First-Order Problem Solving through Neural MCTS based Reinforcement
Learning
- URL: http://arxiv.org/abs/2101.04167v1
- Date: Mon, 11 Jan 2021 19:54:06 GMT
- Title: First-Order Problem Solving through Neural MCTS based Reinforcement
Learning
- Authors: Ruiyang Xu, Prashank Kadam, Karl Lieberherr
- Abstract summary: Many problems can be described using interpreted FOL statements and can be mapped into a semantic game.
We propose a general framework, Persephone, to map the FOL description of a problem to a semantic game.
Our goal for Persephone is to make it tabula-rasa, mapping a problem stated in interpreted FOL to a solution without human intervention.
- Score: 0.0
- License: http://creativecommons.org/licenses/by/4.0/
- Abstract: The formal semantics of an interpreted first-order logic (FOL) statement can
be given in Tarskian Semantics or a basically equivalent Game Semantics. The
latter maps the statement and the interpretation into a two-player semantic
game. Many combinatorial problems can be described using interpreted FOL
statements and can be mapped into a semantic game. Therefore, learning to play
a semantic game perfectly leads to the solution of a specific instance of a
combinatorial problem. We adapt the AlphaZero algorithm so that it becomes
better at learning to play semantic games that have different characteristics
than Go and Chess. We propose a general framework, Persephone, to map the FOL
description of a combinatorial problem to a semantic game so that it can be
solved through a neural MCTS based reinforcement learning algorithm. Our goal
for Persephone is to make it tabula-rasa, mapping a problem stated in
interpreted FOL to a solution without human intervention.
Related papers
- Guessing Winning Policies in LTL Synthesis by Semantic Learning [0.0]
We provide a learning-based technique for guessing a winning strategy in a parity game originating from an synthesis problem.
Not only can the guessed strategy be applied as best-effort in cases where the game's huge size prohibits rigorous approaches, but it can also increase the scalability of rigorous synthesis in several ways.
arXiv Detail & Related papers (2023-05-24T12:57:53Z) - Truth and Preferences -- A Game Approach for Qualitative Choice Logic [2.28438857884398]
We introduce game-theoretic semantics (GTS) for qualitative Choice Logic (QCL)
GTS extends classical propositional logic with an additional connective called ordered disjunction.
We show that game semantics can be leveraged to derive new semantics for the language of QCL.
arXiv Detail & Related papers (2022-09-26T15:36:23Z) - Learning Correlated Equilibria in Mean-Field Games [62.14589406821103]
We develop the concepts of Mean-Field correlated and coarse-correlated equilibria.
We show that they can be efficiently learnt in emphall games, without requiring any additional assumption on the structure of the game.
arXiv Detail & Related papers (2022-08-22T08:31:46Z) - An AlphaZero-Inspired Approach to Solving Search Problems [63.24965775030674]
We adapt the methods and techniques used in AlphaZero for solving search problems.
We describe possible representations in terms of easy-instance solvers and self-reductions.
We also describe a version of Monte Carlo tree search adapted for search problems.
arXiv Detail & Related papers (2022-07-02T23:39:45Z) - Near-Optimal Learning of Extensive-Form Games with Imperfect Information [54.55092907312749]
We present the first line of algorithms that require only $widetildemathcalO((XA+YB)/varepsilon2)$ episodes of play to find an $varepsilon$-approximate Nash equilibrium in two-player zero-sum games.
This improves upon the best known sample complexity of $widetildemathcalO((X2A+Y2B)/varepsilon2)$ by a factor of $widetildemathcalO(maxX,
arXiv Detail & Related papers (2022-02-03T18:18:28Z) - No-Regret Learning in Time-Varying Zero-Sum Games [99.86860277006318]
Learning from repeated play in a fixed zero-sum game is a classic problem in game theory and online learning.
We develop a single parameter-free algorithm that simultaneously enjoys favorable guarantees under three performance measures.
Our algorithm is based on a two-layer structure with a meta-algorithm learning over a group of black-box base-learners satisfying a certain property.
arXiv Detail & Related papers (2022-01-30T06:10:04Z) - Learning to Play Sequential Games versus Unknown Opponents [93.8672371143881]
We consider a repeated sequential game between a learner, who plays first, and an opponent who responds to the chosen action.
We propose a novel algorithm for the learner when playing against an adversarial sequence of opponents.
Our results include algorithm's regret guarantees that depend on the regularity of the opponent's response.
arXiv Detail & Related papers (2020-07-10T09:33:05Z) - Near-Optimal Reinforcement Learning with Self-Play [50.29853537456737]
We focus on self-play algorithms which learn the optimal policy by playing against itself without any direct supervision.
We propose an optimistic variant of the emphNash Q-learning algorithm with sample complexity $tildemathcalO(SAB)$, and a new emphNash V-learning algorithm with sample complexity $tildemathcalO(S(A+B))$.
arXiv Detail & Related papers (2020-06-22T05:00:13Z) - Quantum-over-classical Advantage in Solving Multiplayer Games [0.0]
Subtraction games are sometimes referred to as one-heap Nim games.
In quantum game theory, a subset of Subtraction games became the first explicitly defined class of zero-sum games.
For a narrower subset of Subtraction games, an exact quantum sublinear algorithm is known that surpasses all deterministic algorithms.
arXiv Detail & Related papers (2020-06-12T06:36:07Z) - Smooth markets: A basic mechanism for organizing gradient-based learners [47.34060971879986]
We introduce smooth markets (SM-games), a class of n-player games with pairwise zero sum interactions.
SM-games codify a common design pattern in machine learning that includes (some) GANs, adversarial training, and other recent algorithms.
We show that SM-games are amenable to analysis and optimization using first-order methods.
arXiv Detail & Related papers (2020-01-14T09:19:39Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.