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Eterna is Solved
RNA design consists of discovering a nucleotide sequence that folds into a target secondary structure. It is useful for synthetic biology, medicine, and nanotechnology. We propose Montparnasse, a Multi Objective Generalized Nested Rollout Policy Adaptation with Limited Repetition (MOGNRP ALR) RNA design algorithm. It solves the Eterna benchmark.
Deep Reinforcement Learning for 5*5 Multiplayer Go
Driss, Brahim, Arjonilla, Jérôme, Wang, Hui, Saffidine, Abdallah, Cazenave, Tristan
In recent years, much progress has been made in computer Go and most of the results have been obtained thanks to search algorithms (Monte Carlo Tree Search) and Deep Reinforcement Learning (DRL). In this paper, we propose to use and analyze the latest algorithms that use search and DRL (AlphaZero and Descent algorithms) to automatically learn to play an extended version of the game of Go with more than two players. We show that using search and DRL we were able to improve the level of play, even though there are more than two players.
Monte Carlo Search Algorithms Discovering Monte Carlo Tree Search Exploration Terms
Monte Carlo Tree Search and Monte Carlo Search have good results for many combinatorial problems. In this paper we propose to use Monte Carlo Search to design mathematical expressions that are used as exploration terms for Monte Carlo Tree Search algorithms. The optimized Monte Carlo Tree Search algorithms are PUCT and SHUSS. We automatically design the PUCT and the SHUSS root exploration terms. For small search budgets of 32 evaluations the discovered root exploration terms make both algorithms competitive with usual PUCT.
Vision Transformers for Computer Go
Sagri, Amani, Cazenave, Tristan, Arjonilla, Jérôme, Saffidine, Abdallah
Motivated by the success of transformers in various fields, such as language understanding and image analysis, this investigation explores their application in the context of the game of Go. In particular, our study focuses on the analysis of the Transformer in Vision. Through a detailed analysis of numerous points such as prediction accuracy, win rates, memory, speed, size, or even learning rate, we have been able to highlight the substantial role that transformers can play in the game of Go. This study was carried out by comparing them to the usual Residual Networks.
Nested Search versus Limited Discrepancy Search
Limited Discrepancy Search (LDS) is a popular algorithm to search a state space with a heuristic to order the possible actions. Nested Search (NS) is another algorithm to search a state space with the same heuristic. NS spends more time on the move associated to the best heuristic playout while LDS spends more time on the best heuristic move. They both use similar times for the same level of search. We advocate in this paper that it is often better to follow the best heuristic playout as in NS than to follow the heuristic as in LDS.
Cazenave
Monte Carlo Tree Search (MCTS) is the state of the art algorithm for many games including the game of Go and General Game Playing (GGP). The standard algorithm for MCTS is Upper Confidence bounds applied to Trees (UCT). For games such as Go a big improvement over UCT is the Rapid Action Value Estimation (RAVE) heuristic. We propose to generalize the RAVE heuristic so as to have more accurate estimates near the leaves. We test the resulting algorithm named GRAVE for Atarigo, Knighthrough, Domineering and Go.
Generalized Nested Rollout Policy Adaptation with Dynamic Bias for Vehicle Routing
Sentuc, Julien, Cazenave, Tristan, Lucas, Jean-Yves
In this paper we present an extension of the Nested Rollout Policy Adaptation algorithm (NRPA), namely the Generalized Nested Rollout Policy Adaptation (GNRPA), as well as its use for solving some instances of the Vehicle Routing Problem. We detail some results obtained on the Solomon instances set which is a conventional benchmark for the Capacitated Vehicle Routing Problem with Time Windows (CVRPTW). We show that on all instances, GN-RPA performs better than NRPA. On some instances, it performs better than the Google OR Tool module dedicated to VRP.
Improving Model and Search for Computer Go
The standard for Deep Reinforcement Learning in games, following Alpha Zero, is to use residual networks and to increase the depth of the network to get better results. We propose to improve mobile networks as an alternative to residual networks and experimentally show the playing strength of the networks according to both their width and their depth. We also propose a generalization of the PUCT search algorithm that improves on PUCT.
Stabilized Nested Rollout Policy Adaptation
Cazenave, Tristan, Sevestre, Jean-Baptiste, Toulemont, Matthieu
Nested Rollout Policy Adaptation (NRPA) is a Monte Carlo search algorithm for single player games. In this paper we propose to modify NRPA in order to improve the stability of the algorithm. Experiments show it improves the algorithm for different application domains: SameGame, Traveling Salesman with Time Windows and Expression Discovery.