1,968 research outputs found
Efficiency and formalism of quantum games
We pursue a general theory of quantum games. We show that quantum games are
more efficient than classical games, and provide a saturated upper bound for
this efficiency. We demonstrate that the set of finite classical games is a
strict subset of the set of finite quantum games. We also deduce the quantum
version of the Minimax Theorem and the Nash Equilibrium Theorem.Comment: 10 pages. Efficiency is explicitly defined. More discussion on the
connection of quantum and classical game
Monte Carlo Tree Search with Heuristic Evaluations using Implicit Minimax Backups
Monte Carlo Tree Search (MCTS) has improved the performance of game engines
in domains such as Go, Hex, and general game playing. MCTS has been shown to
outperform classic alpha-beta search in games where good heuristic evaluations
are difficult to obtain. In recent years, combining ideas from traditional
minimax search in MCTS has been shown to be advantageous in some domains, such
as Lines of Action, Amazons, and Breakthrough. In this paper, we propose a new
way to use heuristic evaluations to guide the MCTS search by storing the two
sources of information, estimated win rates and heuristic evaluations,
separately. Rather than using the heuristic evaluations to replace the
playouts, our technique backs them up implicitly during the MCTS simulations.
These minimax values are then used to guide future simulations. We show that
using implicit minimax backups leads to stronger play performance in Kalah,
Breakthrough, and Lines of Action.Comment: 24 pages, 7 figures, 9 tables, expanded version of paper presented at
IEEE Conference on Computational Intelligence and Games (CIG) 2014 conferenc
A Survey of Monte Carlo Tree Search Methods
Monte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarize the results from the key game and nongame domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work
Efficient Transductive Online Learning via Randomized Rounding
Most traditional online learning algorithms are based on variants of mirror
descent or follow-the-leader. In this paper, we present an online algorithm
based on a completely different approach, tailored for transductive settings,
which combines "random playout" and randomized rounding of loss subgradients.
As an application of our approach, we present the first computationally
efficient online algorithm for collaborative filtering with trace-norm
constrained matrices. As a second application, we solve an open question
linking batch learning and transductive online learningComment: To appear in a Festschrift in honor of V.N. Vapnik. Preliminary
version presented in NIPS 201
Online Learning with Feedback Graphs: Beyond Bandits
We study a general class of online learning problems where the feedback is
specified by a graph. This class includes online prediction with expert advice
and the multi-armed bandit problem, but also several learning problems where
the online player does not necessarily observe his own loss. We analyze how the
structure of the feedback graph controls the inherent difficulty of the induced
-round learning problem. Specifically, we show that any feedback graph
belongs to one of three classes: strongly observable graphs, weakly observable
graphs, and unobservable graphs. We prove that the first class induces learning
problems with minimax regret, where
is the independence number of the underlying graph; the second class
induces problems with minimax regret,
where is the domination number of a certain portion of the graph; and
the third class induces problems with linear minimax regret. Our results
subsume much of the previous work on learning with feedback graphs and reveal
new connections to partial monitoring games. We also show how the regret is
affected if the graphs are allowed to vary with time
Minimax Policies for Combinatorial Prediction Games
We address the online linear optimization problem when the actions of the
forecaster are represented by binary vectors. Our goal is to understand the
magnitude of the minimax regret for the worst possible set of actions. We study
the problem under three different assumptions for the feedback: full
information, and the partial information models of the so-called "semi-bandit",
and "bandit" problems. We consider both -, and -type of
restrictions for the losses assigned by the adversary.
We formulate a general strategy using Bregman projections on top of a
potential-based gradient descent, which generalizes the ones studied in the
series of papers Gyorgy et al. (2007), Dani et al. (2008), Abernethy et al.
(2008), Cesa-Bianchi and Lugosi (2009), Helmbold and Warmuth (2009), Koolen et
al. (2010), Uchiya et al. (2010), Kale et al. (2010) and Audibert and Bubeck
(2010). We provide simple proofs that recover most of the previous results. We
propose new upper bounds for the semi-bandit game. Moreover we derive lower
bounds for all three feedback assumptions. With the only exception of the
bandit game, the upper and lower bounds are tight, up to a constant factor.
Finally, we answer a question asked by Koolen et al. (2010) by showing that the
exponentially weighted average forecaster is suboptimal against
adversaries
Relax and Localize: From Value to Algorithms
We show a principled way of deriving online learning algorithms from a
minimax analysis. Various upper bounds on the minimax value, previously thought
to be non-constructive, are shown to yield algorithms. This allows us to
seamlessly recover known methods and to derive new ones. Our framework also
captures such "unorthodox" methods as Follow the Perturbed Leader and the R^2
forecaster. We emphasize that understanding the inherent complexity of the
learning problem leads to the development of algorithms.
We define local sequential Rademacher complexities and associated algorithms
that allow us to obtain faster rates in online learning, similarly to
statistical learning theory. Based on these localized complexities we build a
general adaptive method that can take advantage of the suboptimality of the
observed sequence.
We present a number of new algorithms, including a family of randomized
methods that use the idea of a "random playout". Several new versions of the
Follow-the-Perturbed-Leader algorithms are presented, as well as methods based
on the Littlestone's dimension, efficient methods for matrix completion with
trace norm, and algorithms for the problems of transductive learning and
prediction with static experts
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