APA
Abstract:Recent advances in game AI, such as AlphaZero and Athénan, have achieved superhuman performance across a wide range of board games. While highly powerful, these agents are ill-suited for human-AI interaction, as they consistently overwhelm human players, offering little enjoyment and limited educational value. This paper addresses the problem of balanced play, in which an agent challenges its opponent without either dominating or conceding. We introduce Minibal (Minimize & Balance), a variant of Minimax specifically designed for balanced play. Building on this concept, we propose several modifications of the Unbounded Minimax algorithm explicitly aimed at discovering balanced strategies. Experiments conducted across seven board games demonstrate that one variant consistently achieves the most balanced play, with average outcomes close to perfect balance. These results establish Minibal as a promising foundation for designing AI agents that are both challenging and engaging, suitable for both entertainment and serious games.
Abstract:Generalized Rapid Action Value Estimation (GRAVE) has been shown to be a strong variant within the Monte-Carlo Tree Search (MCTS) family of algorithms for General Game Playing (GGP). However, its reliance on storing additional win/visit statistics at each node makes its use impractical in memory-constrained environments, thereby limiting its applicability in practice. In this paper, we introduce the GRAVE2, GRAVER and GRAVER2 algorithms, which extend GRAVE through two-level search, node recycling, and a combination of both techniques, respectively. We show that these enhancements enable a drastic reduction in the number of stored nodes while matching the playing strength of GRAVE.
Abstract:The Counterfactual Regret Minimization (CFR) algorithm and its variants have enabled the development of pokerbots capable of beating the best human players in heads-up (1v1) cash games and competing with them in six-player formats. However, CFR's computational complexity rises exponentially with the number of players. Furthermore, in games with three or more players, following Nash equilibrium no longer guarantees a non-losing outcome. These limitations, along with others, significantly restrict the applicability of CFR to the most popular formats: tournaments. Motivated by the recent success of Large Language Models (LLM) in chess and Diplomacy, we present SpinGPT, the first LLM tailored to Spin & Go, a popular three-player online poker format. SpinGPT is trained in two stages: (1) Supervised Fine-Tuning on 320k high-stakes expert decisions; (2) Reinforcement Learning on 270k solver-generated hands. Our results show that SpinGPT matches the solver's actions in 78% of decisions (tolerant accuracy). With a simple deep-stack heuristic, it achieves 13.4 +/- 12.9 BB/100 versus Slumbot in heads-up over 30,000 hands (95% CI). These results suggest that LLMs could be a new way to deal with multi-player imperfect-information games like poker.
Abstract:The Flexible Job-Shop Scheduling Problem (FJSSP) is an NP-hard combinatorial optimization problem, with several application domains, especially for manufacturing purposes. The objective is to efficiently schedule multiple operations on dissimilar machines. These operations are gathered into jobs, and operations pertaining to the same job need to be scheduled sequentially. Different methods have been previously tested to solve this problem, such as Constraint Solving, Tabu Search, Genetic Algorithms, or Monte Carlo Tree Search (MCTS). We propose a novel algorithm derived from the Generalized Nested Rollout Policy Adaptation, developed to solve the FJSSP. We report encouraging experimental results, as our algorithm performs better than other MCTS-based approaches, even if makespans obtained on large instances are still far from known upper bounds.
Abstract:This paper presents the first experimental evaluation of four previously untested modifications of Unbounded Best-First Minimax algorithm. This algorithm explores the game tree by iteratively expanding the most promising sequences of actions based on the current partial game tree. We first evaluate the use of transposition tables, which convert the game tree into a directed acyclic graph by merging duplicate states. Second, we compare the original algorithm by Korf & Chickering with the variant proposed by Cohen-Solal, which differs in its backpropagation strategy: instead of stopping when a stable value is encountered, it updates values up to the root. This change slightly improves performance when value ties or transposition tables are involved. Third, we assess replacing the exact terminal evaluation function with the learned heuristic function. While beneficial when exact evaluations are costly, this modification reduces performance in inexpensive settings. Finally, we examine the impact of the completion technique that prioritizes resolved winning states and avoids resolved losing states. This technique also improves performance. Overall, our findings highlight how targeted modifications can enhance the efficiency of Unbounded Best-First Minimax.
Abstract:RNA design consists of discovering a nucleotide sequence that folds into a target secondary structure. It is useful for synthetic biology, medicine, and nanotechnology. We propose Montparnasse, a Multi Objective Generalized Nested Rollout Policy Adaptation with Limited Repetition (MOGNRPALR) RNA design algorithm. It solves the Eterna benchmark.
Abstract:This project introduces BrAIcht, an AI conversational agent that creates dialogues in the distinctive style of the famous German playwright Bertolt Brecht. BrAIcht is fine-tuned using German LeoLM, a large language model with 7 billion parameters and a modified version of the base Llama2 suitable for German language tasks. For fine-tuning, 29 plays of Bertolt Brecht and 907 of other German plays that are stylistically similar to Bertolt Brecht are used to form a more di-erse dataset. Due to the limited memory capacity, a parameterefficient fine-tuning technique called QLoRA is implemented to train the large language model. The results, based on BLEU score and perplexity, show very promising performance of BrAIcht in generating dialogues in the style of Bertolt Brecht.
Abstract:Graph Coloring is probably one of the most studied and famous problem in graph algorithms. Exact methods fail to solve instances with more than few hundred vertices, therefore, a large number of heuristics have been proposed. Nested Monte Carlo Search (NMCS) and Nested Rollout Policy Adaptation (NRPA) are Monte Carlo search algorithms for single player games. Surprisingly, few work has been dedicated to evaluating Monte Carlo search algorithms to combinatorial graph problems. In this paper we expose how to efficiently apply Monte Carlo search to Graph Coloring and compare this approach to existing ones.
Abstract:With the aim of improving performance in Markov Decision Problem in an Off-Policy setting, we suggest taking inspiration from what is done in Offline Reinforcement Learning (RL). In Offline RL, it is a common practice during policy learning to maintain proximity to a reference policy to mitigate uncertainty, reduce potential policy errors, and help improve performance. We find ourselves in a different setting, yet it raises questions about whether a similar concept can be applied to enhance performance ie, whether it is possible to find a guiding policy capable of contributing to performance improvement, and how to incorporate it into our RL agent. Our attention is particularly focused on algorithms based on Monte Carlo Tree Search (MCTS) as a guide.MCTS renowned for its state-of-the-art capabilities across various domains, catches our interest due to its ability to converge to equilibrium in single-player and two-player contexts. By harnessing the power of MCTS as a guide for our RL agent, we observed a significant performance improvement, surpassing the outcomes achieved by utilizing each method in isolation. Our experiments were carried out on the Atari 100k benchmark.
Abstract:The job shop scheduling problem (JSSP) remains a significant hurdle in optimizing production processes. This challenge involves efficiently allocating jobs to a limited number of machines while minimizing factors like total processing time or job delays. While recent advancements in artificial intelligence have yielded promising solutions, such as reinforcement learning and graph neural networks, this paper explores the potential of Large Language Models (LLMs) for JSSP. We introduce the very first supervised 120k dataset specifically designed to train LLMs for JSSP. Surprisingly, our findings demonstrate that LLM-based scheduling can achieve performance comparable to other neural approaches. Furthermore, we propose a sampling method that enhances the effectiveness of LLMs in tackling JSSP.