afterstate
Strongly Solving 2048 4x3
Kaneko, Tomoyuki, Yamashita, Shuhei
2048 is a stochastic single-player game involving 16 cells on a 4 by 4 grid, where a player chooses a direction among up, down, left, and right to obtain a score by merging two tiles with the same number located in neighboring cells along the chosen direction. This paper presents that a variant 2048-4x3 12 cells on a 4 by 3 board, one row smaller than the original, has been strongly solved. In this variant, the expected score achieved by an optimal strategy is about $50724.26$ for the most common initial states: ones with two tiles of number 2. The numbers of reachable states and afterstates are identified to be $1,152,817,492,752$ and $739,648,886,170$, respectively. The key technique is to partition state space by the sum of tile numbers on a board, which we call the age of a state. An age is invariant between a state and its successive afterstate after any valid action and is increased two or four by stochastic response from the environment. Therefore, we can partition state space by ages and enumerate all (after)states of an age depending only on states with the recent ages. Similarly, we can identify (after)state values by going along with ages in decreasing order.
- Asia > Japan > Honshū > Kantō > Tokyo Metropolis Prefecture > Tokyo (0.14)
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
- Europe > Germany (0.04)
Learning to Play 7 Wonders Duel Without Human Supervision
Paolini, Giovanni, Moreschini, Lorenzo, Veneziano, Francesco, Iraci, Alessandro
This paper introduces ZeusAI, an artificial intelligence system developed to play the board game 7 Wonders Duel. Inspired by the AlphaZero reinforcement learning algorithm, ZeusAI relies on a combination of Monte Carlo Tree Search and a Transformer Neural Network to learn the game without human supervision. ZeusAI competes at the level of top human players, develops both known and novel strategies, and allows us to test rule variants to improve the game's balance. This work demonstrates how AI can help in understanding and enhancing board games.
- Europe > Italy > Emilia-Romagna > Metropolitan City of Bologna > Bologna (0.05)
- Europe > Italy > Tuscany > Pisa Province > Pisa (0.04)
- Europe > Italy > Liguria > Genoa (0.04)
On Reinforcement Learning for the Game of 2048
2048 is a single-player stochastic puzzle game. This intriguing and addictive game has been popular worldwide and has attracted researchers to develop game-playing programs. Due to its simplicity and complexity, 2048 has become an interesting and challenging platform for evaluating the effectiveness of machine learning methods. This dissertation conducts comprehensive research on reinforcement learning and computer game algorithms for 2048. First, this dissertation proposes optimistic temporal difference learning, which significantly improves the quality of learning by employing optimistic initialization to encourage exploration for 2048. Furthermore, based on this approach, a state-of-the-art program for 2048 is developed, which achieves the highest performance among all learning-based programs, namely an average score of 625377 points and a rate of 72% for reaching 32768-tiles. Second, this dissertation investigates several techniques related to 2048, including the n-tuple network ensemble learning, Monte Carlo tree search, and deep reinforcement learning. These techniques are promising for further improving the performance of the current state-of-the-art program. Finally, this dissertation discusses pedagogical applications related to 2048 by proposing course designs and summarizing the teaching experience. The proposed course designs adopt 2048-like games as materials for beginners to learn reinforcement learning and computer game algorithms. The courses have been successfully applied to graduate-level students and received well by student feedback.
- Europe > Netherlands > South Holland > Leiden (0.04)
- North America > United States > California > Los Angeles County > Long Beach (0.04)
- Europe > Italy > Piedmont > Turin Province > Turin (0.04)
- (23 more...)
- Summary/Review (1.00)
- Research Report > New Finding (1.00)
- Instructional Material > Course Syllabus & Notes (1.00)
- Leisure & Entertainment > Games > Computer Games (1.00)
- Education (1.00)
RL and Fingerprinting to Select Moving Target Defense Mechanisms for Zero-day Attacks in IoT
Celdrán, Alberto Huertas, Sánchez, Pedro Miguel Sánchez, von der Assen, Jan, Schenk, Timo, Bovet, Gérôme, Pérez, Gregorio Martínez, Stiller, Burkhard
Cybercriminals are moving towards zero-day attacks affecting resource-constrained devices such as single-board computers (SBC). Assuming that perfect security is unrealistic, Moving Target Defense (MTD) is a promising approach to mitigate attacks by dynamically altering target attack surfaces. Still, selecting suitable MTD techniques for zero-day attacks is an open challenge. Reinforcement Learning (RL) could be an effective approach to optimize the MTD selection through trial and error, but the literature fails when i) evaluating the performance of RL and MTD solutions in real-world scenarios, ii) studying whether behavioral fingerprinting is suitable for representing SBC's states, and iii) calculating the consumption of resources in SBC. To improve these limitations, the work at hand proposes an online RL-based framework to learn the correct MTD mechanisms mitigating heterogeneous zero-day attacks in SBC. The framework considers behavioral fingerprinting to represent SBCs' states and RL to learn MTD techniques that mitigate each malicious state. It has been deployed on a real IoT crowdsensing scenario with a Raspberry Pi acting as a spectrum sensor. More in detail, the Raspberry Pi has been infected with different samples of command and control malware, rootkits, and ransomware to later select between four existing MTD techniques. A set of experiments demonstrated the suitability of the framework to learn proper MTD techniques mitigating all attacks (except a harmfulness rootkit) while consuming <1 MB of storage and utilizing <55% CPU and <80% RAM.
- Europe > Switzerland > Zürich > Zürich (0.14)
- Europe > Netherlands > Drenthe > Assen (0.04)
- Europe > Spain > Region of Murcia > Murcia (0.04)
- (3 more...)
- Information Technology > Security & Privacy (1.00)
- Government > Military > Cyberwarfare (0.47)
Final Adaptation Reinforcement Learning for N-Player Games
Konen, Wolfgang, Bagheri, Samineh
This paper covers n-tuple-based reinforcement learning (RL) algorithms for games. We present new algorithms for TD-, SARSA- and Q-learning which work seamlessly on various games with arbitrary number of players. This is achieved by taking a player-centered view where each player propagates his/her rewards back to previous rounds. We add a new element called Final Adaptation RL (FARL) to all these algorithms. Our main contribution is that FARL is a vitally important ingredient to achieve success with the player-centered view in various games. We report results on seven board games with 1, 2 and 3 players, including Othello, ConnectFour and Hex. In most cases it is found that FARL is important to learn a near-perfect playing strategy. All algorithms are available in the GBG framework on GitHub.
- North America > United States > Massachusetts > Middlesex County > Cambridge (0.04)
- Europe > Germany (0.04)
- Asia > Vietnam > Long An Province (0.04)