3.4LGDec 16, 2019
Self-Play Learning Without a Reward MetricDan Schmidt, Nick Moran, Jonathan S. Rosenfeld et al.
The AlphaZero algorithm for the learning of strategy games via self-play, which has produced superhuman ability in the games of Go, chess, and shogi, uses a quantitative reward function for game outcomes, requiring the users of the algorithm to explicitly balance different components of the reward against each other, such as the game winner and margin of victory. We present a modification to the AlphaZero algorithm that requires only a total ordering over game outcomes, obviating the need to perform any quantitative balancing of reward components. We demonstrate that this system learns optimal play in a comparable amount of time to AlphaZero on a sample game.
4.5AIJan 18, 2016
Proactive Message Passing on Memory Factor NetworksPatrick Eschenfeldt, Dan Schmidt, Stark Draper et al.
We introduce a new type of graphical model that we call a "memory factor network" (MFN). We show how to use MFNs to model the structure inherent in many types of data sets. We also introduce an associated message-passing style algorithm called "proactive message passing"' (PMP) that performs inference on MFNs. PMP comes with convergence guarantees and is efficient in comparison to competing algorithms such as variants of belief propagation. We specialize MFNs and PMP to a number of distinct types of data (discrete, continuous, labelled) and inference problems (interpolation, hypothesis testing), provide examples, and discuss approaches for efficient implementation.