Tic-Tac-Toe
Optimization and Regularization Under Arbitrary Objectives
Lakhani, Jared N., Pienaar, Etienne
This study investigates the limitations of applying Markov Chain Monte Carlo (MCMC) methods to arbitrary objective functions, focusing on a two-block MCMC framework which alternates between Metropolis-Hastings and Gibbs sampling. While such approaches are often considered advantageous for enabling data-driven regularization, we show that their performance critically depends on the sharpness of the employed likelihood form. By introducing a sharpness parameter and exploring alternative likelihood formulations proportional to the target objective function, we demonstrate how likelihood curvature governs both in-sample performance and the degree of regularization inferred by the training data. Empirical applications are conducted on reinforcement learning tasks: including a navigation problem and the game of tic-tac-toe. The study concludes with a separate analysis examining the implications of extreme likelihood sharpness on arbitrary objective functions stemming from the classic game of blackjack, where the first block of the two-block MCMC framework is replaced with an iterative optimization step. The resulting hybrid approach achieves performance nearly identical to the original MCMC framework, indicating that excessive likelihood sharpness effectively collapses posterior mass onto a single dominant mode.
- Information Technology > Artificial Intelligence > Representation & Reasoning > Uncertainty > Bayesian Inference (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Statistical Learning (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Learning Graphical Models > Directed Networks > Bayesian Learning (0.87)
Logic of Hypotheses: from Zero to Full Knowledge in Neurosymbolic Integration
Bizzaro, Davide, Daniele, Alessandro
Neurosymbolic integration (NeSy) blends neural-network learning with symbolic reasoning. The field can be split between methods injecting hand-crafted rules into neural models, and methods inducing symbolic rules from data. We introduce Logic of Hypotheses (LoH), a novel language that unifies these strands, enabling the flexible integration of data-driven rule learning with symbolic priors and expert knowledge. LoH extends propositional logic syntax with a choice operator, which has learnable parameters and selects a subformula from a pool of options. Using fuzzy logic, formulas in LoH can be directly compiled into a differentiable computational graph, so the optimal choices can be learned via backpropagation. This framework subsumes some existing NeSy models, while adding the possibility of arbitrary degrees of knowledge specification. Moreover, the use of Goedel fuzzy logic and the recently developed Goedel trick yields models that can be discretized to hard Boolean-valued functions without any loss in performance. We provide experimental analysis on such models, showing strong results on tabular data and on the Visual Tic-Tac-Toe NeSy task, while producing interpretable decision rules.
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- Asia (0.04)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Uncertainty > Fuzzy Logic (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Logic & Formal Reasoning (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Expert Systems (1.00)
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Winning at All Cost: A Small Environment for Eliciting Specification Gaming Behaviors in Large Language Models
This study reveals how frontier Large Language Models LLMs can "game the system" when faced with impossible situations, a critical security and alignment concern. Using a novel textual simulation approach, we presented three leading LLMs (o1, o3-mini, and r1) with a tic-tac-toe scenario designed to be unwinnable through legitimate play, then analyzed their tendency to exploit loopholes rather than accept defeat. Our results are alarming for security researchers: the newer, reasoning-focused o3-mini model showed nearly twice the propensity to exploit system vulnerabilities (37.1%) compared to the older o1 model (17.5%). Most striking was the effect of prompting. Simply framing the task as requiring "creative" solutions caused gaming behaviors to skyrocket to 77.3% across all models. We identified four distinct exploitation strategies, from direct manipulation of game state to sophisticated modification of opponent behavior. These findings demonstrate that even without actual execution capabilities, LLMs can identify and propose sophisticated system exploits when incentivized, highlighting urgent challenges for AI alignment as models grow more capable of identifying and leveraging vulnerabilities in their operating environments.
