activity
20172026
most citedMulti-Labelled Value Networks for Computer Go

5 citations · 11 across the 18 of their papers we have counts for

collaborators

18 papers

cs.AI2026

MAPLE: Multi-State Aggregated Policy Evaluation for AlphaZero in Imperfect-Information Games

Qian-Rong Li, Hung Guei, I-Chen Wu +1

Imperfect-information games (IIGs) are challenging, as players must make decisions without fully observing the true game state. While AlphaZero has achieved remarkable success in p…

cs.AI2025

A Study of Solving Life-and-Death Problems in Go Using Relevance-Zone Based Solvers

Chung-Chin Shih, Ti-Rong Wu, Ting Han Wei +3

This paper analyzes the behavior of solving Life-and-Death (L&D) problems in the game of Go using current state-of-the-art computer Go solvers with two techniques: the Relevance-Zo…

cs.AI2025

Learning Human-Like RL Agents Through Trajectory Optimization With Action Quantization

Jian-Ting Guo, Yu-Cheng Chen, Ping-Chun Hsieh +4

Human-like agents have long been one of the goals in pursuing artificial intelligence. Although reinforcement learning (RL) has achieved superhuman performance in many domains, rel…

cs.AI2025

Relevance-Zone Reduction in Game Solving

Chi-Huang Lin, Ting Han Wei, Chun-Jui Wang +5

Game solving aims to find the optimal strategies for all players and determine the theoretical outcome of a game. However, due to the exponential growth of game trees, many games r…

cs.MA2025

Dynamic Sight Range Selection in Multi-Agent Reinforcement Learning

Wei-Chen Liao, Ti-Rong Wu, I-Chen Wu

Multi-agent reinforcement Learning (MARL) is often challenged by the sight range dilemma, where agents either receive insufficient or excessive information from their environment.…

cs.AI2025

Strength Estimation and Human-Like Strength Adjustment in Games

Chun Jung Chen, Chung-Chin Shih, Ti-Rong Wu

Strength estimation and adjustment are crucial in designing human-AI interactions, particularly in games where AI surpasses human players. This paper introduces a novel strength sy…

cs.AI2025

OptionZero: Planning with Learned Options

Po-Wei Huang, Pei-Chiun Peng, Hung Guei +1

Planning with options -- a sequence of primitive actions -- has been shown effective in reinforcement learning within complex environments. Previous studies have focused on plannin…

cs.AI2024

Solving 7x7 Killall-Go with Seki Database

Yun-Jui Tsai, Ting Han Wei, Chi-Huang Lin +4

Game solving is the process of finding the theoretical outcome for a game, assuming that all player choices are optimal. This paper focuses on a technique that can reduce the heuri…

cs.AI2024

Demystifying MuZero Planning: Interpreting the Learned Model

Hung Guei, Yan-Ru Ju, Wei-Yu Chen +1

MuZero has achieved superhuman performance in various games by using a dynamics network to predict the environment dynamics for planning, without relying on simulators. However, th…

cs.LG2024

Bridging Local and Global Knowledge via Transformer in Board Games

Yan-Ru Ju, Tai-Lin Wu, Chung-Chin Shih +1

Although AlphaZero has achieved superhuman performance in board games, recent studies reveal its limitations in handling scenarios requiring a comprehensive understanding of the en…

cs.AI2023

Game Solving with Online Fine-Tuning

Ti-Rong Wu, Hung Guei, Ting Han Wei +3

Game solving is a similar, yet more difficult task than mastering a game. Solving a game typically means to find the game-theoretic value (outcome given optimal play), and optional…

cs.AI2023

MiniZero: Comparative Analysis of AlphaZero and MuZero on Go, Othello, and Atari Games

Ti-Rong Wu, Hung Guei, Pei-Chiun Peng +4

This paper presents MiniZero, a zero-knowledge learning framework that supports four state-of-the-art algorithms, including AlphaZero, MuZero, Gumbel AlphaZero, and Gumbel MuZero.…

cs.AI2022

A Local-Pattern Related Look-Up Table

Chung-Chin Shih, Ting Han Wei, Ti-Rong Wu +1

This paper describes a Relevance-Zone pattern table (RZT) that can be used to replace a traditional transposition table. An RZT stores exact game values for patterns that are disco…

cs.AI2022★ 2 cited

Are AlphaZero-like Agents Robust to Adversarial Perturbations?

Li-Cheng Lan, Huan Zhang, Ti-Rong Wu +3

The success of AlphaZero (AZ) has demonstrated that neural-network-based Go AIs can surpass human performance by a large margin. Given that the state space of Go is extremely large…

cs.AI2021

A Novel Approach to Solving Goal-Achieving Problems for Board Games

Chung-Chin Shih, Ti-Rong Wu, Ting Han Wei +1

Goal-achieving problems are puzzles that set up a specific situation with a clear objective. An example that is well-studied is the category of life-and-death (L&D) problems for Go…

cs.AI2020★ 1 cited

Learning to Stop: Dynamic Simulation Monte-Carlo Tree Search

Li-Cheng Lan, Meng-Yu Tsai, Ti-Rong Wu +2

Monte Carlo tree search (MCTS) has achieved state-of-the-art results in many domains such as Go and Atari games when combining with deep neural networks (DNNs). When more simulatio…

cs.AI2020★ 3 cited

Accelerating and Improving AlphaZero Using Population Based Training

Ti-Rong Wu, Ting-Han Wei, I-Chen Wu

AlphaZero has been very successful in many games. Unfortunately, it still consumes a huge amount of computing resources, the majority of which is spent in self-play. Hyperparameter…

cs.AI2017★ 5 cited

Multi-Labelled Value Networks for Computer Go

Ti-Rong Wu, I-Chen Wu, Guan-Wun Chen +4

This paper proposes a new approach to a novel value network architecture for the game Go, called a multi-labelled (ML) value network. In the ML value network, different values (win…