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20172020
most citedMulti-Labelled Value Networks for Computer Go

5 citations · 10 across the 6 of their papers we have counts for

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6 papers · 1 filter

cs.AI20201 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.AI20203 cited

Sim-To-Real Transfer for Miniature Autonomous Car Racing

Yeong-Jia Roger Chu, Ting-Han Wei, Jin-Bo Huang +2

Sim-to-real, a term that describes where a model is trained in a simulator then transferred to the real world, is a technique that enables faster deep reinforcement learning (DRL)…

cs.AI2020

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.AI2019

Multiple Policy Value Monte Carlo Tree Search

Li-Cheng Lan, Wei Li, Ting-Han Wei +1

Many of the strongest game playing programs use a combination of Monte Carlo tree search (MCTS) and deep neural networks (DNN), where the DNNs are used as policy or value evaluator…

cs.AI2018

Comparison Training for Computer Chinese Chess

Wen-Jie Tseng, Jr-Chang Chen, I-Chen Wu +1

This paper describes the application of comparison training (CT) for automatic feature weight tuning, with the final objective of improving the evaluation functions used in Chinese…

cs.AI20175 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…