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Joel Veness

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28 papers
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28

ICML Conference 2025 Conference Paper

Compression via Pre-trained Transformers: A Study on Byte-Level Multimodal Data

  • David Heurtel-Depeiges
  • Anian Ruoss
  • Joel Veness
  • Tim Genewein

Foundation models are strong data compressors, but when accounting for their parameter size, their compression ratios are inferior to standard compression algorithms. Naively reducing the parameter count does not necessarily help as it deteriorates predictions and, accordingly, compression. We conduct a large-scale empirical study to find a sweet spot where pre-trained vanilla transformers can achieve competitive compression ratios. To this end, we train models on 165GB of raw byte sequences of either text, image, or audio data (and all possible combinations of the three) and then compress 1GB of out-of-distribution (OOD) data from each modality. We find that relatively small models (millions of parameters) can outperform standard general-purpose compression algorithms (gzip, LZMA2) and even domain-specific compressors (PNG, JPEG-XL, FLAC) — even when accounting for parameter size. We achieve, e. g. , the lowest compression ratio of 0. 49 on OOD audio data (vs. 0. 54 for FLAC). We conduct extensive ablations and hyperparameter sweeps to study the impact of model- and dataset scale, and we investigate the effect of unimodal versus multimodal training. We find that even small models can be trained to perform well on multiple modalities, but unlike large-scale foundation models, transfer to unseen modalities is generally weak.

NeurIPS Conference 2024 Conference Paper

Amortized Planning with Large-Scale Transformers: A Case Study on Chess

  • Anian Ruoss
  • Grégoire Delétang
  • Sourabh Medapati
  • Jordi Grau-Moya
  • Li K. Wenliang
  • Elliot Catt
  • John Reid
  • Cannada A. Lewis

This paper uses chess, a landmark planning problem in AI, to assess transformers’ performance on a planning task where memorization is futile — even at a large scale. To this end, we release ChessBench, a large-scale benchmark dataset of 10 million chess games with legal move and value annotations (15 billion data points) provided by Stockfish 16, the state-of-the-art chess engine. We train transformers with up to 270 million parameters on ChessBench via supervised learning and perform extensive ablations to assess the impact of dataset size, model size, architecture type, and different prediction targets (state-values, action-values, and behavioral cloning). Our largest models learn to predict action-values for novel boards quite accurately, implying highly non-trivial generalization. Despite performing no explicit search, our resulting chess policy solves challenging chess puzzles and achieves a surprisingly strong Lichess blitz Elo of 2895 against humans (grandmaster level). We also compare to Leela Chess Zero and AlphaZero (trained without supervision via self-play) with and without search. We show that, although a remarkably good approximation of Stockfish’s search-based algorithm can be distilled into large-scale transformers via supervised learning, perfect distillation is still beyond reach, thus making ChessBench well-suited for future research.

ICLR Conference 2024 Conference Paper

Language Modeling Is Compression

  • Grégoire Delétang
  • Anian Ruoss
  • Paul-Ambroise Duquenne
  • Elliot Catt
  • Tim Genewein
  • Christopher Mattern
  • Jordi Grau-Moya
  • Li Kevin Wenliang

It has long been established that predictive models can be transformed into lossless compressors and vice versa. Incidentally, in recent years, the machine learning community has focused on training increasingly large and powerful self-supervised (language) models. Since these large language models exhibit impressive predictive capabilities, they are well-positioned to be strong compressors. In this work, we advocate for viewing the prediction problem through the lens of compression and evaluate the compression capabilities of large (foundation) models. We show that large language models are powerful general-purpose predictors and that the compression viewpoint provides novel insights into scaling laws, tokenization, and in-context learning. For example, Chinchilla 70B, while trained primarily on text, compresses ImageNet patches to 43.4% and LibriSpeech samples to 16.4% of their raw size, beating domain-specific compressors like PNG (58.5%) or FLAC (30.3%), respectively. Finally, we show that the prediction-compression equivalence allows us to use any compressor (like gzip) to build a conditional generative model.

