uct
Maximum Entropy Monte-Carlo Planning
We develop a new algorithm for online planning in large scale sequential decision problems that improves upon the worst case efficiency of UCT. The idea is to augment Monte-Carlo Tree Search (MCTS) with maximum entropy policy optimization, evaluating each search node by softmax values back-propagated from simulation. To establish the effectiveness of this approach, we first investigate the single-step decision problem, stochastic softmax bandits, and show that softmax values can be estimated at an optimal convergence rate in terms of mean squared error. We then extend this approach to general sequential decision making by developing a general MCTS algorithm, Maximum Entropy for Tree Search (MENTS). We prove that the probability of MENTS failing to identify the best decision at the root decays exponentially, which fundamentally improves the polynomial convergence rate of UCT. Our experimental results also demonstrate that MENTS is more sample efficient than UCT in both synthetic problems and Atari 2600 games.
- Europe > United Kingdom > England > Oxfordshire > Oxford (0.04)
- Europe > Estonia (0.04)
- North America > Canada > Alberta (0.14)
- North America > Canada > British Columbia > Metro Vancouver Regional District > Vancouver (0.04)
Maximum Entropy Monte-Carlo Planning
We develop a new algorithm for online planning in large scale sequential decision problems that improves upon the worst case efficiency of UCT. The idea is to augment Monte-Carlo Tree Search (MCTS) with maximum entropy policy optimization, evaluating each search node by softmax values back-propagated from simulation. To establish the effectiveness of this approach, we first investigate the single-step decision problem, stochastic softmax bandits, and show that softmax values can be estimated at an optimal convergence rate in terms of mean squared error. We then extend this approach to general sequential decision making by developing a general MCTS algorithm, Maximum Entropy for Tree Search (MENTS). We prove that the probability of MENTS failing to identify the best decision at the root decays exponentially, which fundamentally improves the polynomial convergence rate of UCT.
Dual Consolidation for Pre-Trained Model-Based Domain-Incremental Learning
Zhou, Da-Wei, Cai, Zi-Wen, Ye, Han-Jia, Zhang, Lijun, Zhan, De-Chuan
Domain-Incremental Learning (DIL) involves the progressive adaptation of a model to new concepts across different domains. While recent advances in pre-trained models provide a solid foundation for DIL, learning new concepts often results in the catastrophic forgetting of pre-trained knowledge. Specifically, sequential model updates can overwrite both the representation and the classifier with knowledge from the latest domain. Thus, it is crucial to develop a representation and corresponding classifier that accommodate all seen domains throughout the learning process. To this end, we propose DUal ConsolidaTion (Duct) to unify and consolidate historical knowledge at both the representation and classifier levels. By merging the backbone of different stages, we create a representation space suitable for multiple domains incrementally. The merged representation serves as a balanced intermediary that captures task-specific features from all seen domains. Additionally, to address the mismatch between consolidated embeddings and the classifier, we introduce an extra classifier consolidation process. Leveraging class-wise semantic information, we estimate the classifier weights of old domains within the latest embedding space. By merging historical and estimated classifiers, we align them with the consolidated embedding space, facilitating incremental classification. Extensive experimental results on four benchmark datasets demonstrate Duct's state-of-the-art performance.
- Research Report (0.64)
- Overview (0.46)
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.
- South America > Argentina > Pampas > Buenos Aires F.D. > Buenos Aires (0.04)
- Oceania > Australia > New South Wales > Sydney (0.04)
- Europe > Italy > Piedmont > Turin Province > Turin (0.04)
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Trajectory-Based Short-Sighted Probabilistic Planning
Probabilistic planning captures the uncertainty of plan execution by probabilistically modeling the effects of actions in the environment, and therefore the probability of reaching different states from a given state and action. In order to compute a solution for a probabilistic planning problem, planners need to manage the uncertainty associated with the different paths from the initial state to a goal state. Several approaches to manage uncertainty were proposed, e.g., consider all paths at once, perform determinization of actions, and sampling. In this paper, we introduce trajectory-based short-sighted Stochastic Shortest Path Problems (SSPs), a novel approach to manage uncertainty for probabilistic planning problems in which states reachable with low probability are substituted by artificial goals that heuristically estimate their cost to reach a goal state. We also extend the theoretical results of Short-Sighted Probabilistic Planner (SSiPP) [1] by proving that SSiPP always finishes and is asymptotically optimal under sufficient conditions on the structure of short-sighted SSPs. We empirically compare SSiPP using trajectorybased short-sighted SSPs with the winners of the previous probabilistic planning competitions and other state-of-the-art planners in the triangle tireworld problems.
- North America > United States > Pennsylvania > Allegheny County > Pittsburgh (0.14)
- North America > United States > California > San Mateo County > Menlo Park (0.04)
fe709c654eac84d5239d1a12a4f71877-Reviews.html
The main idea is to sample several determinations of the system in the form of roll-out trees where each state/action pair has only one sampled successor. A combination of breadth-first and best-first search is used to explore the deterministic trees, and then they are recombined to create a stochastic model from which a policy can be calculated. The algorithm is proven to be consistent (as the number of trees and number of nodes in each tree both approach infinity, the value at the root can be arbitrarily approximated with high probability). The algorithm is empirically compared to an planning algorithm that requires a full transition model and performs well in comparison.
Lookahead Pathology in Monte-Carlo Tree Search
Nguyen, Khoi P. N., Ramanujan, Raghuram
Monte-Carlo Tree Search (MCTS) is an adversarial search paradigm that first found prominence with its success in the domain of computer Go. Early theoretical work established the game-theoretic soundness and convergence bounds for Upper Confidence bounds applied to Trees (UCT), the most popular instantiation of MCTS; however, there remain notable gaps in our understanding of how UCT behaves in practice. In this work, we address one such gap by considering the question of whether UCT can exhibit lookahead pathology -- a paradoxical phenomenon first observed in Minimax search where greater search effort leads to worse decision-making. We introduce a novel family of synthetic games that offer rich modeling possibilities while remaining amenable to mathematical analysis. Our theoretical and experimental results suggest that UCT is indeed susceptible to pathological behavior in a range of games drawn from this family.
- North America > United States > California > San Francisco County > San Francisco (0.14)
- North America > United States > New York > New York County > New York City (0.04)
- Europe > Germany > Baden-Württemberg > Freiburg (0.04)
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- Leisure & Entertainment > Games > Chess (0.71)
- Leisure & Entertainment > Games > Go (0.48)
An Efficient Dynamic Sampling Policy For Monte Carlo Tree Search
Zhang, Gongbo, Peng, Yijie, Xu, Yilong
Monte Carlo Tree Search (MCTS) is a popular tree-based search strategy within the framework of reinforcement learning (RL), which estimates the optimal value of a state and action by building a tree with Monte Carlo simulation. It has been widely used in sequential decision makings, including scheduling problems, inventory, production management, and real-world games, such as Go, Chess, Tic-tac-toe and Chinese Checkers. See Browne et al. (2012), Fu (2018) and Świechowski et al. (2021) for thorough overviews. MCTS uses little or no domain knowledge and self learns by running more simulations. Many variations have been proposed for MCTS to improve its performance. In particular, deep neural networks are combined into MCTS to achieve a remarkable success in the game of Go (Silver et al. 2016, 2017). A basic MCTS is to build a game tree from the root node in an incremental and asymmetric manner, where nodes correspond to states and edges correspond to possible state-action pairs.
- Asia > China > Beijing > Beijing (0.04)
- North America > United States > New York (0.04)
- North America > United States > California (0.04)
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