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  1. 論文誌(ジャーナル)
  2. Vol.62
  3. No.4

Developing Value Networks for Game 2048 with Reinforcement Learning

https://ipsj.ixsq.nii.ac.jp/records/210673
https://ipsj.ixsq.nii.ac.jp/records/210673
5f260d58-db02-4692-b709-08330d3bb902
名前 / ファイル ライセンス アクション
IPSJ-JNL6204021.pdf IPSJ-JNL6204021.pdf (978.6 kB)
Copyright (c) 2021 by the Information Processing Society of Japan
オープンアクセス
Item type Journal(1)
公開日 2021-04-15
タイトル
タイトル Developing Value Networks for Game 2048 with Reinforcement Learning
タイトル
言語 en
タイトル Developing Value Networks for Game 2048 with Reinforcement Learning
言語
言語 eng
キーワード
主題Scheme Other
主題 [一般論文] game 2048, neural network, reinforcement learning, stochastic game, single-player game
資源タイプ
資源タイプ識別子 http://purl.org/coar/resource_type/c_6501
資源タイプ journal article
著者所属
School of Information, Kochi University of Technology
著者所属(英)
en
School of Information, Kochi University of Technology
著者名 Kiminori, Matsuzaki

× Kiminori, Matsuzaki

Kiminori, Matsuzaki

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著者名(英) Kiminori, Matsuzaki

× Kiminori, Matsuzaki

en Kiminori, Matsuzaki

Search repository
論文抄録
内容記述タイプ Other
内容記述 The game 2048 is a stochastic single-player game and several computer players have been developed in not only research work but also student projects. Among them, the most successful approach is based on N-tuple networks trained by reinforcement learning methods. Though there have been several works on computer players with deep neural networks, their performance were not as good in most cases. In our previous work, we designed policy networks and applied supervised learning, which resulted in an average score of 215,802. In this study, we tackle the problem with value networks and reinforcement learning methods, since value networks are important to combine with game-tree search methods. We investigate the training methods in several aspects, including batches of training, use of symmetry, network structures, and use of game-specific tricks. We then conduct a training for 240 hours with the best configuration. With the best value network obtained, we achieved an average score of 228,100 with the greedy (1-ply search) play, and furthermore an average score of 406,927 by combining it with the 3-ply expectimax search.
------------------------------
This is a preprint of an article intended for publication Journal of
Information Processing(JIP). This preprint should not be cited. This
article should be cited as: Journal of Information Processing Vol.29(2021) (online)
DOI http://dx.doi.org/10.2197/ipsjjip.29.336
------------------------------
論文抄録(英)
内容記述タイプ Other
内容記述 The game 2048 is a stochastic single-player game and several computer players have been developed in not only research work but also student projects. Among them, the most successful approach is based on N-tuple networks trained by reinforcement learning methods. Though there have been several works on computer players with deep neural networks, their performance were not as good in most cases. In our previous work, we designed policy networks and applied supervised learning, which resulted in an average score of 215,802. In this study, we tackle the problem with value networks and reinforcement learning methods, since value networks are important to combine with game-tree search methods. We investigate the training methods in several aspects, including batches of training, use of symmetry, network structures, and use of game-specific tricks. We then conduct a training for 240 hours with the best configuration. With the best value network obtained, we achieved an average score of 228,100 with the greedy (1-ply search) play, and furthermore an average score of 406,927 by combining it with the 3-ply expectimax search.
------------------------------
This is a preprint of an article intended for publication Journal of
Information Processing(JIP). This preprint should not be cited. This
article should be cited as: Journal of Information Processing Vol.29(2021) (online)
DOI http://dx.doi.org/10.2197/ipsjjip.29.336
------------------------------
書誌レコードID
収録物識別子タイプ NCID
収録物識別子 AN00116647
書誌情報 情報処理学会論文誌

巻 62, 号 4, 発行日 2021-04-15
ISSN
収録物識別子タイプ ISSN
収録物識別子 1882-7764
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