ICML Conference 2024 Conference Paper

Learning Universal Predictors

  • Jordi Grau-Moya
  • Tim Genewein
  • Marcus Hutter
  • Laurent Orseau
  • Grégoire Delétang
  • Elliot Catt
  • Anian Ruoss
  • Li Kevin Wenliang

Meta-learning has emerged as a powerful approach to train neural networks to learn new tasks quickly from limited data by pre-training them on a broad set of tasks. But, what are the limits of meta-learning? In this work, we explore the potential of amortizing the most powerful universal predictor, namely Solomonoff Induction (SI), into neural networks via leveraging (memory-based) meta-learning to its limits. We use Universal Turing Machines (UTMs) to generate training data used to expose networks to a broad range of patterns. We provide theoretical analysis of the UTM data generation processes and meta-training protocols. We conduct comprehensive experiments with neural architectures (e. g. LSTMs, Transformers) and algorithmic data generators of varying complexity and universality. Our results suggest that UTM data is a valuable resource for meta-learning, and that it can be used to train neural networks capable of learning universal prediction strategies.

ICML Conference 2023 Conference Paper

Memory-Based Meta-Learning on Non-Stationary Distributions

  • Tim Genewein
  • Grégoire Delétang
  • Anian Ruoss
  • Li Kevin Wenliang
  • Elliot Catt
  • Vincent Dutordoir
  • Jordi Grau-Moya
  • Laurent Orseau

Memory-based meta-learning is a technique for approximating Bayes-optimal predictors. Under fairly general conditions, minimizing sequential prediction error, measured by the log loss, leads to implicit meta-learning. The goal of this work is to investigate how far this interpretation can be realized by current sequence prediction models and training regimes. The focus is on piecewise stationary sources with unobserved switching-points, which arguably capture an important characteristic of natural language and action-observation sequences in partially observable environments. We show that various types of memory-based neural models, including Transformers, LSTMs, and RNNs can learn to accurately approximate known Bayes-optimal algorithms and behave as if performing Bayesian inference over the latent switching-points and the latent parameters governing the data distribution within each segment.

ICLR Conference 2023 Conference Paper

Neural Networks and the Chomsky Hierarchy

  • Grégoire Delétang
  • Anian Ruoss
  • Jordi Grau-Moya
  • Tim Genewein
  • Li Kevin Wenliang
  • Elliot Catt
  • Chris Cundy
  • Marcus Hutter

Reliable generalization lies at the heart of safe ML and AI. However, understanding when and how neural networks generalize remains one of the most important unsolved problems in the field. In this work, we conduct an extensive empirical study (20'910 models, 15 tasks) to investigate whether insights from the theory of computation can predict the limits of neural network generalization in practice. We demonstrate that grouping tasks according to the Chomsky hierarchy allows us to forecast whether certain architectures will be able to generalize to out-of-distribution inputs. This includes negative results where even extensive amounts of data and training time never lead to any non-trivial generalization, despite models having sufficient capacity to fit the training data perfectly. Our results show that, for our subset of tasks, RNNs and Transformers fail to generalize on non-regular tasks, LSTMs can solve regular and counter-language tasks, and only networks augmented with structured memory (such as a stack or memory tape) can successfully generalize on context-free and context-sensitive tasks.

NeurIPS Conference 2023 Conference Paper

Self-Predictive Universal AI

  • Elliot Catt
  • Jordi Grau-Moya
  • Marcus Hutter
  • Matthew Aitchison
  • Tim Genewein
  • Grégoire Delétang
  • Kevin Li
  • Joel Veness

Reinforcement Learning (RL) algorithms typically utilize learning and/or planning techniques to derive effective policies. The integration of both approaches has proven to be highly successful in addressing complex sequential decision-making challenges, as evidenced by algorithms such as AlphaZero and MuZero, which consolidate the planning process into a parametric search-policy. AIXI, the most potent theoretical universal agent, leverages planning through comprehensive search as its primary means to find an optimal policy. Here we define an alternative universal agent, which we call Self-AIXI, that on the contrary to AIXI, maximally exploits learning to obtain good policies. It does so by self-predicting its own stream of action data, which is generated, similarly to other TD(0) agents, by taking an action maximization step over the current on-policy (universal mixture-policy) Q-value estimates. We prove that Self-AIXI converges to AIXI, and inherits a series of properties like maximal Legg-Hutter intelligence and the self-optimizing property.

EWRL Workshop 2022 Workshop Paper

On Reward Binarisation and Bayesian Agents

  • Elliot Catt
  • Marcus Hutter
  • Joel Veness

Reward binarisation is a common heuristically applied technique which can potentially simplify a given reinforcement learning problem. However this procedure done without care can modify the original problem, or throw away essential information. In this paper we study a number of natural forms of reward binarisation, and characterise their effects in terms of problem expressivity. We show positive results for MDPs, POMDPs, and k-order MDPs and a negative result for general history based reinforcement learning agents. Furthermore we show that binary Bayesian reinforcement learning agents enjoy convergence properties similar to their non-binarised counterparts.

