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Ti-Rong Wu

Publications and source records attributed to Ti-Rong Wu.

At least 19 recordsLinked to original sources

LaGO: Latent Action Guidance for Online Reinforcement Learning

Large language models (LLMs) have shown strong potential for planning and sequential decision-making, but prior work often relies on using them as direct controllers, which requires precise action generation and can be unreliable in practice. This paper proposes Latent Action Guidance for Online Reinforcement Learning (LaGO), a framework that uses a pretrained LLM as a latent action prior to softly guide online policy optimization, rather than treating the LLM as an explicit planner or controller. Experiments on both a discrete-control benchmark, CLEVR-Robot, and a continuous-control benchmark, Meta-World, demonstrate that LaGO consistently improves both reward and success rate over Vanilla PPO. In particular, LaGO increases the average success rate from 15.1% to 27.2% on CLEVR-Robot and from 2.7% to 15.2% on Meta-World. Our analysis further shows that stronger pretrained LLMs provide more effective guidance, suggesting that LLM knowledge can improve planning and online decision-making.

cs.AI

WallZero: Mastering the Game of WallGo with Strategic Analysis

WallGo is a recently introduced strategic board game popularized by the 2025 Netflix series The Devil's Plan. Although played on a small 7 x 7 board, its combination of stone movement and wall placement yields high game-tree complexity and intricate strategic interactions. Despite its growing popularity, WallGo remains underexplored. This paper presents WallZero, an AlphaZero-based agent for the two-player WallGo setting. We introduce tailored action and feature designs to improve playing performance significantly. In the evaluation, WallZero defeats two professional Go players who participated in this study, securing on average 1.98x more territory per game. Beyond its strength, we use WallZero to assess game fairness and identify key strategies for mastering WallGo. Interestingly, our results show that the opening used in the Netflix series yields a more balanced game. Our code is available at https://rlg.iis.sinica.edu.tw/papers/wallzero.

cs.AI

MINDGAMES: A Live Arena for Evaluating Social and Strategic Reasoning in Multi-Agent LLMs

Large language models (LLMs) are increasingly deployed as interactive agents, yet their capacity for social and strategic reasoning over extended interaction remains poorly understood. Existing evaluations rely on static vignettes or single-game benchmarks that cannot capture the sustained, multi-faceted reasoning that real-world multi-agent settings demand. We introduce Mindgames, a multi-game arena and evaluation platform for LLM agents that operationalizes complementary reasoning demands relevant to ``theory of mind'': belief attribution under hidden information, opponent modeling through repeated strategic interaction, cooperative inference under knowledge asymmetries, and sustained deception in social deduction. Built on TextArena, Mindgames provides a unified interaction interface, TrueSkill-based rating, and full trajectory logging across four game environments. We instantiate Mindgames through a 2025 competition cycle hosted at a major AI conference, which assessed 944 submitted agents from 76 teams across four games: Colonel Blotto, Iterated Prisoner's Dilemma, Codenames, and Secret Mafia. Our analysis surfaces both agent-level and evaluation-level limitations: brittle rule adherence remains a major bottleneck, top-performing systems repeatedly rely on explicit structural scaffolding, and leaderboard validity differs sharply across environments. In particular, failure-heavy environments can reward robustness to opponent errors as much as strategic ability, with Secret Mafia exhibiting a pronounced error-survival confound in this cycle. We release a dataset of 29,571 multi-agent games with turn-level observations, actions, and rewards, together with MG-Ref, a deterministic offline tournament protocol that scores new agents against a frozen reference pool of top-ranked, low-error Stage~II submissions under the same error-attribution lens used in this analysis.

cs.AI

MAPLE: Multi-State Aggregated Policy Evaluation for AlphaZero in Imperfect-Information Games