- Information Technology > Security & Privacy (1.00)
- Leisure & Entertainment > Games > Tic-Tac-Toe (0.35)
Quantitative Evaluation of Quantum/Classical Neural Network Using a Game Solver Metric
Kamei, Suzukaze, Kawaguchi, Hideaki, Nishio, Shin, Satoh, Tatakahiko
To evaluate the performance of quantum computing systems relative to classical counterparts and explore the potential for quantum advantage, we propose a game-solving benchmark based on Elo ratings in the game of tic-tac-toe. We compare classical convolutional neural networks (CNNs), quantum convolutional neural networks (QCNNs), and hybrid classical-quantum models by assessing their performance against a random-move agent in automated matches. Additionally, we implement a QCNN integrated with quantum communication and evaluate its performance to quantify the overhead introduced by noisy quantum channels. Our results show that the classical-quantum hybrid model achieves Elo ratings comparable to those of classical CNNs, while the standalone QCNN underperforms under current hardware constraints. The communication overhead was found to be modest. These findings demonstrate the viability of using game-based benchmarks for evaluating quantum computing systems and suggest that quantum communication can be incorporated with limited impact on performance, providing a foundation for future hybrid quantum applications.
- Leisure & Entertainment > Games > Chess (0.56)
- Leisure & Entertainment > Games > Tic-Tac-Toe (0.55)
Doubly Robust Monte Carlo Tree Search
We present Doubly Robust Monte Carlo Tree Search (DR-MCTS), a novel algorithm that integrates Doubly Robust (DR) off-policy estimation into Monte Carlo Tree Search (MCTS) to enhance sample efficiency and decision quality in complex environments. Our approach introduces a hybrid estimator that combines MCTS rollouts with DR estimation, offering theoretical guarantees of unbiasedness and variance reduction under specified conditions. Empirical evaluations in Tic-Tac-Toe and the partially observable VirtualHome environment demonstrate DR-MCTS's superior performance over standard MCTS. In Tic-Tac-Toe, DR-MCTS achieves an 88% win rate compared to a 10% win rate for standard MCTS. In compound VirtualHome tasks, DR-MCTS attains a 20.7% success rate versus 10.3% for standard MCTS. Our scaling analysis reveals that DR-MCTS exhibits better sample efficiency, notably outperforming standard MCTS with larger language models while using a smaller model. These results underscore DR-MCTS's potential for efficient decision-making in complex, real-world scenarios where sample efficiency is paramount.
LMAct: A Benchmark for In-Context Imitation Learning with Long Multimodal Demonstrations
Ruoss, Anian, Pardo, Fabio, Chan, Harris, Li, Bonnie, Mnih, Volodymyr, Genewein, Tim
Today's largest foundation models have increasingly general capabilities, yet when used as agents, they often struggle with simple reasoning and decision-making tasks, even though they possess good factual knowledge of the task and how to solve it. In this paper, we present a benchmark to pressure-test these models' multimodal decision-making capabilities in the very long-context regime (up to one million tokens) and investigate whether they can learn from a large number of expert demonstrations in their context. We evaluate a wide range of state-of-the-art frontier models as policies across a battery of simple interactive decision-making tasks: playing tic-tac-toe, chess, and Atari, navigating grid worlds, solving crosswords, and controlling a simulated cheetah. We measure the performance of Claude 3.5 Sonnet, Gemini 1.5 Flash, Gemini 1.5 Pro, GPT-4o, o1-mini, and o1-preview under increasing amounts of expert demonstrations in the context $\unicode{x2013}$ from no demonstrations up to 512 full episodes, pushing these models' multimodal long-context reasoning capabilities to their limits. Across our tasks, today's frontier models rarely manage to fully reach expert performance, showcasing the difficulty of our benchmark. Presenting more demonstrations often has little effect, but some models steadily improve with more demonstrations on a few tasks. We investigate the effect of encoding observations as text or images and the impact of chain-of-thought prompting. Overall, our results suggest that even today's most capable models often struggle to imitate desired behavior by generalizing purely from in-context demonstrations. To help quantify the impact of other approaches and future innovations aiming to tackle this problem, we open source our benchmark that covers the zero-, few-, and many-shot regimes in a unified evaluation.
