12.8NEJul 19, 2021
Generative Adversarial Neural Cellular AutomataMaximilian Otte, Quentin Delfosse, Johannes Czech et al.
Motivated by the interaction between cells, the recently introduced concept of Neural Cellular Automata shows promising results in a variety of tasks. So far, this concept was mostly used to generate images for a single scenario. As each scenario requires a new model, this type of generation seems contradictory to the adaptability of cells in nature. To address this contradiction, we introduce a concept using different initial environments as input while using a single Neural Cellular Automata to produce several outputs. Additionally, we introduce GANCA, a novel algorithm that combines Neural Cellular Automata with Generative Adversarial Networks, allowing for more generalization through adversarial training. The experiments show that a single model is capable of learning several images when presented with different inputs, and that the adversarially trained model improves drastically on out-of-distribution data compared to a supervised trained model.
Monte-Carlo Graph Search for AlphaZeroJohannes Czech, Patrick Korus, Kristian Kersting
The AlphaZero algorithm has been successfully applied in a range of discrete domains, most notably board games. It utilizes a neural network, that learns a value and policy function to guide the exploration in a Monte-Carlo Tree Search. Although many search improvements have been proposed for Monte-Carlo Tree Search in the past, most of them refer to an older variant of the Upper Confidence bounds for Trees algorithm that does not use a policy for planning. We introduce a new, improved search algorithm for AlphaZero which generalizes the search tree to a directed acyclic graph. This enables information flow across different subtrees and greatly reduces memory consumption. Along with Monte-Carlo Graph Search, we propose a number of further extensions, such as the inclusion of Epsilon-greedy exploration, a revised terminal solver and the integration of domain knowledge as constraints. In our evaluations, we use the CrazyAra engine on chess and crazyhouse as examples to show that these changes bring significant improvements to AlphaZero.
Learning to play the Chess Variant Crazyhouse above World Champion Level with Deep Neural Networks and Human DataJohannes Czech, Moritz Willig, Alena Beyer et al.
Deep neural networks have been successfully applied in learning the board games Go, chess and shogi without prior knowledge by making use of reinforcement learning. Although starting from zero knowledge has been shown to yield impressive results, it is associated with high computationally costs especially for complex games. With this paper, we present CrazyAra which is a neural network based engine solely trained in supervised manner for the chess variant crazyhouse. Crazyhouse is a game with a higher branching factor than chess and there is only limited data of lower quality available compared to AlphaGo. Therefore, we focus on improving efficiency in multiple aspects while relying on low computational resources. These improvements include modifications in the neural network design and training configuration, the introduction of a data normalization step and a more sample efficient Monte-Carlo tree search which has a lower chance to blunder. After training on 569,537 human games for 1.5 days we achieve a move prediction accuracy of 60.4%. During development, versions of CrazyAra played professional human players. Most notably, CrazyAra achieved a four to one win over 2017 crazyhouse world champion Justin Tan (aka LM Jann Lee) who is more than 400 Elo higher rated compared to the average player in our training set. Furthermore, we test the playing strength of CrazyAra on CPU against all participants of the second Crazyhouse Computer Championships 2017, winning against twelve of the thirteen participants. Finally, for CrazyAraFish we continue training our model on generated engine games. In ten long-time control matches playing Stockfish 10, CrazyAraFish wins three games and draws one out of ten matches.