scholarly journals Game Playing Agent for 2048 using Deep Reinforcement Learning

NCICCNDA ◽  
2018 ◽  
Author(s):  
Varun Kaundinya ◽  
Shubham Jain ◽  
Sumanth Saligram ◽  
C K Vanamala ◽  
Avinash B
AI Magazine ◽  
2013 ◽  
Vol 34 (3) ◽  
pp. 89-92 ◽  
Author(s):  
Julian Togelius ◽  
Noor Shaker ◽  
Sergey Karakovskiy ◽  
Georgios N. Yannakakis

We give a brief overview of the Mario AI Championship, a series of competitions based on an open source clone of the seminal platform game Super Mario Bros. The competition has four tracks. The gameplay and learning tracks resemble traditional reinforcement learning competitions, the Level generation track focuses on the generation of entertaining game levels, and the Turing Test track focuses on humanlike game-playing behavior. We also outline some lessons learned from the competition and its future. The article is written by the four organizers of the competition.


2021 ◽  
Vol 120 (3) ◽  
pp. 262a
Author(s):  
Satya Prakash ◽  
Adrian Racovita ◽  
Clenira Varela ◽  
Mark Walsh ◽  
Roberto Galizi ◽  
...  

AI Magazine ◽  
2014 ◽  
Vol 35 (3) ◽  
pp. 61-65 ◽  
Author(s):  
Christos Dimitrakakis ◽  
Guangliang Li ◽  
Nikoalos Tziortziotis

Reinforcement learning is one of the most general problems in artificial intelligence. It has been used to model problems in automated experiment design, control, economics, game playing, scheduling and telecommunications. The aim of the reinforcement learning competition is to encourage the development of very general learning agents for arbitrary reinforcement learning problems and to provide a test-bed for the unbiased evaluation of algorithms.


Data Science ◽  
2020 ◽  
Vol 3 (2) ◽  
pp. 107-147 ◽  
Author(s):  
Floris den Hengst ◽  
Eoin Martino Grua ◽  
Ali el Hassouni ◽  
Mark Hoogendoorn

The major application areas of reinforcement learning (RL) have traditionally been game playing and continuous control. In recent years, however, RL has been increasingly applied in systems that interact with humans. RL can personalize digital systems to make them more relevant to individual users. Challenges in personalization settings may be different from challenges found in traditional application areas of RL. An overview of work that uses RL for personalization, however, is lacking. In this work, we introduce a framework of personalization settings and use it in a systematic literature review. Besides setting, we review solutions and evaluation strategies. Results show that RL has been increasingly applied to personalization problems and realistic evaluations have become more prevalent. RL has become sufficiently robust to apply in contexts that involve humans and the field as a whole is growing. However, it seems not to be maturing: the ratios of studies that include a comparison or a realistic evaluation are not showing upward trends and the vast majority of algorithms are used only once. This review can be used to find related work across domains, provides insights into the state of the field and identifies opportunities for future work.


2020 ◽  
Vol 34 (02) ◽  
pp. 1701-1708
Author(s):  
Adrian Goldwaser ◽  
Michael Thielscher

General Game Playing agents are required to play games they have never seen before simply by looking at a formal description of the rules of the game at runtime. Previous successful agents have been based on search with generic heuristics, with almost no work done into using machine learning. Recent advances in deep reinforcement learning have shown it to be successful in some two-player zero-sum board games such as Chess and Go. This work applies deep reinforcement learning to General Game Playing, extending the AlphaZero algorithm and finds that it can provide competitive results.


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