103 research outputs found

    Assessing the Potential of Classical Q-learning in General Game Playing

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    After the recent groundbreaking results of AlphaGo and AlphaZero, we have seen strong interests in deep reinforcement learning and artificial general intelligence (AGI) in game playing. However, deep learning is resource-intensive and the theory is not yet well developed. For small games, simple classical table-based Q-learning might still be the algorithm of choice. General Game Playing (GGP) provides a good testbed for reinforcement learning to research AGI. Q-learning is one of the canonical reinforcement learning methods, and has been used by (Banerjee &\& Stone, IJCAI 2007) in GGP. In this paper we implement Q-learning in GGP for three small-board games (Tic-Tac-Toe, Connect Four, Hex)\footnote{source code: https://github.com/wh1992v/ggp-rl}, to allow comparison to Banerjee et al.. We find that Q-learning converges to a high win rate in GGP. For the ϵ\epsilon-greedy strategy, we propose a first enhancement, the dynamic ϵ\epsilon algorithm. In addition, inspired by (Gelly &\& Silver, ICML 2007) we combine online search (Monte Carlo Search) to enhance offline learning, and propose QM-learning for GGP. Both enhancements improve the performance of classical Q-learning. In this work, GGP allows us to show, if augmented by appropriate enhancements, that classical table-based Q-learning can perform well in small games.Comment: arXiv admin note: substantial text overlap with arXiv:1802.0594

    Bootstrapping Monte Carlo Tree Search with an Imperfect Heuristic

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    We consider the problem of using a heuristic policy to improve the value approximation by the Upper Confidence Bound applied in Trees (UCT) algorithm in non-adversarial settings such as planning with large-state space Markov Decision Processes. Current improvements to UCT focus on either changing the action selection formula at the internal nodes or the rollout policy at the leaf nodes of the search tree. In this work, we propose to add an auxiliary arm to each of the internal nodes, and always use the heuristic policy to roll out simulations at the auxiliary arms. The method aims to get fast convergence to optimal values at states where the heuristic policy is optimal, while retaining similar approximation as the original UCT in other states. We show that bootstrapping with the proposed method in the new algorithm, UCT-Aux, performs better compared to the original UCT algorithm and its variants in two benchmark experiment settings. We also examine conditions under which UCT-Aux works well.Comment: 16 pages, accepted for presentation at ECML'1

    Q-CP: Learning Action Values for Cooperative Planning

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    Research on multi-robot systems has demonstrated promising results in manifold applications and domains. Still, efficiently learning an effective robot behaviors is very difficult, due to unstructured scenarios, high uncertainties, and large state dimensionality (e.g. hyper-redundant and groups of robot). To alleviate this problem, we present Q-CP a cooperative model-based reinforcement learning algorithm, which exploits action values to both (1) guide the exploration of the state space and (2) generate effective policies. Specifically, we exploit Q-learning to attack the curse-of-dimensionality in the iterations of a Monte-Carlo Tree Search. We implement and evaluate Q-CP on different stochastic cooperative (general-sum) games: (1) a simple cooperative navigation problem among 3 robots, (2) a cooperation scenario between a pair of KUKA YouBots performing hand-overs, and (3) a coordination task between two mobile robots entering a door. The obtained results show the effectiveness of Q-CP in the chosen applications, where action values drive the exploration and reduce the computational demand of the planning process while achieving good performance

    Pilot, Rollout and Monte Carlo Tree Search Methods for Job Shop Scheduling

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    Greedy heuristics may be attuned by looking ahead for each possible choice, in an approach called the rollout or Pilot method. These methods may be seen as meta-heuristics that can enhance (any) heuristic solution, by repetitively modifying a master solution: similarly to what is done in game tree search, better choices are identified using lookahead, based on solutions obtained by repeatedly using a greedy heuristic. This paper first illustrates how the Pilot method improves upon some simple well known dispatch heuristics for the job-shop scheduling problem. The Pilot method is then shown to be a special case of the more recent Monte Carlo Tree Search (MCTS) methods: Unlike the Pilot method, MCTS methods use random completion of partial solutions to identify promising branches of the tree. The Pilot method and a simple version of MCTS, using the ε\varepsilon-greedy exploration paradigms, are then compared within the same framework, consisting of 300 scheduling problems of varying sizes with fixed-budget of rollouts. Results demonstrate that MCTS reaches better or same results as the Pilot methods in this context.Comment: Learning and Intelligent OptimizatioN (LION'6) 7219 (2012

    Finding Competitive Network Architectures Within a Day Using UCT

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    The design of neural network architectures for a new data set is a laborious task which requires human deep learning expertise. In order to make deep learning available for a broader audience, automated methods for finding a neural network architecture are vital. Recently proposed methods can already achieve human expert level performances. However, these methods have run times of months or even years of GPU computing time, ignoring hardware constraints as faced by many researchers and companies. We propose the use of Monte Carlo planning in combination with two different UCT (upper confidence bound applied to trees) derivations to search for network architectures. We adapt the UCT algorithm to the needs of network architecture search by proposing two ways of sharing information between different branches of the search tree. In an empirical study we are able to demonstrate that this method is able to find competitive networks for MNIST, SVHN and CIFAR-10 in just a single GPU day. Extending the search time to five GPU days, we are able to outperform human architectures and our competitors which consider the same types of layers

    Biasing MCTS with Features for General Games

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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 has advantages in terms of generality, interpretability and resources (time and hardware) required for training. Features describing local patterns are used as inputs. The features are formulated in such a way that they are easily interpretable and applicable to a wide range of general games, and might encode simple local strategies. We gradually create new features during the same self-play training process used to learn feature weights. We evaluate the playing strength of an MCTS player biased by learnt features against a standard upper confidence bounds for trees (UCT) player in multiple different board games, and demonstrate significantly improved playing strength in the majority of them after a small number of self-play training games.Comment: Accepted at IEEE CEC 2019, Special Session on Games. Copyright of final version held by IEE
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