Imperfect-information games (IIGs) are challenging, as players must make decisions without fully observing the true game state. While AlphaZero has achieved remarkable success in perfect-information games, extending it to IIGs remains difficult. Existing search-based approaches, such as Perfect Information Monte Carlo (PIMC), suffer from strategy fusion, while Information Set Monte Carlo Tree Search (IS-MCTS) incurs high computational cost when combined with neural networks. In this paper, we propose Multi-State Aggregated PoLicy Evaluation (MAPLE), a tree search method that aggregates policy and value evaluations from multiple sampled world states within a single search tree, combining the advantages of PIMC and IS-MCTS while maintaining a controllable computational cost. We further incorporate a Siamese-based sampling strategy to select informative world states from the information set. Experiments on Phantom Go and Dark Hex show that MAPLE significantly outperforms the PIMC-based AlphaZero baseline, achieving Elo improvements of 291 and 136, respectively. These results demonstrate that MAPLE is an effective approach for AlphaZero-style learning in imperfect-information games.

cs.AI

Evaluating Game Difficulty in Tetris Block Puzzle

Tetris Block Puzzle is a single player stochastic puzzle in which a player places blocks on an 8 x 8 grid to complete lines; its popular variants have amassed tens of millions of downloads. Despite this reach, there is little principled assessment of which rule sets are more difficult. Inspired by prior work that uses AlphaZero as a strong evaluator for chess variants, we study difficulty in this domain using Stochastic Gumbel AlphaZero (SGAZ), a budget-aware planning agent for stochastic environments. We evaluate rule changes including holding block h, preview holding block p, and additional Tetris block variants using metrics such as training reward and convergence iterations. Empirically, increasing h and p reduces difficulty (higher reward and faster convergence), while adding more Tetris block variants increases difficulty, with the T-pentomino producing the largest slowdown. Through analysis, SGAZ delivers strong play under small simulation budgets, enabling efficient, reproducible comparisons across rule sets and providing a reference for future design in stochastic puzzle games.

cs.AI

Regret-Guided Search Control for Efficient Learning in AlphaZero

Reinforcement learning (RL) agents achieve remarkable performance but remain far less learning-efficient than humans. While RL agents require extensive self-play games to extract useful signals, humans often need only a few games, improving rapidly by repeatedly revisiting states where mistakes occurred. This idea, known as search control, aims to restart from valuable states rather than always from the initial state. In AlphaZero, prior work Go-Exploit applies this idea by sampling past states from self-play or search trees, but it treats all states equally, regardless of their learning potential. We propose Regret-Guided Search Control (RGSC), which extends AlphaZero with a regret network that learns to identify high-regret states, where the agent's evaluation diverges most from the actual outcome. These states are collected from both self-play trajectories and MCTS nodes, stored in a prioritized regret buffer, and reused as new starting positions. Across 9x9 Go, 10x10 Othello, and 11x11 Hex, RGSC outperforms AlphaZero and Go-Exploit by an average of 77 and 89 Elo, respectively. When training on a well-trained 9x9 Go model, RGSC further improves the win rate against KataGo from 69.3% to 78.2%, while both baselines show no improvement. These results demonstrate that RGSC provides an effective mechanism for search control, improving both efficiency and robustness of AlphaZero training. Our code is available at https://rlg.iis.sinica.edu.tw/papers/rgsc.

cs.LG

A Study of Solving Life-and-Death Problems in Go Using Relevance-Zone Based Solvers

This paper analyzes the behavior of solving Life-and-Death (L&D) problems in the game of Go using current state-of-the-art computer Go solvers with two techniques: the Relevance-Zone Based Search (RZS) and the relevance-zone pattern table. We examined the solutions derived by relevance-zone based solvers on seven L&D problems from the renowned book "Life and Death Dictionary" written by Cho Chikun, a Go grandmaster, and found several interesting results. First, for each problem, the solvers identify a relevance-zone that highlights the critical areas for solving. Second, the solvers discover a series of patterns, including some that are rare. Finally, the solvers even find different answers compared to the given solutions for two problems. We also identified two issues with the solver: (a) it misjudges values of rare patterns, and (b) it tends to prioritize living directly rather than maximizing territory, which differs from the behavior of human Go players. We suggest possible approaches to address these issues in future work. Our code and data are available at https://rlg.iis.sinica.edu.tw/papers/study-LD-RZ.

cs.AI

Learning Human-Like RL Agents Through Trajectory Optimization With Action Quantization

