Recently, AlphaZero has achieved landmark results in deep reinforcement learning, by providing a single self-play architecture that learned three different games at super human level. AlphaZero is a large and complicated system with many parameters, and success requires much compute power and fine-tuning. Reproducing results in other games is a challenge, and many researchers are looking for ways to improve results while reducing computational demands. AlphaZero's design is purely based on self-play and makes no use of labeled expert data ordomain specific enhancements; it is designed to learn from scratch. We propose a novel approach to deal with this cold-start problem by employing simple search enhancements at the beginning phase of self-play training, namely Rollout, Rapid Action Value Estimate (RAVE) and dynamically weighted combinations of these with the neural network, and Rolling Horizon Evolutionary Algorithms (RHEA). Our experiments indicate that most of these enhancements improve the performance of their baseline player in three different (small) board games, with especially RAVE based variants playing strongly.
Leiden Institute of Advanced Computer Science, Leiden University(莱顿大学高级计算机科学研究所)
AlphaZero has achieved impressive performance in deep reinforcement learning by utilizing an architecture that combines search and training of a neural network in self-play. Many researchers are looking for ways to reproduce and improve results for other games/tasks. However, the architecture is designed to learn from scratch, tabula rasa, accepting a cold-start problem in self-play. Recently, a warm-start enhancement method for Monte Carlo Tree Search was proposed to improve the self-play starting phase. It employs a fixed parameter $I^\prime$ to control the warm-start length. Improved perfor…
AlphaZero is a self-play reinforcement learning algorithm that achieves superhuman play in chess, shogi, and Go via policy iteration. To be an effective policy improvement operator, AlphaZero's search requires accurate value estimates for the states appearing in its search tree. AlphaZero trains upon self-play matches beginning from the initial state of a game and only samples actions over the first few moves, limiting its exploration of states deeper in the game tree. We introduce Go-Exploit, a novel search control strategy for AlphaZero. Go-Exploit samples the start state of its self-play tr…
Traditional reinforcement learning (RL) environments typically are the same for both the training and testing phases. Hence, current RL methods are largely not generalizable to a test environment which is conceptually similar but different from what the method has been trained on, which we term the novel test environment. As an effort to push RL research towards algorithms which can generalize to novel test environments, we introduce the Brick Tic-Tac-Toe (BTTT) test bed, where the brick position in the test environment is different from that in the training environment. Using a round-robin to…
RWTH Aachen University(亚琛工业大学);TH Köln – University of Applied Sciences(科隆应用技术大学)
Recently, the seminal algorithms AlphaGo and AlphaZero have started a new era in game learning and deep reinforcement learning. While the achievements of AlphaGo and AlphaZero - playing Go and other complex games at super human level - are truly impressive, these architectures have the drawback that they require high computational resources. Many researchers are looking for methods that are similar to AlphaZero, but have lower computational demands and are thus more easily reproducible. In this paper, we pick an important element of AlphaZero - the Monte Carlo Tree Search (MCTS) planning stage…
Regret-Guided Search Control for Efficient Learning in AlphaZero
Department of Computer Science, National Yang Ming Chiao Tung University, Taiwan(National Yang Ming Chiao Tung University);Institute of Information Science, Academia Sinica, Taiwan(Academia Sinica);College of Computing, Georgia Institute of Technology(Georgia Institute of Technology)
The game of chess is the most widely-studied domain in the history of artificial intelligence. The strongest programs are based on a combination of sophisticated search techniques, domain-specific adaptations, and handcrafted evaluation functions that have been refined by human experts over several decades. In contrast, the AlphaGo Zero program recently achieved superhuman performance in the game of Go, by tabula rasa reinforcement learning from games of self-play. In this paper, we generalise this approach into a single AlphaZero algorithm that can achieve, tabula rasa, superhuman performance…
Reinforcement learning (RL) agents in human-computer interactions applications require repeated user interactions before they can perform well. To address this "cold start" problem, we propose a novel approach of using cognitive models to pre-train RL agents before they are applied to real users. After briefly reviewing relevant cognitive models, we present our general methodological approach, followed by two case studies from our previous and ongoing projects. We hope this position paper stimulates conversations between RL, HCI, and cognitive science researchers in order to explore the full p…
Institute for Robotics and Intelligent Machines(机器人与智能机器研究所);Georgia Institute of Technology(佐治亚理工学院)
Deep reinforcement learning has been successful in a variety of tasks, such as game playing and robotic manipulation. However, attempting to learn \textit{tabula rasa} disregards the logical structure of many domains as well as the wealth of readily available knowledge from domain experts that could help "warm start" the learning process. We present a novel reinforcement learning technique that allows for intelligent initialization of a neural network weights and architecture. Our approach permits the encoding domain knowledge directly into a neural decision tree, and improves upon that knowle…
Online reinforcement learning (RL) is increasingly popular for the personalized mobile health (mHealth) intervention. It is able to personalize the type and dose of interventions according to user's ongoing statuses and changing needs. However, at the beginning of online learning, there are usually too few samples to support the RL updating, which leads to poor performances. A delay in good performance of the online learning algorithms can be especially detrimental in the mHealth, where users tend to quickly disengage with the mHealth app. To address this problem, we propose a new online RL me…
Khoury College of Computer Sciences(胡里计算机学院);Northeastern University(东北大学)
Recent achievements from AlphaZero using self-play has shown remarkable performance on several board games. It is plausible to think that self-play, starting from zero knowledge, can gradually approximate a winning strategy for certain two-player games after an amount of training. In this paper, we try to leverage the computational power of neural Monte Carlo Tree Search (neural MCTS), the core algorithm from AlphaZero, to solve Quantified Boolean Formula Satisfaction (QSAT) problems, which are PSPACE complete. Knowing that every QSAT problem is equivalent to a QSAT game, the game outcome can …
The gap between the randomly initialized item ID embedding and the well-trained warm item ID embedding makes the cold items hard to suit the recommendation system, which is trained on the data of historical warm items. To alleviate the performance decline of new items recommendation, the distribution of the new item ID embedding should be close to that of the historical warm items. To achieve this goal, we propose an Adversarial Variational Auto-encoder Warm-up model (AVAEW) to generate warm-up item ID embedding for cold items. Specifically, we develop a conditional variational auto-encoder mo…