15,796 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

    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), to allow comparison to Banerjee et al. We find that Q-learning converges to a high win rate in GGP. For the ϵ" role="presentation" style="display: inline-table; line-height: normal; letter-spacing: normal; word-spacing: normal; overflow-wrap: normal; white-space: nowrap; float: none; direction: ltr; max-width: none; max-height: none; min-width: 0px; min-height: 0px; border-width: 0px; border-style: initial; position: relative;">ϵ-greedy strategy, we propose a first enhancement, the dynamic ϵ" role="presentation" style="display: inline-table; line-height: normal; letter-spacing: normal; word-spacing: normal; overflow-wrap: normal; white-space: nowrap; float: none; direction: ltr; max-width: none; max-height: none; min-width: 0px; min-height: 0px; border-width: 0px; border-style: initial; position: relative;">ϵ 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.Computer Systems, Imagery and Medi

    A Survey of Monte Carlo Tree Search Methods

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    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

    Helping AI to Play Hearthstone: AAIA'17 Data Mining Challenge

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    This paper summarizes the AAIA'17 Data Mining Challenge: Helping AI to Play Hearthstone which was held between March 23, and May 15, 2017 at the Knowledge Pit platform. We briefly describe the scope and background of this competition in the context of a more general project related to the development of an AI engine for video games, called Grail. We also discuss the outcomes of this challenge and demonstrate how predictive models for the assessment of player's winning chances can be utilized in a construction of an intelligent agent for playing Hearthstone. Finally, we show a few selected machine learning approaches for modeling state and action values in Hearthstone. We provide evaluation for a few promising solutions that may be used to create more advanced types of agents, especially in conjunction with Monte Carlo Tree Search algorithms.Comment: Federated Conference on Computer Science and Information Systems, Prague (FedCSIS-2017) (Prague, Czech Republic

    Thinking Fast and Slow with Deep Learning and Tree Search

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    Sequential decision making problems, such as structured prediction, robotic control, and game playing, require a combination of planning policies and generalisation of those plans. In this paper, we present Expert Iteration (ExIt), a novel reinforcement learning algorithm which decomposes the problem into separate planning and generalisation tasks. Planning new policies is performed by tree search, while a deep neural network generalises those plans. Subsequently, tree search is improved by using the neural network policy to guide search, increasing the strength of new plans. In contrast, standard deep Reinforcement Learning algorithms rely on a neural network not only to generalise plans, but to discover them too. We show that ExIt outperforms REINFORCE for training a neural network to play the board game Hex, and our final tree search agent, trained tabula rasa, defeats MoHex 1.0, the most recent Olympiad Champion player to be publicly released.Comment: v1 to v2: - Add a value function in MCTS - Some MCTS hyper-parameters changed - Repetition of experiments: improved accuracy and errors shown. (note the reduction in effect size for the tpt/cat experiment) - Results from a longer training run, including changes in expert strength in training - Comparison to MoHex. v3: clarify independence of ExIt and AG0. v4: see appendix

    Traditional Wisdom and Monte Carlo Tree Search Face-to-Face in the Card Game Scopone

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    We present the design of a competitive artificial intelligence for Scopone, a popular Italian card game. We compare rule-based players using the most established strategies (one for beginners and two for advanced players) against players using Monte Carlo Tree Search (MCTS) and Information Set Monte Carlo Tree Search (ISMCTS) with different reward functions and simulation strategies. MCTS requires complete information about the game state and thus implements a cheating player while ISMCTS can deal with incomplete information and thus implements a fair player. Our results show that, as expected, the cheating MCTS outperforms all the other strategies; ISMCTS is stronger than all the rule-based players implementing well-known and most advanced strategies and it also turns out to be a challenging opponent for human players.Comment: Preprint. Accepted for publication in the IEEE Transaction on Game

    Improved Reinforcement Learning with Curriculum

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    Humans tend to learn complex abstract concepts faster if examples are presented in a structured manner. For instance, when learning how to play a board game, usually one of the first concepts learned is how the game ends, i.e. the actions that lead to a terminal state (win, lose or draw). The advantage of learning end-games first is that once the actions which lead to a terminal state are understood, it becomes possible to incrementally learn the consequences of actions that are further away from a terminal state - we call this an end-game-first curriculum. Currently the state-of-the-art machine learning player for general board games, AlphaZero by Google DeepMind, does not employ a structured training curriculum; instead learning from the entire game at all times. By employing an end-game-first training curriculum to train an AlphaZero inspired player, we empirically show that the rate of learning of an artificial player can be improved during the early stages of training when compared to a player not using a training curriculum.Comment: Draft prior to submission to IEEE Trans on Games. Changed paper slightl
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