AAAI Conference 2021 Conference Paper

Gated Linear Networks

  • Joel Veness
  • Tor Lattimore
  • David Budden
  • Avishkar Bhoopchand
  • Christopher Mattern
  • Agnieszka Grabska-Barwinska
  • Eren Sezener
  • Jianan Wang

This paper presents a new family of backpropagation-free neural architectures, Gated Linear Networks (GLNs). What distinguishes GLNs from contemporary neural networks is the distributed and local nature of their credit assignment mechanism; each neuron directly predicts the target, forgoing the ability to learn feature representations in favor of rapid online learning. Individual neurons are able to model nonlinear functions via the use of data-dependent gating in conjunction with online convex optimization. We show that this architecture gives rise to universal learning capabilities in the limit, with effective model capacity increasing as a function of network size in a manner comparable with deep ReLU networks. Furthermore, we demonstrate that the GLN learning mechanism possesses extraordinary resilience to catastrophic forgetting, performing almost on par to an MLP with dropout and Elastic Weight Consolidation on standard benchmarks.

NeurIPS Conference 2020 Conference Paper

A Combinatorial Perspective on Transfer Learning

  • Jianan Wang
  • Eren Sezener
  • David Budden
  • Marcus Hutter
  • Joel Veness

Human intelligence is characterized not only by the capacity to learn complex skills, but the ability to rapidly adapt and acquire new skills within an ever-changing environment. In this work we study how the learning of modular solutions can allow for effective generalization to both unseen and potentially differently distributed data. Our main postulate is that the combination of task segmentation, modular learning and memory-based ensembling can give rise to generalization on an exponentially growing number of unseen tasks. We provide a concrete instantiation of this idea using a combination of: (1) the Forget-Me-Not Process, for task segmentation and memory based ensembling; and (2) Gated Linear Networks, which in contrast to contemporary deep learning techniques use a modular and local learning mechanism. We demonstrate that this system exhibits a number of desirable continual learning properties: robustness to catastrophic forgetting, no negative transfer and increasing levels of positive transfer as more tasks are seen. We show competitive performance against both offline and online methods on standard continual learning benchmarks.

NeurIPS Conference 2020 Conference Paper

Gaussian Gated Linear Networks

  • David Budden
  • Adam Marblestone
  • Eren Sezener
  • Tor Lattimore
  • Gregory Wayne
  • Joel Veness

We propose the Gaussian Gated Linear Network (G-GLN), an extension to the recently proposed GLN family of deep neural networks. Instead of using backpropagation to learn features, GLNs have a distributed and local credit assignment mechanism based on optimizing a convex objective. This gives rise to many desirable properties including universality, data-efficient online learning, trivial interpretability and robustness to catastrophic forgetting. We extend the GLN framework from classification to multiple regression and density modelling by generalizing geometric mixing to a product of Gaussian densities. The G-GLN achieves competitive or state-of-the-art performance on several univariate and multivariate regression benchmarks, and we demonstrate its applicability to practical tasks including online contextual bandits and density estimation via denoising.

NeurIPS Conference 2020 Conference Paper

Online Learning in Contextual Bandits using Gated Linear Networks

  • Eren Sezener
  • Marcus Hutter
  • David Budden
  • Jianan Wang
  • Joel Veness

We introduce a new and completely online contextual bandit algorithm called Gated Linear Contextual Bandits (GLCB). This algorithm is based on Gated Linear Networks (GLNs), a recently introduced deep learning architecture with properties well-suited to the online setting. Leveraging data-dependent gating properties of the GLN we are able to estimate prediction uncertainty with effectively zero algorithmic overhead. We empirically evaluate GLCB compared to 9 state-of-the-art algorithms that leverage deep neural networks, on a standard benchmark suite of discrete and continuous contextual bandit problems. GLCB obtains mean first-place despite being the only online method, and we further support these results with a theoretical study of its convergence properties.

