来自用户 刘昊辰 的文献。
当前共找到 7 篇文献分享。
1.
刘昊辰
(2025-02-25 22:38):
#paper Playing Hex and Counter Wargames using Reinforcement Learning and Recurrent Neural Networks. 这是一篇关于如何使用强化学习(Reinforcement Learning)和循环神经网络(Recurrent Neural Networks, RNN)来玩六角格战棋游戏(Hex and Counter Wargames)的研究论文。论文提出一种结合AlphaZero强化学习算法和循环神经网络的新系统,以应对六角格战棋游戏的战略复杂性。该系统能够在不同地形和战术情况下进行泛化,并探索其在更大地图上的扩展能力。提出的系统在有限的训练资源和计算能力下,能够在复杂的六角格战棋游戏中取得良好的表现,展示了其在复杂场景中的泛化能力。下载地址:https://arxiv.org/abs/2502.13918
arXiv,
2025-02-19T17:52:45Z.
DOI: 10.48550/arXiv.2502.13918
Abstract:
Hex and Counter Wargames are adversarial two-player simulations of realmilitary conflicts requiring complex strategic decision-making. Unlikeclassical board games, these games feature intricate terrain/unit interactions,unit stacking, large maps of varying sizes, …
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Hex and Counter Wargames are adversarial two-player simulations of realmilitary conflicts requiring complex strategic decision-making. Unlikeclassical board games, these games feature intricate terrain/unit interactions,unit stacking, large maps of varying sizes, and simultaneous move and combatdecisions involving hundreds of units. This paper introduces a novel systemdesigned to address the strategic complexity of Hex and Counter Wargames byintegrating cutting-edge advancements in Recurrent Neural Networks withAlphaZero, a reliable modern Reinforcement Learning algorithm. The systemutilizes a new Neural Network architecture developed from existing research,incorporating innovative state and action representations tailored to thesespecific game environments. With minimal training, our solution has shownpromising results in typical scenarios, demonstrating the ability to generalizeacross different terrain and tactical situations. Additionally, we explore thesystem's potential to scale to larger map sizes. The developed system is openlyaccessible, facilitating continued research and exploration within thischallenging domain.
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2.
刘昊辰
(2025-01-24 14:04):
#paper Proof Number Based Monte-Carlo Tree Search. 这篇论文提出了 PN-MCTS 算法,将蒙特卡洛树搜索(MCTS)和证明数搜索(PNS)相结合,通过在多个游戏领域实验,验证了该算法在部分游戏上相比传统 MCTS 的优势,为游戏搜索算法改进提供了新方向。下载地址:https://arxiv.org/pdf/2303.09449
arXiv,
2023-03-16T16:27:07Z.
DOI: 10.48550/arXiv.2303.09449
Abstract:
This paper proposes a new game-search algorithm, PN-MCTS, which combinesMonte-Carlo Tree Search (MCTS) and Proof-Number Search (PNS). These twoalgorithms have been successfully applied for decision making in a range ofdomains. …
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This paper proposes a new game-search algorithm, PN-MCTS, which combinesMonte-Carlo Tree Search (MCTS) and Proof-Number Search (PNS). These twoalgorithms have been successfully applied for decision making in a range ofdomains. We define three areas where the additional knowledge provided by theproof and disproof numbers gathered in MCTS trees might be used: final moveselection, solving subtrees, and the UCB1 selection mechanism. We test allpossible combinations on different time settings, playing against vanilla UCTon several games: Lines of Action ($7$$\times$$7$ and $8$$\times$$8$ boardsizes), MiniShogi, Knightthrough, and Awari. Furthermore, we extend this newalgorithm to properly address games with draws, like Awari, by adding anadditional layer of PNS on top of the MCTS tree. The experiments show thatPN-MCTS is able to outperform MCTS in all tested game domains, achieving winrates up to 96.2% for Lines of Action.
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3.
刘昊辰
(2024-12-01 20:41):
#paper Connect6 Opening Leveraging AlphaZero Algorithm and Job-Level Computing. 这是一篇基于 AlphaZero算法和作业级计算构建 Connect6 开局库的方法的研究论文。开局库构建可提升棋类程序实力,在限时比赛中优势明显。过去依赖游戏特定知识构建开局库,存在质量依赖人类知识、方法难以通用等问题。本文提出基于 AlphaZero 构建高质量开局库的方法,不依赖领域知识。实验和比赛证明,该开局库可提升 Connect6 程序实力,在常见开局位置表现良好,助力程序在实际比赛中夺冠。本文提出的方法为构建高质量开局库提供了新思路,有望在其他棋类游戏中得到应用和推广。下载地址:https://www.jstage.jst.go.jp/article/pjsai/JSAI2021/0/JSAI2021_4N4IS1c05/_pdf/-char/ja
Abstract:
No abstract available.
4.
刘昊辰
(2024-11-21 16:22):
#paper The *-Minimax Search Procedure for Trees Containing Chance Nodes. 这是一篇关于树搜索模型的研究论文。论文开发了一种将 alpha - beta 树剪枝策略扩展到包含 “概率” 节点(* 节点)的游戏树的方法,节点的值定义为其后续节点值的(可能加权的)平均值,这些树被称为 “ - minimax” 树,适用于涉及机会但无隐藏信息的游戏。基于搜索策略,重新制定并分析了几种用于 * - minimax 树的算法。首先开发了一种从左到右的深度优先算法,该算法可将穷举搜索策略的复杂度降低 25 - 30%。然后制定了一种改进算法,用于 “探测”“常规”* - minimax 树的机会节点下方,在这种树中玩家交替移动且机会事件穿插其中。在后继节点随机排序的情况下,该改进算法可减少超过 50% 的搜索量,在最优排序下,可将搜索复杂度降低一个数量级。在研究了前两种算法在更深层次树中的节省情况后,又提出并分析了另外两种算法。下载地址:https://www.cs.uleth.ca/~benkoczi/3750/data/ballard83-star_alpha_beta.pdf
Artificial Intelligence,
1983.