Human-like agents have long been one of the goals in pursuing artificial intelligence. Although reinforcement learning (RL) has achieved superhuman performance in many domains, relatively little attention has been focused on designing human-like RL agents. As a result, many reward-driven RL agents often exhibit unnatural behaviors compared to humans, raising concerns for both interpretability and trustworthiness. To achieve human-like behavior in RL, this paper first formulates human-likeness as trajectory optimization, where the objective is to find an action sequence that closely aligns with human behavior while also maximizing rewards, and adapts the classic receding-horizon control to human-like learning as a tractable and efficient implementation. To achieve this, we introduce Macro Action Quantization (MAQ), a human-like RL framework that distills human demonstrations into macro actions via Vector-Quantized VAE. Experiments on D4RL Adroit benchmarks show that MAQ significantly improves human-likeness, increasing trajectory similarity scores, and achieving the highest human-likeness rankings among all RL agents in the human evaluation study. Our results also demonstrate that MAQ can be easily integrated into various off-the-shelf RL algorithms, opening a promising direction for learning human-like RL agents. Our code is available at https://rlg.iis.sinica.edu.tw/papers/MAQ.

cs.AI

Relevance-Zone Reduction in Game Solving

Game solving aims to find the optimal strategies for all players and determine the theoretical outcome of a game. However, due to the exponential growth of game trees, many games remain unsolved, even though methods like AlphaZero have demonstrated super-human level in game playing. The Relevance-Zone (RZ) is a local strategy reuse technique that restricts the search to only the regions relevant to the outcome, significantly reducing the search space. However, RZs are not unique. Different solutions may result in RZs of varying sizes. Smaller RZs are generally more favorable, as they increase the chance of reuse and improve pruning efficiency. To this end, we propose an iterative RZ reduction method that repeatedly solves the same position while gradually restricting the region involved, guiding the solver toward smaller RZs. We design three constraint generation strategies and integrate an RZ Pattern Table to fully leverage past solutions. In experiments on 7x7 Killall-Go, our method reduces the average RZ size to 85.95% of the original. Furthermore, the reduced RZs can be permanently stored as reusable knowledge for future solving tasks, especially for larger board sizes or different openings.

cs.AI

Dynamic Sight Range Selection in Multi-Agent Reinforcement Learning

Multi-agent reinforcement Learning (MARL) is often challenged by the sight range dilemma, where agents either receive insufficient or excessive information from their environment. In this paper, we propose a novel method, called Dynamic Sight Range Selection (DSR), to address this issue. DSR utilizes an Upper Confidence Bound (UCB) algorithm and dynamically adjusts the sight range during training. Experiment results show several advantages of using DSR. First, we demonstrate using DSR achieves better performance in three common MARL environments, including Level-Based Foraging (LBF), Multi-Robot Warehouse (RWARE), and StarCraft Multi-Agent Challenge (SMAC). Second, our results show that DSR consistently improves performance across multiple MARL algorithms, including QMIX and MAPPO. Third, DSR offers suitable sight ranges for different training steps, thereby accelerating the training process. Finally, DSR provides additional interpretability by indicating the optimal sight range used during training. Unlike existing methods that rely on global information or communication mechanisms, our approach operates solely based on the individual sight ranges of agents. This approach offers a practical and efficient solution to the sight range dilemma, making it broadly applicable to real-world complex environments.

cs.MA

Strength Estimation and Human-Like Strength Adjustment in Games

Strength estimation and adjustment are crucial in designing human-AI interactions, particularly in games where AI surpasses human players. This paper introduces a novel strength system, including a strength estimator (SE) and an SE-based Monte Carlo tree search, denoted as SE-MCTS, which predicts strengths from games and offers different playing strengths with human styles. The strength estimator calculates strength scores and predicts ranks from games without direct human interaction. SE-MCTS utilizes the strength scores in a Monte Carlo tree search to adjust playing strength and style. We first conduct experiments in Go, a challenging board game with a wide range of ranks. Our strength estimator significantly achieves over 80% accuracy in predicting ranks by observing 15 games only, whereas the previous method reached 49% accuracy for 100 games. For strength adjustment, SE-MCTS successfully adjusts to designated ranks while achieving a 51.33% accuracy in aligning to human actions, outperforming a previous state-of-the-art, with only 42.56% accuracy. To demonstrate the generality of our strength system, we further apply SE and SE-MCTS to chess and obtain consistent results. These results show a promising approach to strength estimation and adjustment, enhancing human-AI interactions in games. Our code is available at https://rlg.iis.sinica.edu.tw/papers/strength-estimator.