JAIR Journal 2018 Journal Article

Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agents

  • Marlos C. Machado
  • Marc G. Bellemare
  • Erik Talvitie
  • Joel Veness
  • Matthew Hausknecht
  • Michael Bowling

The Arcade Learning Environment (ALE) is an evaluation platform that poses the challenge of building AI agents with general competency across dozens of Atari 2600 games. It supports a variety of different problem settings and it has been receiving increasing attention from the scientific community, leading to some high-profile success stories such as the much publicized Deep Q-Networks (DQN). In this article we take a big picture look at how the ALE is being used by the research community. We show how diverse the evaluation methodologies in the ALE have become with time, and highlight some key concerns when evaluating agents in the ALE. We use this discussion to present some methodological best practices and provide new benchmark results using these best practices. To further the progress in the field, we introduce a new version of the ALE that supports multiple game modes and provides a form of stochasticity we call sticky actions. We conclude this big picture look by revisiting challenges posed when the ALE was introduced, summarizing the state-of-the-art in various problems and highlighting problems that remain open.

IJCAI Conference 2018 Conference Paper

Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agents (Extended Abstract)

  • Marlos C. Machado
  • Marc G. Bellemare
  • Erik Talvitie
  • Joel Veness
  • Matthew Hausknecht
  • Michael Bowling

The Arcade Learning Environment (ALE) is an evaluation platform that poses the challenge of building AI agents with general competency across dozens of Atari 2600 games. It supports a variety of different problem settings and it has been receiving increasing attention from the scientific community. In this paper we take a big picture look at how the ALE is being used by the research community. We focus on how diverse the evaluation methodologies in the ALE have become and we highlight some key concerns when evaluating agents in this platform. We use this discussion to present what we consider to be the best practices for future evaluations in the ALE. To further the progress in the field, we also introduce a new version of the ALE that supports multiple game modes and provides a form of stochasticity we call sticky actions.

NeurIPS Conference 2016 Conference Paper

The Forget-me-not Process

  • Kieran Milan
  • Joel Veness
  • James Kirkpatrick
  • Michael Bowling
  • Anna Koop
  • Demis Hassabis

We introduce the Forget-me-not Process, an efficient, non-parametric meta-algorithm for online probabilistic sequence prediction for piecewise stationary, repeating sources. Our method works by taking a Bayesian approach to partition a stream of data into postulated task-specific segments, while simultaneously building a model for each task. We provide regret guarantees with respect to piecewise stationary data sources under the logarithmic loss, and validate the method empirically across a range of sequence prediction and task identification problems.

AAAI Conference 2015 Conference Paper

Compress and Control

  • Joel Veness
  • Marc Bellemare
  • Marcus Hutter
  • Alvin Chua
  • Guillaume Desjardins

This paper describes a new information-theoretic policy evaluation technique for reinforcement learning. This technique converts any compression or density model into a corresponding estimate of value. Under appropriate stationarity and ergodicity conditions, we show that the use of a sufficiently powerful model gives rise to a consistent value function estimator. We also study the behavior of this technique when applied to various Atari 2600 video games, where the use of suboptimal modeling techniques is unavoidable. We consider three fundamentally different models, all too limited to perfectly model the dynamics of the system. Remarkably, we find that our technique provides sufficiently accurate value estimates for effective on-policy control. We conclude with a suggestive study highlighting the potential of our technique to scale to large problems.

IJCAI Conference 2015 Conference Paper

Online Learning of k-CNF Boolean Functions

  • Joel Veness
  • Marcus Hutter
  • Laurent Orseau
  • Marc Bellemare

This paper revisits the problem of learning a k-CNF Boolean function from examples, for fixed k, in the context of online learning under the logarithmic loss. We give a Bayesian interpretation to one of Valiant’s classic PAC learning algorithms, which we then build upon to derive three efficient, online, probabilistic, supervised learning algorithms for predicting the output of an unknown k-CNF Boolean function. We analyze the loss of our methods, and show that the cumulative log-loss can be upper bounded by a polynomial function of the size of each example.

IJCAI Conference 2015 Conference Paper

The Arcade Learning Environment: An Evaluation Platform for General Agents (Extended Abstract)

  • Marc Bellemare
  • Yavar Naddaf
  • Joel Veness
  • Michael Bowling

In this extended abstract we introduce the Arcade Learning Environment (ALE): both a challenge problem and a platform and methodology for evaluating the development of general, domainindependent AI technology. ALE provides an interface to hundreds of Atari 2600 game environments, each one different, interesting, and designed to be a challenge for human players. ALE presents significant research challenges for reinforcement learning, model learning, model-based planning, imitation learning, transfer learning, and intrinsic motivation. Most importantly, it provides a rigorous testbed for evaluating and comparing approaches to these problems. We illustrate the promise of ALE by presenting a benchmark set of domain-independent agents designed using wellestablished AI techniques for both reinforcement learning and planning. In doing so, we also propose an evaluation methodology made possible by ALE, reporting empirical results on over 55 different games. We conclude with a brief update on the latest ALE developments. All of the software, including the benchmark agents, is publicly available.

