111 research outputs found
Assessing the Potential of Classical Q-learning in General Game Playing
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 -greedy strategy, we propose a first
enhancement, the dynamic 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
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
John A. T. Robinson. Re-dater le Nouveau Testament
Mehat André. John A. T. Robinson. Re-dater le Nouveau Testament. In: Revue de l'histoire des religions, tome 206, n°3, 1989. pp. 310-312
O. Prunet. La morale de Clément d'Alexandrie et le Nouveau Testament
Mehat André. O. Prunet. La morale de Clément d'Alexandrie et le Nouveau Testament. In: Revue de l'histoire des religions, tome 174, n°1, 1968. pp. 91-92
R. Minnerath. De Jérusalem à Rome : Pierre et l'unité de l'Église apostolique
Mehat André. R. Minnerath. De Jérusalem à Rome : Pierre et l'unité de l'Église apostolique. In: Revue de l'histoire des religions, tome 213, n°3, 1996. pp. 350-352
M. Smith. Clement of Alexandria and a Secret Gospel of Mark
Mehat André. M. Smith. Clement of Alexandria and a Secret Gospel of Mark. In: Revue de l'histoire des religions, tome 190, n°2, 1976. pp. 196-197
Annie Jaubert. Origène, Homélies sur Josué
Mehat André. Annie Jaubert. Origène, Homélies sur Josué. In: Revue de l'histoire des religions, tome 160, n°1, 1961. pp. 97-99
C. Grappe. Images de Pierre aux deux premiers siècles
Méhat André. C. Grappe. Images de Pierre aux deux premiers siècles. In: Revue de l'histoire des religions, tome 213, n°1, 1996. pp. 97-98
Thomas Schmeller. Paulus und die « Diatribe ». Eine vergleichende Stilinterpretation
Méhat André. Thomas Schmeller. Paulus und die « Diatribe ». Eine vergleichende Stilinterpretation. In: Revue de l'histoire des religions, tome 206, n°1, 1989. pp. 87-88
52. Chadwick (Henry). Early Christian Thought and the Classical Tradition, Studies in Justin, Clement, and Origen.
Mehat André. 52. Chadwick (Henry). Early Christian Thought and the Classical Tradition, Studies in Justin, Clement, and Origen.. In: Revue des Études Grecques, tome 83, fascicule 394-395, Janvier-juin 1970. pp. 268-269
- …