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arXiv 2201.13176cs.AI
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Score vs. Winrate in Score-Based Games: which Reward for Reinforcement Learning?

University of Siena(锡耶纳大学);University of Chieti-Pescara(基耶蒂-佩斯卡拉大学);ARS Toscana(托斯卡纳农业研究局);ISTI-CNR Pisa(意大利国家研究委员会比萨信息科学与技术研究所);University of Parma(帕尔马大学)

Luca Pasqualini, Gianluca Amato, Marco Fantozzi, Rosa Gini, Alessandro Marchetti, Carlo Metta, Francesco Morandin, Maurizio Parton

英文摘要:

In the last years, the DeepMind algorithm AlphaZero has become the state of the art to efficiently tackle perfect information two-player zero-sum games with a win/lose outcome. However, when the win/lose outcome is decided by a final score difference, AlphaZero may play score-suboptimal moves because all winning final positions are equivalent from the win/lose outcome perspective. This can be an issue, for instance when used for teaching, or when trying to understand whether there is a better move. Moreover, there is the theoretical quest for the perfect game. A naive approach would be training an AlphaZero-like agent to predict score differences instead of win/lose outcomes. Since the game of Go is deterministic, this should as well produce an outcome-optimal play. However, it is a folklore belief that "this does not work". In this paper, we first provide empirical evidence for this belief. We then give a theoretical interpretation of this suboptimality in general perfect information two-player zero-sum game where the complexity of a game like Go is replaced by the randomness of the environment. We show that an outcome-optimal policy has a different preference for uncertainty when it is winning or losing. In particular, when in a losing state, an outcome-optimal agent chooses actions leading to a higher score variance. We then posit that when approximation is involved, a deterministic game behaves like a nondeterministic game, where the score variance is modeled by how uncertain the position is. We validate this hypothesis in AlphaZero-like software with a human expert.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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