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I-Chen Wu

Publications and source records attributed to I-Chen Wu.

44 records · Page 3Linked to original sources

Multiple Policy Value Monte Carlo Tree Search

Many of the strongest game playing programs use a combination of Monte Carlo tree search (MCTS) and deep neural networks (DNN), where the DNNs are used as policy or value evaluators. Given a limited budget, such as online playing or during the self-play phase of AlphaZero (AZ) training, a balance needs to be reached between accurate state estimation and more MCTS simulations, both of which are critical for a strong game playing agent. Typically, larger DNNs are better at generalization and accurate evaluation, while smaller DNNs are less costly, and therefore can lead to more MCTS simulations and bigger search trees with the same budget. This paper introduces a new method called the multiple policy value MCTS (MPV-MCTS), which combines multiple policy value neural networks (PV-NNs) of various sizes to retain advantages of each network, where two PV-NNs f_S and f_L are used in this paper. We show through experiments on the game NoGo that a combined f_S and f_L MPV-MCTS outperforms single PV-NN with policy value MCTS, called PV-MCTS. Additionally, MPV-MCTS also outperforms PV-MCTS for AZ training.

cs.AI↗

Towards Combining On-Off-Policy Methods for Real-World Applications

In this paper, we point out a fundamental property of the objective in reinforcement learning, with which we can reformulate the policy gradient objective into a perceptron-like loss function, removing the need to distinguish between on and off policy training. Namely, we posit that it is sufficient to only update a policy $π$ for cases that satisfy the condition $A(\fracπμ-1)\leq0$, where $A$ is the advantage, and $μ$ is another policy. Furthermore, we show via theoretic derivation that a perceptron-like loss function matches the clipped surrogate objective for PPO. With our new formulation, the policies $π$ and $μ$ can be arbitrarily apart in theory, effectively enabling off-policy training. To examine our derivations, we can combine the on-policy PPO clipped surrogate (which we show to be equivalent with one instance of the new reformation) with the off-policy IMPALA method. We first verify the combined method on the OpenAI Gym pendulum toy problem. Next, we use our method to train a quadrotor position controller in a simulator. Our trained policy is efficient and lightweight enough to perform in a low cost micro-controller at a minimum update rate of 500 Hz. For the quadrotor, we show two experiments to verify our method and demonstrate performance: 1) hovering at a fixed position, and 2) tracking along a specific trajectory. In preliminary trials, we are also able to apply the method to a real-world quadrotor.

cs.LG↗

Stochastic Gradient Descent with Hyperbolic-Tangent Decay on Classification

Learning rate scheduler has been a critical issue in the deep neural network training. Several schedulers and methods have been proposed, including step decay scheduler, adaptive method, cosine scheduler and cyclical scheduler. This paper proposes a new scheduling method, named hyperbolic-tangent decay (HTD). We run experiments on several benchmarks such as: ResNet, Wide ResNet and DenseNet for CIFAR-10 and CIFAR-100 datasets, LSTM for PAMAP2 dataset, ResNet on ImageNet and Fashion-MNIST datasets. In our experiments, HTD outperforms step decay and cosine scheduler in nearly all cases, while requiring less hyperparameters than step decay, and more flexible than cosine scheduler. Code is available at https://github.com/BIGBALLON/HTD.

cs.CV↗

Comparison Training for Computer Chinese Chess

This paper describes the application of comparison training (CT) for automatic feature weight tuning, with the final objective of improving the evaluation functions used in Chinese chess programs. First, we propose an n-tuple network to extract features, since n-tuple networks require very little expert knowledge through its large numbers of features, while simulta-neously allowing easy access. Second, we propose a novel evalua-tion method that incorporates tapered eval into CT. Experiments show that with the same features and the same Chinese chess program, the automatically tuned comparison training feature weights achieved a win rate of 86.58% against the weights that were hand-tuned. The above trained version was then improved by adding additional features, most importantly n-tuple features. This improved version achieved a win rate of 81.65% against the trained version without additional features.

cs.AI↗

Multi-Labelled Value Networks for Computer Go

This paper proposes a new approach to a novel value network architecture for the game Go, called a multi-labelled (ML) value network. In the ML value network, different values (win rates) are trained simultaneously for different settings of komi, a compensation given to balance the initiative of playing first. The ML value network has three advantages, (a) it outputs values for different komi, (b) it supports dynamic komi, and (c) it lowers the mean squared error (MSE). This paper also proposes a new dynamic komi method to improve game-playing strength. This paper also performs experiments to demonstrate the merits of the architecture. First, the MSE of the ML value network is generally lower than the value network alone. Second, the program based on the ML value network wins by a rate of 67.6% against the program based on the value network alone. Third, the program with the proposed dynamic komi method significantly improves the playing strength over the baseline that does not use dynamic komi, especially for handicap games. To our knowledge, up to date, no handicap games have been played openly by programs using value networks. This paper provides these programs with a useful approach to playing handicap games.

cs.AI↗

Multi-Stage Temporal Difference Learning for 2048-like Games

Szubert and Jaskowski successfully used temporal difference (TD) learning together with n-tuple networks for playing the game 2048. However, we observed a phenomenon that the programs based on TD learning still hardly reach large tiles. In this paper, we propose multi-stage TD (MS-TD) learning, a kind of hierarchical reinforcement learning method, to effectively improve the performance for the rates of reaching large tiles, which are good metrics to analyze the strength of 2048 programs. Our experiments showed significant improvements over the one without using MS-TD learning. Namely, using 3-ply expectimax search, the program with MS-TD learning reached 32768-tiles with a rate of 18.31%, while the one with TD learning did not reach any. After further tuned, our 2048 program reached 32768-tiles with a rate of 31.75% in 10,000 games, and one among these games even reached a 65536-tile, which is the first ever reaching a 65536-tile to our knowledge. In addition, MS-TD learning method can be easily applied to other 2048-like games, such as Threes. Based on MS-TD learning, our experiments for Threes also demonstrated similar performance improvement, where the program with MS-TD learning reached 6144-tiles with a rate of 7.83%, while the one with TD learning only reached 0.45%.

cs.LG↗

Human vs. Computer Go: Review and Prospect

The Google DeepMind challenge match in March 2016 was a historic achievement for computer Go development. This article discusses the development of computational intelligence (CI) and its relative strength in comparison with human intelligence for the game of Go. We first summarize the milestones achieved for computer Go from 1998 to 2016. Then, the computer Go programs that have participated in previous IEEE CIS competitions as well as methods and techniques used in AlphaGo are briefly introduced. Commentaries from three high-level professional Go players on the five AlphaGo versus Lee Sedol games are also included. We conclude that AlphaGo beating Lee Sedol is a huge achievement in artificial intelligence (AI) based largely on CI methods. In the future, powerful computer Go programs such as AlphaGo are expected to be instrumental in promoting Go education and AI real-world applications.

cs.AI↗

Depth, balancing, and limits of the Elo model

-Much work has been devoted to the computational complexity of games. However, they are not necessarily relevant for estimating the complexity in human terms. Therefore, human-centered measures have been proposed, e.g. the depth. This paper discusses the depth of various games, extends it to a continuous measure. We provide new depth results and present tool (given-first-move, pie rule, size extension) for increasing it. We also use these measures for analyzing games and opening moves in Y, NoGo, Killall Go, and the effect of pie rules.

cs.GT↗