Searching for solutions in games and artificial intelligence
By L. Victor Allis. 1994
Subfields: Reinforcement Learning
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Reinforcement Learning
- Sergey Levine
- Pieter Abbeel
- Yuxi Li
- David Silver
- Timothy P. Lillicrap
- Shimon Whiteson
- Chelsea Finn
- Jimmy Ba
Citations in the corpus
- Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm (2017, background): “Shogi is a significantly harder game, in terms of computational complexity, than chess (2, 15): it is played on a larger board with a wider variety of pieces; any captured opponent piece changes sides and may subsequently be dropped anywhere on the board.”
- DeepStack: Expert-level artificial intelligence in heads-up no-limit poker (2017, background): “By comparison, computers have exceeded expert human performance in go (6), a perfect information game with approximately 10(170) decision points (12).”
- Giraffe: Using Deep Reinforcement Learning to Play Chess (2015, methodology): “The search tree size for chess is estimated to be about 10 123 [6] (10 46 without repetitions [7]) which is more than one hundred orders of magnitudes higher than what is computationally feasible using modern computers.”
- Dota 2 with Large Scale Deep Reinforcement Learning (2019, background): “Chess has a branching factor of around 35 valid actions, and Go around 250[11].”
- Born to Learn: the Inspiration, Progress, and Future of Evolved Plastic Artificial Neural Networks (2017, background): “A further step in complexity is represented by high-level planning and strategies required, e.g., when applying AI to games (Allis et al., 1994; Millington and Funge, 2016) or articulated robotic tasks.”
- Monte-Carlo Tree Search Solver (2008, unknown): “[2] (e.”
- Multi-Agent Reinforcement Learning: A Selective Overview of Theories and Algorithms (2019, background): “It is estimated in [355] that the size of state space exceeds 10360, which forbids the usage of any traditional reinforcement learning or searching algorithms.”
- Computer-Assisted Synthetic Planning: The End of the Beginning. (2016, background): “number of moves possible from a given position is 35 translating into 10123 possible 80-move games([11]) Over 4 Ö 10(19) possible configurations; more than 2 Ö 10(20) possible sequences of 18 moves([12]) On average, 80.”
- Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search (2006, background): “When played on a 9◊ 9 grid, the complexity of the game of Go, in terms of the number of legal positions, is inferior to the complexity of the game of chess [ 2 ,27], and the number of legal moves per position is similar.”
- Deep neural networks, gradient-boosted trees, random forests: Statistical arbitrage on the S&P 500 (2017, background): “As explained in Allis (1994) and in Silver et al. (2016), such games of perfect information may be solved by recursively computing the optimal value function in a search tree.”
- Programming (2004, unknown): “The state-space complexity (Allis, 1994) of mancala games can be computed from the number of holes and number of counters involved.”
- DeepStack: Expert-Level Artificial Intelligence in No-Limit Poker (2017, background): “By comparison, computers have exceeded expert human performance in go (6), a perfect information game with approximately 10(170) decision points (12).”
- Application of reinforcement learning to the game of Othello (2008, background): “The state space size of Othello is approximately 1028 [22,23], and its length is 60 moves at most.”
- Heads-up limit hold’em poker is solved (2015, background): “Allis (26) gave three different definitions for solving a game.”
- A general reinforcement learning algorithm that masters chess, shogi, and Go through self-play (2018, background): “In terms of game tree complexity, shogi is a substantially harder game than chess (13, 14): It is played on a larger boardwith awider variety of pieces; any captured opponent piece switches sides and may subsequently be dropped anywhere on the board.”