cs.AI

OptionZero: Planning with Learned Options

Planning with options -- a sequence of primitive actions -- has been shown effective in reinforcement learning within complex environments. Previous studies have focused on planning with predefined options or learned options through expert demonstration data. Inspired by MuZero, which learns superhuman heuristics without any human knowledge, we propose a novel approach, named OptionZero. OptionZero incorporates an option network into MuZero, providing autonomous discovery of options through self-play games. Furthermore, we modify the dynamics network to provide environment transitions when using options, allowing searching deeper under the same simulation constraints. Empirical experiments conducted in 26 Atari games demonstrate that OptionZero outperforms MuZero, achieving a 131.58% improvement in mean human-normalized score. Our behavior analysis shows that OptionZero not only learns options but also acquires strategic skills tailored to different game characteristics. Our findings show promising directions for discovering and using options in planning. Our code is available at https://rlg.iis.sinica.edu.tw/papers/optionzero.

cs.AI

Solving 7x7 Killall-Go with Seki Database

Game solving is the process of finding the theoretical outcome for a game, assuming that all player choices are optimal. This paper focuses on a technique that can reduce the heuristic search space significantly for 7x7 Killall-Go. In Go and Killall-Go, live patterns are stones that are protected from opponent capture. Mutual life, also referred to as seki, is when both players' stones achieve life by sharing liberties with their opponent. Whichever player attempts to capture the opponent first will leave their own stones vulnerable. Therefore, it is critical to recognize seki patterns to avoid putting oneself in jeopardy. Recognizing seki can reduce the search depth significantly. In this paper, we enumerate all seki patterns up to a predetermined area size, then store these patterns into a seki table. This allows us to recognize seki during search, which significantly improves solving efficiency for the game of Killall-Go. Experiments show that a day-long, unsolvable position can be solved in 482 seconds with the addition of a seki table. For general positions, a 10% to 20% improvement in wall clock time and node count is observed.

cs.AI

Demystifying MuZero Planning: Interpreting the Learned Model

MuZero has achieved superhuman performance in various games by using a dynamics network to predict the environment dynamics for planning, without relying on simulators. However, the latent states learned by the dynamics network make its planning process opaque. This paper aims to demystify MuZero's model by interpreting the learned latent states. We incorporate observation reconstruction and state consistency into MuZero training and conduct an in-depth analysis to evaluate latent states across two board games: 9x9 Go and Gomoku, and three Atari games: Breakout, Ms. Pacman, and Pong. Our findings reveal that while the dynamics network becomes less accurate over longer simulations, MuZero still performs effectively by using planning to correct errors. Our experiments also show that the dynamics network learns better latent states in board games than in Atari games. These insights contribute to a better understanding of MuZero and offer directions for future research to improve the performance, robustness, and interpretability of the MuZero algorithm. The code and data are available at https://rlg.iis.sinica.edu.tw/papers/demystifying-muzero-planning.

cs.AI

Bridging Local and Global Knowledge via Transformer in Board Games

Although AlphaZero has achieved superhuman performance in board games, recent studies reveal its limitations in handling scenarios requiring a comprehensive understanding of the entire board, such as recognizing long-sequence patterns in Go. To address this challenge, we propose ResTNet, a network that interleaves residual and Transformer blocks to bridge local and global knowledge. ResTNet improves playing strength across multiple board games, increasing win rate from 54.6% to 60.8% in 9x9 Go, 53.6% to 60.9% in 19x19 Go, and 50.4% to 58.0% in 19x19 Hex. In addition, ResTNet effectively processes global information and tackles two long-sequence patterns in 19x19 Go, including circular pattern and ladder pattern. It reduces the mean square error for circular pattern recognition from 2.58 to 1.07 and lowers the attack probability against an adversary program from 70.44% to 23.91%. ResTNet also improves ladder pattern recognition accuracy from 59.15% to 80.01%. By visualizing attention maps, we demonstrate that ResTNet captures critical game concepts in both Go and Hex, offering insights into AlphaZero's decision-making process. Overall, ResTNet shows a promising approach to integrating local and global knowledge, paving the way for more effective AlphaZero-based algorithms in board games. Our code is available at https://rlg.iis.sinica.edu.tw/papers/restnet.

