Final Adaptation Reinforcement Learning for N-Player Games
This paper covers n-tuple-based reinforcement learning (RL) algorithms for games. We present new algorithms for TD-, SARSA- and Q-learning which work seamlessly on various games with arbitrary number of players. This is achieved by taking a player-centered view where each player propagates his/her rewards back to previous rounds. We add a new element called Final Adaptation RL (FARL) to all these algorithms. Our main contribution is that FARL is a vitally important ingredient to achieve success with the player-centered view in various games. We report results on seven board games with 1, 2 and 3 players, including Othello, ConnectFour and Hex. In most cases it is found that FARL is important to learn a near-perfect playing strategy. All algorithms are available in the GBG framework on GitHub.
Code (0)
등록된 구현이 없습니다.
Tasks
Board GamesQ-Learningreinforcement-learningReinforcement LearningReinforcement Learning (RL)Methods 이 논문이 사용한 방법론
Similar Papers 제목 키워드 기반
Learning to Resolve Alliance Dilemmas in Many-Player Zero-Sum Games
Zero-sum games have long guided artificial intelligence research, since they possess both a rich strategy space of best-responses and a clear evaluation metric. What's more, competition is a vital mechanism in many real-…
Multi-agent Reinforcement Learningreinforcement-learningReinforcement LearningReinforcement Learning (RL)Suphx: Mastering Mahjong with Deep Reinforcement Learning
Artificial Intelligence (AI) has achieved great success in many domains, and game AI is widely regarded as its beachhead since the dawn of AI. In recent years, studies on game AI have gradually evolved from relatively si…
Deep Reinforcement Learningreinforcement-learningReinforcement LearningReinforcement Learning (RL)From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization
In this paper we investigate the Follow the Regularized Leader dynamics in sequential imperfect information games (IIG). We generalize existing results of Poincar\'e recurrence from normal-form games to zero-sum two-play…
Anytime PSRO for Two-Player Zero-Sum Games
Policy space response oracles (PSRO) is a multi-agent reinforcement learning algorithm that has achieved state-of-the-art performance in very large two-player zero-sum games. PSRO is based on the tabular double oracle (D…
Multi-agent Reinforcement Learningreinforcement-learningReinforcement LearningReinforcement Learning (RL)+1Exploiting Approximate Symmetry for Efficient Multi-Agent Reinforcement Learning
Mean-field games (MFG) have become significant tools for solving large-scale multi-agent reinforcement learning problems under symmetry. However, the assumption of exact symmetry limits the applicability of MFGs, as real…
Multi-agent Reinforcement Learningreinforcement-learningReinforcement Learning