ترغب بنشر مسار تعليمي؟ اضغط هنا

Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm

113   0   0.0 ( 0 )
 نشر من قبل David Silver
 تاريخ النشر 2017
  مجال البحث الهندسة المعلوماتية
والبحث باللغة English




اسأل ChatGPT حول البحث

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 in many challenging domains. Starting from random play, and given no domain knowledge except the game rules, AlphaZero achieved within 24 hours a superhuman level of play in the games of chess and shogi (Japanese chess) as well as Go, and convincingly defeated a world-champion program in each case.



قيم البحث

اقرأ أيضاً

Games are abstractions of the real world, where artificial agents learn to compete and cooperate with other agents. While significant achievements have been made in various perfect- and imperfect-information games, DouDizhu (a.k.a. Fighting the Landl ord), a three-player card game, is still unsolved. DouDizhu is a very challenging domain with competition, collaboration, imperfect information, large state space, and particularly a massive set of possible actions where the legal actions vary significantly from turn to turn. Unfortunately, modern reinforcement learning algorithms mainly focus on simple and small action spaces, and not surprisingly, are shown not to make satisfactory progress in DouDizhu. In this work, we propose a conceptually simple yet effective DouDizhu AI system, namely DouZero, which enhances traditional Monte-Carlo methods with deep neural networks, action encoding, and parallel actors. Starting from scratch in a single server with four GPUs, DouZero outperformed all the existing DouDizhu AI programs in days of training and was ranked the first in the Botzone leaderboard among 344 AI agents. Through building DouZero, we show that classic Monte-Carlo methods can be made to deliver strong results in a hard domain with a complex action space. The code and an online demo are released at https://github.com/kwai/DouZero with the hope that this insight could motivate future work.
Artificial Intelligence (AI) has achieved great success in many domains, and game AI is widely regarded as its beachhead since the dawn of AI. In recent years, studies on game AI have gradually evolved from relatively simple environments (e.g., perfe ct-information games such as Go, chess, shogi or two-player imperfect-information games such as heads-up Texas holdem) to more complex ones (e.g., multi-player imperfect-information games such as multi-player Texas holdem and StartCraft II). Mahjong is a popular multi-player imperfect-information game worldwide but very challenging for AI research due to its complex playing/scoring rules and rich hidden information. We design an AI for Mahjong, named Suphx, based on deep reinforcement learning with some newly introduced techniques including global reward prediction, oracle guiding, and run-time policy adaptation. Suphx has demonstrated stronger performance than most top human players in terms of stable rank and is rated above 99.99% of all the officially ranked human players in the Tenhou platform. This is the first time that a computer program outperforms most top human players in Mahjong.
We present DrQ-v2, a model-free reinforcement learning (RL) algorithm for visual continuous control. DrQ-v2 builds on DrQ, an off-policy actor-critic approach that uses data augmentation to learn directly from pixels. We introduce several improvement s that yield state-of-the-art results on the DeepMind Control Suite. Notably, DrQ-v2 is able to solve complex humanoid locomotion tasks directly from pixel observations, previously unattained by model-free RL. DrQ-v2 is conceptually simple, easy to implement, and provides significantly better computational footprint compared to prior work, with the majority of tasks taking just 8 hours to train on a single GPU. Finally, we publicly release DrQ-v2s implementation to provide RL practitioners with a strong and computationally efficient baseline.
Using neural networks in the reinforcement learning (RL) framework has achieved notable successes. Yet, neural networks tend to forget what they learned in the past, especially when they learn online and fully incrementally, a setting in which the we ights are updated after each sample is received and the sample is then discarded. Under this setting, an update can lead to overly global generalization by changing too many weights. The global generalization interferes with what was previously learned and deteriorates performance, a phenomenon known as catastrophic interference. Many previous works use mechanisms such as experience replay (ER) buffers to mitigate interference by performing minibatch updates, ensuring the data distribution is approximately independent-and-identically-distributed (i.i.d.). But using ER would become infeasible in terms of memory as problem complexity increases. Thus, it is crucial to look for more memory-efficient alternatives. Interference can be averted if we replace global updates with more local ones, so only weights responsible for the observed data sample are updated. In this work, we propose the use of dynamic self-organizing map (DSOM) with neural networks to induce such locality in the updates without ER buffers. Our method learns a DSOM to produce a mask to reweigh each hidden units output, modulating its degree of use. It prevents interference by replacing global updates with local ones, conditioned on the agents state. We validate our method on standard RL benchmarks including Mountain Car and Lunar Lander, where existing methods often fail to learn without ER. Empirically, we show that our online and fully incremental method is on par with and in some cases, better than state-of-the-art in terms of final performance and learning speed. We provide visualizations and quantitative measures to show that our method indeed mitigates interference.
The growth in online goods delivery is causing a dramatic surge in urban vehicle traffic from last-mile deliveries. On the other hand, ride-sharing has been on the rise with the success of ride-sharing platforms and increased research on using autono mous vehicle technologies for routing and matching. The future of urban mobility for passengers and goods relies on leveraging new methods that minimize operational costs and environmental footprints of transportation systems. This paper considers combining passenger transportation with goods delivery to improve vehicle-based transportation. Even though the problem has been studied with a defined dynamics model of the transportation system environment, this paper considers a model-free approach that has been demonstrated to be adaptable to new or erratic environment dynamics. We propose FlexPool, a distributed model-free deep reinforcement learning algorithm that jointly serves passengers & goods workloads by learning optimal dispatch policies from its interaction with the environment. The proposed algorithm pools passengers for a ride-sharing service and delivers goods using a multi-hop transit method. These flexibilities decrease the fleets operational cost and environmental footprint while maintaining service levels for passengers and goods. Through simulations on a realistic multi-agent urban mobility platform, we demonstrate that FlexPool outperforms other model-free settings in serving the demands from passengers & goods. FlexPool achieves 30% higher fleet utilization and 35% higher fuel efficiency in comparison to (i) model-free approaches where vehicles transport a combination of passengers & goods without the use of multi-hop transit, and (ii) model-free approaches where vehicles exclusively transport either passengers or goods.

الأسئلة المقترحة

التعليقات
جاري جلب التعليقات جاري جلب التعليقات
سجل دخول لتتمكن من متابعة معايير البحث التي قمت باختيارها
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا