Playing board games is considered a major challenge for both humans and AI researchers. Because some complicated board games are quite hard to learn, humans usually begin with playing on smaller boards and incrementally advance to master larger board strategies. Most neural network frameworks that are currently tasked with playing board games neither perform such incremental learning nor possess capabilities to automatically scale up. In this work, we look at the board as a graph and combine a graph neural network architecture inside the AlphaZero framework, along with some other innovative improvements. Our ScalableAlphaZero is capable of learning to play incrementally on small boards, and advancing to play on large ones. Our model can be trained quickly to play different challenging board games on multiple board sizes, without using any domain knowledge. We demonstrate the effectiveness of ScalableAlphaZero and show, for example, that by training it for only three days on small Othello boards, it can defeat the AlphaZero model on a large board, which was trained to play the large board for $30$ days.
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 …
MiniZero: Comparative Analysis of AlphaZero and MuZero on Go, Othello, and Atari Games
Institute of Information Science, Academia Sinica(中央研究院資訊科學研究所);National Yang Ming Chiao Tung University(國立陽明交通大學);Kochi University of Technology(高知工科大學)
From Images to Connections: Can DQN with GNNs learn the Strategic Game of Hex?
TU Darmstadt(达姆施塔特工业大学);Hessian Center for Artificial Intelligence (hessian.AI)(黑森人工智能中心);Centre for Cognitive Science, TU Darmstadt(达姆施塔特工业大学认知科学中心);German Research Center for Artificial Intelligence (DFKI)(德国人工智能研究中心)
Komatsu University(小松大学);University of Electro-Communications(电气通信大学)
Artificial intelligence (AI) has achieved superhuman performance in board games such as Go, chess, and Othello (Reversi). In other words, the AI system surpasses the level of a strong human expert player in such games. In this context, it is difficult for a human player to enjoy playing the games with the AI. To keep human players entertained and immersed in a game, the AI is required to dynamically balance its skill with that of the human player. To address this issue, we propose AlphaDDA, an AlphaZero-based AI with dynamic difficulty adjustment (DDA). AlphaDDA consists of a deep neural netwo…
Graph neural networks (GNNs) have recently exploded in popularity thanks to their broad applicability to graph-related problems such as quantum chemistry, drug discovery, and high energy physics. However, meeting demand for novel GNN models and fast inference simultaneously is challenging due to the gap between developing efficient accelerators and the rapid creation of new GNN models. Prior art focuses on accelerating specific classes of GNNs, such as Graph Convolutional Networks (GCN), but lacks generality to support a wide range of existing or new GNN models. Furthermore, most works rely on…
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…
Recently many neural models have been proposed to solve combinatorial puzzles by implicitly learning underlying constraints using their solved instances, such as sudoku or graph coloring (GCP). One drawback of the proposed architectures, which are often based on Graph Neural Networks (GNN), is that they cannot generalize across the size of the output space from which variables are assigned a value, for example, set of colors in a GCP, or board-size in sudoku. We call the output space for the variables as 'value-set'. While many works have demonstrated generalization of GNNs across graph size, …
Georgia Institute of Technology(佐治亚理工学院);Beijing University of Posts and Telecommunications(北京邮电大学)
Graph neural networks (GNNs) have recently exploded in popularity thanks to their broad applicability to ubiquitous graph-related problems such as quantum chemistry, drug discovery, and high energy physics. However, meeting demand for novel GNN models and fast inference simultaneously is challenging because of the gap between the difficulty in developing efficient FPGA accelerators and the rapid pace of creation of new GNN models. Prior art focuses on the acceleration of specific classes of GNNs but lacks the generality to work across existing models or to extend to new and emerging GNN models…
The success of AlphaZero (AZ) has demonstrated that neural-network-based Go AIs can surpass human performance by a large margin. Given that the state space of Go is extremely large and a human player can play the game from any legal state, we ask whether adversarial states exist for Go AIs that may lead them to play surprisingly wrong actions. In this paper, we first extend the concept of adversarial examples to the game of Go: we generate perturbed states that are ``semantically'' equivalent to the original state by adding meaningless moves to the game, and an adversarial state is a perturbed…
The largest experiments in machine learning now require resources far beyond the budget of all but a few institutions. Fortunately, it has recently been shown that the results of these huge experiments can often be extrapolated from the results of a sequence of far smaller, cheaper experiments. In this work, we show that not only can the extrapolation be done based on the size of the model, but on the size of the problem as well. By conducting a sequence of experiments using AlphaZero and Hex, we show that the performance achievable with a fixed amount of compute degrades predictably as the ga…
Since DeepMind's AlphaZero, Zero learning quickly became the state-of-the-art method for many board games. It can be improved using a fully convolutional structure (no fully connected layer). Using such an architecture plus global pooling, we can create bots independent of the board size. The training can be made more robust by keeping track of the best checkpoints during the training and by training against them. Using these features, we release Polygames, our framework for Zero learning, with its library of games and its checkpoints. We won against strong humans at the game of Hex in 19x19, …
University of Notre Dame(圣母大学);Case Western Reserve University(凯斯西储大学);Brandeis University(布兰迪斯大学)
Graph Neural Networks (GNNs) have drawn significant attentions over the years and been broadly applied to essential applications requiring solid robustness or vigorous security standards, such as product recommendation and user behavior modeling. Under these scenarios, exploiting GNN's vulnerabilities and further downgrading its performance become extremely incentive for adversaries. Previous attackers mainly focus on structural perturbations or node injections to the existing graphs, guided by gradients from the surrogate models. Although they deliver promising results, several limitations st…