Abstract:
No abstract available.
5.
刘昊辰
(2024-10-12 10:09):
#paper arXiv:2409.12272v1 [cs.LG] 18 Sep 2024, Mastering Chess with a Transformer Model. 这是一篇关于Transformer模型在国际象棋中的应用的研究论文。论文证明了Transformer在国际象棋中的有效性在很大程度上取决于注意力机制中位置编码的选择。基于这一观察,论文采用了Shaw等人的通用位置编码方案,并大规模地训练了具有这种技术和其他增强功能的模型,将得到的架构称为ChessFormer。这种架构在对弈实力和解谜能力方面显著优于先前的工作,且计算成本只是其一小部分。下载地址:https://arxiv.org/pdf/2409.12272
arXiv,
2024-09-18T19:05:21Z.
DOI: 10.48550/arXiv.2409.12272
Abstract:
Transformer models have demonstrated impressive capabilities when trained atscale, excelling at difficult cognitive tasks requiring complex reasoning andrational decision-making. In this paper, we explore the application oftransformer models to chess, …
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Transformer models have demonstrated impressive capabilities when trained atscale, excelling at difficult cognitive tasks requiring complex reasoning andrational decision-making. In this paper, we explore the application oftransformer models to chess, focusing on the critical role of the positionencoding within the attention mechanism. We show that in chess, transformersendowed with a sufficiently versatile position encoding can match existingchess-playing models at a fraction of the computational cost. Our architecturesignificantly outperforms AlphaZero at 8x fewer FLOPS and matches priorgrandmaster-level transformer-based agents at 30x fewer FLOPS.
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6.
刘昊辰
(2024-09-06 09:51):
#paper arXiv:2012.11045v1 [cs.AI] 20 Dec 2020, Monte-Carlo Graph Search for AlphaZero. 这是一篇关于如何改进AlphaZero算法的研究论文。AlphaZero算法在棋类游戏中取得了显著成果,但传统的MCTS算法并不共享不同子树之间的信息,这限制了其效率。论文将AlphaZero的搜索树从有向树扩展到有向无环图,允许不同子树之间的信息流动,显著减少内存消耗;并提出了结合蒙特卡洛图搜索(MCGS)的一系列改进,包括 ϵ-greedy、改进的残局求解器和领域知识的整合作为约束条件。使用CrazyAra引擎在国际象棋和crazyhouse上进行评估,展示了这些改进为AlphaZero带来的显著提升。下载地址:https://arxiv.org/pdf/2012.11045
arXiv,
2020-12-20T22:51:38Z.
DOI: 10.48550/arXiv.2012.11045
Abstract:
The AlphaZero algorithm has been successfully applied in a range of discretedomains, most notably board games. It utilizes a neural network, that learns avalue and policy function to guide the …
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The AlphaZero algorithm has been successfully applied in a range of discretedomains, most notably board games. It utilizes a neural network, that learns avalue and policy function to guide the exploration in a Monte-Carlo TreeSearch. Although many search improvements have been proposed for Monte-CarloTree Search in the past, most of them refer to an older variant of the UpperConfidence bounds for Trees algorithm that does not use a policy for planning.We introduce a new, improved search algorithm for AlphaZero which generalizesthe search tree to a directed acyclic graph. This enables information flowacross different subtrees and greatly reduces memory consumption. Along withMonte-Carlo Graph Search, we propose a number of further extensions, such asthe inclusion of Epsilon-greedy exploration, a revised terminal solver and theintegration of domain knowledge as constraints. In our evaluations, we use theCrazyAra engine on chess and crazyhouse as examples to show that these changesbring significant improvements to AlphaZero.
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7.
刘昊辰
(2024-08-20 15:24):
#paper arXiv:2406.00741v1 [cs.AI] 2 Jun 2024, Learning to Play 7 Wonders Duel Without Human Supervision. 这篇论文介绍了玩桌游七大奇迹对决的人工智能程序ZeusAI。ZeusAI的灵感来源于AlphaZero强化学习算法,它结合了MCTS和Transformer,在没有人类监督的情况下学习游戏。ZeusAI与人类玩家的对弈结果显示,它达到了非常高的竞技水平,赢得了38局中的26局。文章以ZeusAI为工具研究了该桌游的平衡性。社区普遍认为先手玩家有显著优势,ZeusAI的自我对弈游戏证实了这一点。文章提出了一些规则变体,以减少这种不平衡,例如改变初始金币数量或改变奇迹选择阶段。下载地址:https://arxiv.org/pdf/2406.00741
arXiv,
2024-06-02T13:28:57Z.
DOI: 10.48550/arXiv.2406.00741
Abstract:
This paper introduces ZeusAI, an artificial intelligence system developed toplay the board game 7 Wonders Duel. Inspired by the AlphaZero reinforcementlearning algorithm, ZeusAI relies on a combination of Monte Carlo …
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This paper introduces ZeusAI, an artificial intelligence system developed toplay the board game 7 Wonders Duel. Inspired by the AlphaZero reinforcementlearning algorithm, ZeusAI relies on a combination of Monte Carlo Tree Searchand a Transformer Neural Network to learn the game without human supervision.ZeusAI competes at the level of top human players, develops both known andnovel strategies, and allows us to test rule variants to improve the game'sbalance. This work demonstrates how AI can help in understanding and enhancingboard games.
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