摘要
The AlphaZero algorithm learns and plays games without hand-crafted expert knowledge. However, since its objective is to play well, we hypothesize that a better objective can be defined for the related but separate task of solving games. This paper proposes a novel approach to solving problems by modifying the training target of the AlphaZero algorithm, such that it prioritizes solving the game quickly, rather than winning. We train a Proof Cost Network (PCN), where proof cost is a heuristic that estimates the amount of work required to solve problems. This matches the general concept of the so-called proof number from proof number search, which has been shown to be well-suited for game solving. We propose two specific training targets. The first finds the shortest path to a solution, while the second estimates the proof cost. We conduct experiments on solving 15x15 Gomoku and 9x9 Killall-Go problems with both MCTS-based and focused depth-first proof number search solvers. Comparisons between using AlphaZero networks and PCN as heuristics show that PCN can solve more problems.
原文 | English |
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出版狀態 | Published - 2022 |
事件 | 10th International Conference on Learning Representations, ICLR 2022 - Virtual, Online 持續時間: 25 4月 2022 → 29 4月 2022 |
Conference
Conference | 10th International Conference on Learning Representations, ICLR 2022 |
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城市 | Virtual, Online |
期間 | 25/04/22 → 29/04/22 |