Reinforcement Learning of Local Shape in the Game of Go
By David Silver, Richard S. Sutton, Martin Müller. 2007
150 citations recorded by the source corpus.
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
- Yuxi Li
- Lihong Li
- Shimon Whiteson
- Pieter Abbeel
- David Silver
- Csaba Szepesvari
- Richard S. Sutton
Citations in the corpus
- Language Understanding for Text-based Games using Deep Reinforcement Learning (2015, methodology): “Q-Learning Reinforcement Learning is a commonly used framework for learning control policies in game environments (Silver et al., 2007; Amato and Shani, 2010; Branavan et al., 2011b; Szita, 2012).”
- Fast Gradient-Descent Methods for Temporal-Difference Learning with Linear Function Approximation (2009, unknown): “In applications, n is often too large (e.g., n = 10 6 in Computer Go, Silver et al. 2007) for second-order methods to be feasible.”
- Sample-based learning and search with permanent and transient memories (2008, methodology): “Similarly, in the permanent memory of our architecture, the value function is approximated by a linear combination of binary features, learned offline by temporal-difference learning and self-play (Silver et al., 2007).”
- Value-Aware Loss Function for Model-based Reinforcement Learning (2017, background): “The features φ might either be manually-designed (e.g., [Silver et al., 2007; Liang et al., 2016]) or automatically generated data-dependently, e.g., [Petrik, 2007; Mahadevan and Maggioni, 2007; Parr et al., 2007; Mahadevan and Liu, 2010; Geramifard et al., 2011; Farahmand and Precup, 2012; B¨ohmer…”
- Algorithms for Reinforcement Learning (2010, background): “, Backgammon (Tesauro, 1994) and Go (Silver et al., 2007)), applications in networking (e.”
- Combining online and offline knowledge in UCT (2007, methodology): “The .gure shows (clockwise from top-left) 1 × 1, 2 × 1, 2 × 2 and 3 × 3 local shap e features which occur in the example position. f(s, a) that recognise local patterns of stones (Silver et al., 2007).”
- Temporal-difference search in computer Go (2012, unknown): “3 we used TD learning to extract general domain knowledge from games of self-play (Schraudolph et al. 1994; Enzenberger 1996; Dahl 1999; Enzenberger 2003; Silver et al. 2007).”
- Unsupervised Real-Time Control Through Variational Empowerment (2017, unknown): “…Peters, 2012], stock trading [Li et al., 2009, Tsitsik-lis and Van Roy, 1999, 2001], targeted marketing [Abe et al., 2004], learning to play games [Silver et al., 2016, 2007, Tesauro, 1994], predictive maintainance [Gosavi, 2004], process automation [Zhang and Dietterich, 1995] or electrical…”
- Regularization in reinforcement learning (2011, methodology): “And finally, reinforcement learning algorithms have also been used to design automated players for games such as backgammon [Tesauro, 1994], Go [Silver et al., 2007], and Atari 2600 console games [Naddaf, 2010].”
- A unifying framework for computational reinforcement learning theory (2009, methodology): “many other learning-to-control problems in a broad sense, including the early checkerslearning program [Samuel 1959], the celebrated TD-Gammon program [Tesauro 1995] that achieved world-champion-level game-playing ability in backgammon, packet routing [Boyan and Littman 1994], elevator dispatching [”
- Gradient temporal-difference learning algorithms (2011, methodology): “He used a version of RLGO (Silver et al. 2007) modified to use a purely linear evaluation function.”
- Fast gradient-descent methods for temporal-difference learning with linear function approximation (2009, unknown): “We used a version of RLGO (Silver et al. 2007) modified to use a purely linear evaluation function.”
- Policy evaluation with temporal differences: a survey and comparison (2015, methodology): “For example, they can provide failure probabilities in large telecommunication networks (Frank et al., 2008), taxi-out times at big airports (Balakrishna et al., 2010) or the importance of different board configurations in the game Go (Silver et al., 2007).”
- DEVELOPING A PREDICTIVE APPROACH TO KNOWLEDGE (2015, methodology): “In practice, the linear TD(λ) algorithm can outperform the wellknown least mean squares rule (also known as Widrow-Hoff algorithm) on temporal prediction tasks (Sutton, 1988), and has been successfully applied to more complex domains like Backgammon (Tesauro, 1995), Computer GO (Silver et al., 2007)”