189,873 research outputs found

    SAI, a Sensible Artificial Intelligence that plays Go

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    We propose a multiple-komi modification of the AlphaGo Zero/Leela Zero paradigm. The winrate as a function of the komi is modeled with a two-parameters sigmoid function, so that the neural network must predict just one more variable to assess the winrate for all komi values. A second novel feature is that training is based on self-play games that occasionally branch -- with changed komi -- when the position is uneven. With this setting, reinforcement learning is showed to work on 7x7 Go, obtaining very strong playing agents. As a useful byproduct, the sigmoid parameters given by the network allow to estimate the score difference on the board, and to evaluate how much the game is decided.Comment: Updated for IJCNN 2019 conferenc

    GAMES: A new Scenario for Software and Knowledge Reuse

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    Games are a well-known test bed for testing search algorithms and learning methods, and many authors have presented numerous reasons for the research in this area. Nevertheless, they have not received the attention they deserve as software projects. In this paper, we analyze the applicability of software and knowledge reuse in the games domain. In spite of the need to find a good evaluation function, search algorithms and interface design can be said to be the primary concerns. In addition, we will discuss the current state of the main statistical learning methods and how they can be addressed from a software engineering point of view. So, this paper proposes a reliable environment and adequate tools, necessary in order to achieve high levels of reuse in the games domain

    On Reinforcement Learning for Full-length Game of StarCraft

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    StarCraft II poses a grand challenge for reinforcement learning. The main difficulties of it include huge state and action space and a long-time horizon. In this paper, we investigate a hierarchical reinforcement learning approach for StarCraft II. The hierarchy involves two levels of abstraction. One is the macro-action automatically extracted from expert's trajectories, which reduces the action space in an order of magnitude yet remains effective. The other is a two-layer hierarchical architecture which is modular and easy to scale, enabling a curriculum transferring from simpler tasks to more complex tasks. The reinforcement training algorithm for this architecture is also investigated. On a 64x64 map and using restrictive units, we achieve a winning rate of more than 99\% against the difficulty level-1 built-in AI. Through the curriculum transfer learning algorithm and a mixture of combat model, we can achieve over 93\% winning rate of Protoss against the most difficult non-cheating built-in AI (level-7) of Terran, training within two days using a single machine with only 48 CPU cores and 8 K40 GPUs. It also shows strong generalization performance, when tested against never seen opponents including cheating levels built-in AI and all levels of Zerg and Protoss built-in AI. We hope this study could shed some light on the future research of large-scale reinforcement learning.Comment: Appeared in AAAI 201

    Beyond Monte Carlo Tree Search: Playing Go with Deep Alternative Neural Network and Long-Term Evaluation

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    Monte Carlo tree search (MCTS) is extremely popular in computer Go which determines each action by enormous simulations in a broad and deep search tree. However, human experts select most actions by pattern analysis and careful evaluation rather than brute search of millions of future nteractions. In this paper, we propose a computer Go system that follows experts way of thinking and playing. Our system consists of two parts. The first part is a novel deep alternative neural network (DANN) used to generate candidates of next move. Compared with existing deep convolutional neural network (DCNN), DANN inserts recurrent layer after each convolutional layer and stacks them in an alternative manner. We show such setting can preserve more contexts of local features and its evolutions which are beneficial for move prediction. The second part is a long-term evaluation (LTE) module used to provide a reliable evaluation of candidates rather than a single probability from move predictor. This is consistent with human experts nature of playing since they can foresee tens of steps to give an accurate estimation of candidates. In our system, for each candidate, LTE calculates a cumulative reward after several future interactions when local variations are settled. Combining criteria from the two parts, our system determines the optimal choice of next move. For more comprehensive experiments, we introduce a new professional Go dataset (PGD), consisting of 253233 professional records. Experiments on GoGoD and PGD datasets show the DANN can substantially improve performance of move prediction over pure DCNN. When combining LTE, our system outperforms most relevant approaches and open engines based on MCTS.Comment: AAAI 201
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