ICML Conference 2014 Conference Paper

Skip Context Tree Switching

  • Marc G. Bellemare
  • Joel Veness
  • Erik Talvitie

Context Tree Weighting (CTW) is a powerful probabilistic sequence prediction technique that efficiently performs Bayesian model averaging over the class of all prediction suffix trees of bounded depth. In this paper we show how to generalize this technique to the class of K-skip prediction suffix trees. Contrary to regular prediction suffix trees, K-skip prediction suffix trees are permitted to ignore up to K contiguous portions of the context. This allows for significant improvements in predictive accuracy when irrelevant variables are present, a case which often occurs within record-aligned data and images. We provide a regret-based analysis of our approach, and empirically evaluate it on the Calgary corpus and a set of Atari 2600 screen prediction tasks.

ICML Conference 2013 Conference Paper

Bayesian Learning of Recursively Factored Environments

  • Marc G. Bellemare
  • Joel Veness
  • Michael H. Bowling

Model-based reinforcement learning techniques have historically encountered a number of difficulties scaling up to large observation spaces. One promising approach has been to decompose the model learning task into a number of smaller, more manageable sub-problems by factoring the observation space. Typically, many different factorizations are possible, which can make it difficult to select an appropriate factorization without extensive testing. In this paper we introduce the class of recursively decomposable factorizations, and show how exact Bayesian inference can be used to efficiently guarantee predictive performance close to the best factorization in this class. We demonstrate the strength of this approach by presenting a collection of empirical results for 20 different Atari 2600 games.

IJCAI Conference 2013 Conference Paper

Monte Carlo *-Minimax Search

  • Marc Lanctot
  • Abdallah Saffidine
  • Joel Veness
  • Chris Archibald
  • Mark H. M. Winands

This paper introduces Monte Carlo *-Minimax Search (MCMS), a Monte Carlo search algorithm for turned-based, stochastic, two-player, zero-sum games of perfect information. The algorithm is designed for the class of densely stochastic games; that is, games where one would rarely expect to sample the same successor state multiple times at any particular chance node. Our approach combines sparse sampling techniques from MDP planning with classic pruning techniques developed for adversarial expectimax planning. We compare and contrast our algorithm to the traditional *-Minimax approaches, as well as MCTS enhanced with the Double Progressive Widening, on four games: Pig, EinStein Würfelt Nicht! , Can’t Stop, and Ra. Our results show that MCMS can be competitive with enhanced MCTS variants in some domains, while consistently outperforming the equivalent classic approaches given the same amount of thinking time.

EWRL Workshop 2013 Workshop Paper

Universal RL: Applications and Approximations

  • Joel Veness

While the main ideas underlying Universal RL have existed for over a decade now (see [Hutter, 2012] for historical context), practical applications are only just starting to emerge. In particular, the direct approximation introduced by Veness et al. [2010, 2011] was shown empirically to compare favorably to a number of other model-based RL techniques on small, partially observable environments with initially unknown, stochastic dynamics. Since then, a variety of additional techniques have been introduced that allow for the construction of far more sophisticated approximations. This short paper collects together and reviews some of the main ideas that have the potential to lead to larger scale applications.

AAAI Conference 2012 Conference Paper

Investigating Contingency Awareness Using Atari 2600 Games

  • Marc Bellemare
  • Joel Veness
  • Michael Bowling

Contingency awareness is the recognition that some aspects of a future observation are under an agent’s control while others are solely determined by the environment. This paper explores the idea of contingency awareness in reinforcement learning using the platform of Atari 2600 games. We introduce a technique for accurately identifying contingent regions and describe how to exploit this knowledge to generate improved features for value function approximation. We evaluate the performance of our techniques empirically, using 46 unseen, diverse, and challenging games for the Atari 2600 console. Our results suggest that contingency awareness is a generally useful concept for model-free reinforcement learning agents.

