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Authors of recently published research Alpha Zero stated that this technique could be easily generalised to other problems without significant human effort and it approached better than other state-of-the-art alternatives [1]. They tested the system in 3 board games, specifically, Go, Chess and Shogi. We would like to check it in the different game(s) with closer game-space and game-tree complexities.
Questions
How well can Alpha Zero algorithm perform in other games than Go, Chess and Shogi?
Can Alpha Zero perform better than other alternatives?
Can AI agent discover some remarkable knowledge during its self-play training process using Alpha Zero?
After comparing the performance of multiple algorithms, can we make a better one (in the future)?
Methods
Deep Reinforcement Learning + Monte Carlo Tree Search (Alpha Zero)
Alpha-beta Pruning
Adaptive Dynamic Programming
Hand-coded rules
This list can be modified in the later stages of the research.
Candidate Games
We would like to find an answer to our research questions using at least one of this board games:
Gomoku
*Gomoku*, also called Gobang or Five in a Row, is an abstract strategyboard game. It is traditionally played with Go pieces (black and white stones) on a Go board, using 15×15 of the 19×19 grid intersections. Because pieces are not moved or removed from the board, Gomoku may also be played as a paper and pencil game. The game is known in several countries under different names.
It's space complexity in 15x15 board is about 3225 while game tree complexity 1070[3].
Abalone
Abalone is an award-winning two-player abstract strategyboard game designed by Michel Lalet and Laurent Lévi in 1987. Players are represented by opposing black and white marbles on a hexagonal board with the objective of pushing six of the opponent's marbles off the edge of the board.
It's space complexity is about 6.5 * 1023 while average branching factor 60 and game tree complexity 5 * 10154[4].
Related Work:
Silver D. et al. (2017). Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm. Retrieved from https://arxiv.org/abs/1712.01815.
Zhao, D., Zhang, Z., & Dai, Y. (2012). Self-teaching adaptive dynamic programming for Gomoku. Neurocomputing, 78(1), 23-29.
Shao, K., Zhao, D., Tang, Z., & Zhu, Y. (2016, November). Move prediction in Gomoku using deep learning. In Chinese Association of Automation (YAC), Youth Academic Annual Conference of (pp. 292-297). IEEE.
Tan, Q., & Hu, X. CS221 Project Final Report Gomoku Game Agent.
Also, I suggest we should test the algorithm performance with some public Gomoku/Abalone engines. I list some below after researching.
Gomoku
Yixin, developed by Kai Sun, is the winner of the 13th, 14th, 15th, 16th, 17th and 18th Gomocup. It is widely known as the best Gomoku AI in the world. http://www.aiexp.info/pages/yixin.html
Gomocup – The Gomoku AI Tournament
Gomocup released different versions of the top 39 AI in 2017 tournament, including Yixin listed above. http://gomocup.org/download-gomoku-ai/
Hypothesis
Authors of recently published research Alpha Zero stated that this technique could be easily generalised to other problems without significant human effort and it approached better than other state-of-the-art alternatives [1]. They tested the system in 3 board games, specifically, Go, Chess and Shogi. We would like to check it in the different game(s) with closer game-space and game-tree complexities.
Questions
Methods
This list can be modified in the later stages of the research.
Candidate Games
We would like to find an answer to our research questions using at least one of this board games:
Gomoku
-- Wikipedia
It's space complexity in 15x15 board is about 3225 while game tree complexity 1070 [3].
Abalone
-- Wikipedia
It's space complexity is about 6.5 * 1023 while average branching factor 60 and game tree complexity 5 * 10154 [4].
Related Work:
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