable Tree Machine, which learns tree operations using a combination of transformers and Tensor Product Representations. We investigate the architecture and propose two key…
Model-free forecasting of the temporal evolution of chaotic systems is crucial but challenging. Existing solutions require hyperparameter tuning, significantly hindering their wider adoption. In this work, we introduce a tree-based approach…
Traditionally, AI development for two-player zero-sum games has relied on two primary techniques: decision trees and reinforcement learning (RL). A common approach involves using a fixed decision tree as one player's strategy while training…
Bandit based methods for tree search have recently gained popularity when applied to huge trees, e.g. in the game of go [6]. Their efficient exploration of the tree enables to re- turn rapidly a good value, and improve preci- sion if more…
Objective The coordination of human movement directly reflects function of the central nervous system. Small deficits in movement are often the first sign of an underlying neurological problem. The objective of this research is to develop a…
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…
Recent work has shown that, in classification tasks, it is possible to design decision support systems that do not require human experts to understand when to cede agency to a classifier or when to exercise their own agency to achieve…
Artificial intelligence (AI) has achieved superhuman performance in board games such as Go, chess, and Othello (Reversi). In other words, the AI system surpasses the level of a strong human expert player in such games. In this context, it…
One of the basic tasks which is responded for head of each university department, is employing lecturers based on some default factors such as experience, evidences, qualifies and etc. In this respect, to help the heads, some automatic…
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…
In this work we describe a novel deep reinforcement learning architecture that allows multiple actions to be selected at every time-step in an efficient manner. Multi-action policies allow complex behaviours to be learnt that would…
In trying to build humanoid robots that perform useful tasks in a world built for humans, we address the problem of autonomous locomotion. Humanoid robot planning and control algorithms for walking over rough terrain are becoming…
In this article, we present a new machine learning model by imitation based on the linguistic description of complex phenomena. The idea consists of, first, capturing the behaviour of human players by creating a computational perception…
This paper introduces Elastic Decision Transformer (EDT), a significant advancement over the existing Decision Transformer (DT) and its variants. Although DT purports to generate an optimal trajectory, empirical evidence suggests it…
This paper introduces a new paradigm for minimax game-tree search algo- rithms. MT is a memory-enhanced version of Pearls Test procedure. By changing the way MT is called, a number of best-first game-tree search algorithms can be simply and…
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…
In trick-taking card games, a two-step process of state sampling and evaluation is widely used to approximate move values. While the evaluation component is vital, the accuracy of move value estimates is also fundamentally linked to how…
Dynamic difficulty adjustment ($DDA$) is a process of automatically changing a game difficulty for the optimization of user experience. It is a vital part of almost any modern game. Most existing DDA approaches concentrate on the experience…
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…