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Mastering Atari, Go, chess and shogi by planning with a learned model
by
Lockhart, Edward
, Lillicrap, Timothy
, Simonyan, Karen
, Graepel, Thore
, Schmitt, Simon
, Schrittwieser, Julian
, Guez, Arthur
, Antonoglou, Ioannis
, Hubert, Thomas
, Sifre, Laurent
, Hassabis, Demis
, Silver, David
in
639/705/1042
/ 639/705/117
/ Agents (artificial intelligence)
/ Algorithms
/ Artificial intelligence
/ Binary searching
/ Chess
/ Computer & video games
/ Domains
/ Expected values
/ Games
/ Humanities and Social Sciences
/ Learning
/ Mastering
/ multidisciplinary
/ Neural networks
/ Performance evaluation
/ Reinforcement
/ Reinforcement learning (Machine learning)
/ Science
/ Science (multidisciplinary)
/ State-of-the-art reviews
/ Technology application
2020
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Mastering Atari, Go, chess and shogi by planning with a learned model
by
Lockhart, Edward
, Lillicrap, Timothy
, Simonyan, Karen
, Graepel, Thore
, Schmitt, Simon
, Schrittwieser, Julian
, Guez, Arthur
, Antonoglou, Ioannis
, Hubert, Thomas
, Sifre, Laurent
, Hassabis, Demis
, Silver, David
in
639/705/1042
/ 639/705/117
/ Agents (artificial intelligence)
/ Algorithms
/ Artificial intelligence
/ Binary searching
/ Chess
/ Computer & video games
/ Domains
/ Expected values
/ Games
/ Humanities and Social Sciences
/ Learning
/ Mastering
/ multidisciplinary
/ Neural networks
/ Performance evaluation
/ Reinforcement
/ Reinforcement learning (Machine learning)
/ Science
/ Science (multidisciplinary)
/ State-of-the-art reviews
/ Technology application
2020
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Do you wish to request the book?
Mastering Atari, Go, chess and shogi by planning with a learned model
by
Lockhart, Edward
, Lillicrap, Timothy
, Simonyan, Karen
, Graepel, Thore
, Schmitt, Simon
, Schrittwieser, Julian
, Guez, Arthur
, Antonoglou, Ioannis
, Hubert, Thomas
, Sifre, Laurent
, Hassabis, Demis
, Silver, David
in
639/705/1042
/ 639/705/117
/ Agents (artificial intelligence)
/ Algorithms
/ Artificial intelligence
/ Binary searching
/ Chess
/ Computer & video games
/ Domains
/ Expected values
/ Games
/ Humanities and Social Sciences
/ Learning
/ Mastering
/ multidisciplinary
/ Neural networks
/ Performance evaluation
/ Reinforcement
/ Reinforcement learning (Machine learning)
/ Science
/ Science (multidisciplinary)
/ State-of-the-art reviews
/ Technology application
2020
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Mastering Atari, Go, chess and shogi by planning with a learned model
Journal Article
Mastering Atari, Go, chess and shogi by planning with a learned model
2020
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Overview
Constructing agents with planning capabilities has long been one of the main challenges in the pursuit of artificial intelligence. Tree-based planning methods have enjoyed huge success in challenging domains, such as chess
1
and Go
2
, where a perfect simulator is available. However, in real-world problems, the dynamics governing the environment are often complex and unknown. Here we present the MuZero algorithm, which, by combining a tree-based search with a learned model, achieves superhuman performance in a range of challenging and visually complex domains, without any knowledge of their underlying dynamics. The MuZero algorithm learns an iterable model that produces predictions relevant to planning: the action-selection policy, the value function and the reward. When evaluated on 57 different Atari games
3
—the canonical video game environment for testing artificial intelligence techniques, in which model-based planning approaches have historically struggled
4
—the MuZero algorithm achieved state-of-the-art performance. When evaluated on Go, chess and shogi—canonical environments for high-performance planning—the MuZero algorithm matched, without any knowledge of the game dynamics, the superhuman performance of the AlphaZero algorithm
5
that was supplied with the rules of the game.
A reinforcement-learning algorithm that combines a tree-based search with a learned model achieves superhuman performance in high-performance planning and visually complex domains, without any knowledge of their underlying dynamics.
Publisher
Nature Publishing Group UK,Nature Publishing Group
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