NeurIPS Conference 2012 Conference Paper

Sketch-Based Linear Value Function Approximation

  • Marc Bellemare
  • Joel Veness
  • Michael Bowling

Hashing is a common method to reduce large, potentially infinite feature vectors to a fixed-size table. In reinforcement learning, hashing is often used in conjunction with tile coding to represent states in continuous spaces. Hashing is also a promising approach to value function approximation in large discrete domains such as Go and Hearts, where feature vectors can be constructed by exhaustively combining a set of atomic features. Unfortunately, the typical use of hashing in value function approximation results in biased value estimates due to the possibility of collisions. Recent work in data stream summaries has led to the development of the tug-of-war sketch, an unbiased estimator for approximating inner products. Our work investigates the application of this new data structure to linear value function approximation. Although in the reinforcement learning setting the use of the tug-of-war sketch leads to biased value estimates, we show that this bias can be orders of magnitude less than that of standard hashing. We provide empirical results on two RL benchmark domains and fifty-five Atari 2600 games to highlight the superior learning performance of tug-of-war hashing.

NeurIPS Conference 2011 Conference Paper

Variance Reduction in Monte-Carlo Tree Search

  • Joel Veness
  • Marc Lanctot
  • Michael Bowling

Monte-Carlo Tree Search (MCTS) has proven to be a powerful, generic planning technique for decision-making in single-agent and adversarial environments. The stochastic nature of the Monte-Carlo simulations introduces errors in the value estimates, both in terms of bias and variance. Whilst reducing bias (typically through the addition of domain knowledge) has been studied in the MCTS literature, comparatively little effort has focused on reducing variance. This is somewhat surprising, since variance reduction techniques are a well-studied area in classical statistics. In this paper, we examine the application of some standard techniques for variance reduction in MCTS, including common random numbers, antithetic variates and control variates. We demonstrate how these techniques can be applied to MCTS and explore their efficacy on three different stochastic, single-agent settings: Pig, Can't Stop and Dominion.

NeurIPS Conference 2010 Conference Paper

Monte-Carlo Planning in Large POMDPs

  • David Silver
  • Joel Veness

This paper introduces a Monte-Carlo algorithm for online planning in large POMDPs. The algorithm combines a Monte-Carlo update of the agent's belief state with a Monte-Carlo tree search from the current belief state. The new algorithm, POMCP, has two important properties. First, Monte-Carlo sampling is used to break the curse of dimensionality both during belief state updates and during planning. Second, only a black box simulator of the POMDP is required, rather than explicit probability distributions. These properties enable POMCP to plan effectively in significantly larger POMDPs than has previously been possible. We demonstrate its effectiveness in three large POMDPs. We scale up a well-known benchmark problem, Rocksample, by several orders of magnitude. We also introduce two challenging new POMDPs: 10x10 Battleship and Partially Observable PacMan, with approximately 10^18 and 10^56 states respectively. Our Monte-Carlo planning algorithm achieved a high level of performance with no prior knowledge, and was also able to exploit simple domain knowledge to achieve better results with less search. POMCP is the first general purpose planner to achieve high performance in such large and unfactored POMDPs.

AAAI Conference 2010 Conference Paper

Reinforcement Learning via AIXI Approximation

  • Joel Veness
  • Kee Siong Ng
  • Marcus Hutter
  • David Silver

This paper introduces a principled approach for the design of a scalable general reinforcement learning agent. This approach is based on a direct approximation of AIXI, a Bayesian optimality notion for general reinforcement learning agents. Previously, it has been unclear whether the theory of AIXI could motivate the design of practical algorithms. We answer this hitherto open question in the a rmative, by providing the first computationally feasible approximation to the AIXI agent. To develop our approximation, we introduce a Monte Carlo Tree Search algorithm along with an agentspecific extension of the Context Tree Weighting algorithm. Empirically, we present a set of encouraging results on a number of stochastic, unknown, and partially observable domains.

NeurIPS Conference 2009 Conference Paper

Bootstrapping from Game Tree Search

  • Joel Veness
  • David Silver
  • Alan Blair
  • William Uther

In this paper we introduce a new algorithm for updating the parameters of a heuristic evaluation function, by updating the heuristic towards the values computed by an alpha-beta search. Our algorithm differs from previous approaches to learning from search, such as Samuels checkers player and the TD-Leaf algorithm, in two key ways. First, we update all nodes in the search tree, rather than a single node. Second, we use the outcome of a deep search, instead of the outcome of a subsequent search, as the training signal for the evaluation function. We implemented our algorithm in a chess program Meep, using a linear heuristic function. After initialising its weight vector to small random values, Meep was able to learn high quality weights from self-play alone. When tested online against human opponents, Meep played at a master level, the best performance of any chess program with a heuristic learned entirely from self-play.

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