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- Leisure & Entertainment > Games > Chess (0.49)
- Leisure & Entertainment > Games > Tic-Tac-Toe (0.35)
Natural Language Reinforcement Learning
Feng, Xidong, Wan, Ziyu, Fu, Haotian, Liu, Bo, Yang, Mengyue, Koushik, Girish A., Hu, Zhiyuan, Wen, Ying, Wang, Jun
Reinforcement Learning (RL) mathematically formulates decision-making with Markov Decision Process (MDP). With MDPs, researchers have achieved remarkable breakthroughs across various domains, including games, robotics, and language models. This paper seeks a new possibility, Natural Language Reinforcement Learning (NLRL), by extending traditional MDP to natural language-based representation space. Specifically, NLRL innovatively redefines RL principles, including task objectives, policy, value function, Bellman equation, and policy iteration, into their language counterparts. With recent advancements in large language models (LLMs), NLRL can be practically implemented to achieve RL-like policy and value improvement by either pure prompting or gradient-based training. Experiments over Maze, Breakthrough, and Tic-Tac-Toe games demonstrate the effectiveness, efficiency, and interpretability of the NLRL framework among diverse use cases. Our code will be released at https://github.com/waterhorse1/Natural-language-RL.
- Information Technology > Artificial Intelligence > Natural Language > Large Language Model (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (0.47)
Do you want to play a game? Learning to play Tic-Tac-Toe in Hypermedia Environments
Beaumont, Katharine, Collier, Rem
We demonstrate the integration of Transfer Learning into a hypermedia Multi-Agent System using the Multi-Agent MicroServices (MAMS) architectural style. Agents use RDF knowledge stores to reason over information and apply Reinforcement Learning techniques to learn how to interact with a Tic-Tac-Toe API. Agents form advisor-advisee relationships in order to speed up individual learning and exploit and learn from data on the Web.
Show, Don't Tell: Evaluating Large Language Models Beyond Textual Understanding with ChildPlay
de Carvalho, Gonçalo Hora, Pollice, Robert, Knap, Oscar
We explore the hypothesis that LLMs, such as GPT-3.5 and GPT-4, possess broader cognitive functions, particularly in non-linguistic domains. Our approach extends beyond standard linguistic benchmarks by incorporating games like Tic-Tac-Toe, Connect Four, and Battleship, encoded via ASCII, to assess strategic thinking and decision-making. To evaluate the models' ability to generalize beyond their training data, we introduce two additional games. The first game, LEGO Connect Language (LCL), tests the models' capacity to understand spatial logic and follow assembly instructions. The second game, the game of shapes, challenges the models to identify shapes represented by 1s within a matrix of zeros, further testing their spatial reasoning skills. This "show, don't tell" strategy uses games instead of simply querying the models. Our results show that despite their proficiency on standard benchmarks, GPT-3.5 and GPT-4's abilities to play and reason about fully observable games without pre-training is mediocre. Both models fail to anticipate losing moves in Tic-Tac-Toe and Connect Four, and they are unable to play Battleship correctly. While GPT-4 shows some success in the game of shapes, both models fail at the assembly tasks presented in the LCL game. These results suggest that while GPT models can emulate conversational proficiency and basic rule comprehension, their performance in strategic gameplay and spatial reasoning tasks is very limited. Importantly, this reveals a blind spot in current LLM benchmarks that we highlight with our gameplay benchmark suite ChildPlay (https://github.com/child-play-neurips/child-play). Our findings provide a cautionary tale about claims of emergent intelligence and reasoning capabilities of LLMs that are roughly the size of GPT-3.5 and GPT-4.
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Agents Explore the Environment Beyond Good Actions to Improve Their Model for Better Decisions
Improving the decision-making capabilities of agents is a key challenge on the road to artificial intelligence. To improve the planning skills needed to make good decisions, MuZero's agent combines prediction by a network model and planning by a tree search using the predictions. MuZero's learning process can fail when predictions are poor but planning requires them. We use this as an impetus to get the agent to explore parts of the decision tree in the environment that it otherwise would not explore. The agent achieves this, first by normal planning to come up with an improved policy. Second, it randomly deviates from this policy at the beginning of each training episode. And third, it switches back to the improved policy at a random time step to experience the rewards from the environment associated with the improved policy, which is the basis for learning the correct value expectation. The simple board game Tic-Tac-Toe is used to illustrate how this approach can improve the agent's decision-making ability. The source code, written entirely in Java, is available at https://github.com/enpasos/muzero.
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
- Europe > Germany (0.04)