The grand challenge of computer Go
By Sylvain Gelly, Levente Kocsis, Marc Schoenauer, Michèle Sebag, David Silver, Csaba Szepesvari, Olivier Teytaud. 2012
240 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Economics and Econometrics
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Sergey Levine
- Pieter Abbeel
- Yoshua Bengio
- Yuxi Li
- Jianfeng Gao
- Ruslan Salakhutdinov
- Timothy P. Lillicrap
- Quoc V. Le
In Economics and Econometrics
- David Silver
- Timothy P. Lillicrap
- Johannes Heinrich
- Arthur Guez
- Jacek Ma'ndziuk
- B. Sawicki
- Maciej Swiechowski
- K. Godlewski
Citations in the corpus
- Deep Reinforcement Learning from Self-Play in Imperfect-Information Games (2016, background): “Games have a tradition of encouraging advances in artificial intelligence and machine learning (Samuel, 1959; Tesauro, 1995; Campbell et al., 2002; Gelly et al., 2012; Bowling et al., 2015).”
- Efficient Bayes-Adaptive Reinforcement Learning using Sample-Based Search (2012, methodology): “Nevertheless, the UCT algorithm has produced excellent empirical performance in many domains [12].”
- Monte Carlo Tree Search: a review of recent modifications and applications (2021, background): “It was quickly called a major breakthrough (Gelly et al. 2012) as it allowed for a leap from 14 kyu, which is an average amateur level, to 5 dan, which is considered an advanced level but not professional yet.”
- Neural Networks and Deep Learning (2018, unknown): “Subsequently, it was used in the game of Go [135, 346, 445, 446].”
- Algorithms for computing strategies in two-player simultaneous move games (2016, unknown): “tical success in computer Go [47, 48], MCTS has since been applied successfully to simultaneous move games and to imperfect information games [49, 50, 13].”
- Navigating the Affordance Landscape: Feedback Control as a Process Model of Behavior and Cognition. (2016, unknown): “Computational approaches to this problem usually adopt some sort of (learned) internal model and/or intermediate state values to guide the search; and some of them begin to be able to address large problem spaces, for example, Monte Carlo tree search [68,69].”
- Convex Optimization: Algorithms and Complexity (2015, unknown): “In recent years, Monte-Carlo tree search methods have been applied with significant success to planning problems in games and other domains [Gelly et al., 2012].”
- Self-play Monte-Carlo tree search in computer poker (2014, methodology): “Backgammon and computer Go are two examples of fully observable two-player games where reinforcement learning methods have achieved outstanding performance (Tesauro 1992; Gelly et al. 2012).”
- Reinforcement learning improves behaviour from evaluative feedback (2015, methodology): “Use of the upper confidence intervals in trees (UCT) algorithm 26 resulted in a quantum leap in performance in Go 27 .”
- Smooth UCT Search in Computer Poker (2015, methodology): “MCTS [Coulom, 2007] is a simulation-based search algorithm that has been incredibly successful in perfectinformation domains [Browne et al., 2012; Gelly et al., 2012].”
- Bias-corrected Q-learning to control max-operator bias in Q-learning (2013, unknown): “Recently, a lot of attention has been given to look-ahead methods such as Monte Carlo Tree Search (MCTS) and Upper Confidence bounds applied to Trees (UCT) [21], [22].”
- Mastering the game of Go with deep neural networks and tree search (2016, background): “The previous major breakthrough in computer Go, the introduction of MCTS, led to corresponding advances in many other domains; for example, general game-playing, classical planning, partially observed planning, scheduling, and constraint satisfaction 35,36 .”