通过规划掌握雅达利、围棋、国际象棋和将棋:基于学习模型的方法

Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model

朱利安·施里特维泽 Julian Schrittwieser · Google DeepMind · 2019-11-19 · arXiv:1911.08265 ↗ · 被引 2586

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摘要 · Abstract

构建具有规划能力的智能体一直是人工智能追求的主要挑战之一。基于树的规划方法在象棋和围棋等拥有完美模拟器的挑战性领域取得了巨大成功。然而,在现实问题中,环境动态往往复杂且未知。本文提出了 MuZero 算法,它通过将基于树的搜索与学习模型相结合,在一系列具有挑战性和视觉复杂性的领域中实现了超人类表现,而无需了解其底层动态。MuZero 学习一个模型,该模型在迭代应用时预测与规划最直接相关的量:奖励、动作选择策略和值函数。在 57 个不同的雅达利游戏(测试 AI 技术的经典视频游戏环境,历史上基于模型的规划方法在此处表现不佳)上评估时,我们的新算法达到了新的最优水平。在围棋、国际象棋和将棋上评估时,无需任何游戏规则知识,MuZero 就达到了与提供游戏规则的 AlphaZero 算法相同的超人类表现。

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 and Go, where a perfect simulator is available. However, in real-world problems the dynamics governing the environment are often complex and unknown. In this work 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. MuZero learns a model that, when applied iteratively, predicts the quantities most directly relevant to planning: the reward, the action-selection policy, and the value function. When evaluated on 57 different Atari games - the canonical video game environment for testing AI techniques, in which model-based planning approaches have historically struggled - our new algorithm achieved a new state of the art. When evaluated on Go, chess and shogi, without any knowledge of the game rules, MuZero matched the superhuman performance of the AlphaZero algorithm that was supplied with the game rules.

核心贡献 · Key contributions

局限 · Limitations

论文章节 · Sections(共 7)

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