cs.LG

Game Solving with Online Fine-Tuning

Game solving is a similar, yet more difficult task than mastering a game. Solving a game typically means to find the game-theoretic value (outcome given optimal play), and optionally a full strategy to follow in order to achieve that outcome. The AlphaZero algorithm has demonstrated super-human level play, and its powerful policy and value predictions have also served as heuristics in game solving. However, to solve a game and obtain a full strategy, a winning response must be found for all possible moves by the losing player. This includes very poor lines of play from the losing side, for which the AlphaZero self-play process will not encounter. AlphaZero-based heuristics can be highly inaccurate when evaluating these out-of-distribution positions, which occur throughout the entire search. To address this issue, this paper investigates applying online fine-tuning while searching and proposes two methods to learn tailor-designed heuristics for game solving. Our experiments show that using online fine-tuning can solve a series of challenging 7x7 Killall-Go problems, using only 23.54% of computation time compared to the baseline without online fine-tuning. Results suggest that the savings scale with problem size. Our method can further be extended to any tree search algorithm for problem solving. Our code is available at https://rlg.iis.sinica.edu.tw/papers/neurips2023-online-fine-tuning-solver.

cs.AI

MiniZero: Comparative Analysis of AlphaZero and MuZero on Go, Othello, and Atari Games

This paper presents MiniZero, a zero-knowledge learning framework that supports four state-of-the-art algorithms, including AlphaZero, MuZero, Gumbel AlphaZero, and Gumbel MuZero. While these algorithms have demonstrated super-human performance in many games, it remains unclear which among them is most suitable or efficient for specific tasks. Through MiniZero, we systematically evaluate the performance of each algorithm in two board games, 9x9 Go and 8x8 Othello, as well as 57 Atari games. For two board games, using more simulations generally results in higher performance. However, the choice of AlphaZero and MuZero may differ based on game properties. For Atari games, both MuZero and Gumbel MuZero are worth considering. Since each game has unique characteristics, different algorithms and simulations yield varying results. In addition, we introduce an approach, called progressive simulation, which progressively increases the simulation budget during training to allocate computation more efficiently. Our empirical results demonstrate that progressive simulation achieves significantly superior performance in two board games. By making our framework and trained models publicly available, this paper contributes a benchmark for future research on zero-knowledge learning algorithms, assisting researchers in algorithm selection and comparison against these zero-knowledge learning baselines. Our code and data are available at https://rlg.iis.sinica.edu.tw/papers/minizero.

cs.AI

A Local-Pattern Related Look-Up Table

This paper describes a Relevance-Zone pattern table (RZT) that can be used to replace a traditional transposition table. An RZT stores exact game values for patterns that are discovered during a Relevance-Zone-Based Search (RZS), which is the current state-of-the-art in solving L&D problems in Go. Positions that share the same pattern can reuse the same exact game value in the RZT. The pattern matching scheme for RZTs is implemented using a radix tree, taking into consideration patterns with different shapes. To improve the efficiency of table lookups, we designed a heuristic that prevents redundant lookups. The heuristic can safely skip previously queried patterns for a given position, reducing the overhead to 10% of the original cost. We also analyze the time complexity of the RZT both theoretically and empirically. Experiments show the overhead of traversing the radix tree in practice during lookup remain flat logarithmically in relation to the number of entries stored in the table. Experiments also show that the use of an RZT instead of a traditional transposition table significantly reduces the number of searched nodes on two data sets of 7x7 and 19x19 L&D Go problems.

cs.AI