# Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model

arXiv: https://arxiv.org/abs/1911.08265 · HTML: https://mlsanity.com/paper/1911.08265/

## Key facts

- Cited by 1,353 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 19 Nov 2019.

## Built on by (most cited first, 30 of 1353)

- [Mastering Diverse Domains through World Models](https://mlsanity.com/paper/2301.04104/) (2023)
- [Planning with Diffusion for Flexible Behavior Synthesis](https://mlsanity.com/paper/2205.09991/) (2022)
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- [Reasoning with Language Model is Planning with World Model](https://mlsanity.com/paper/2305.14992/) (2023)
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- [TD-MPC2: Scalable, Robust World Models for Continuous Control](https://mlsanity.com/paper/2310.16828/) (2023)
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- [Driving into the Future: Multiview Visual Forecasting and Planning with World Model for Autonomous Driving](https://mlsanity.com/paper/2311.17918/) (2023)
- [Tool Learning with Foundation Models](https://mlsanity.com/paper/2304.08354/) (2023)
- [Diffusion for World Modeling: Visual Details Matter in Atari](https://mlsanity.com/paper/2405.12399/) (2024)
- [Alphazero-like Tree-Search can Guide Large Language Model Decoding and Training](https://mlsanity.com/paper/2309.17179/) (2023)
- [A Cookbook of Self-Supervised Learning](https://mlsanity.com/paper/2304.12210/) (2023)
- [Mastering Atari Games with Limited Data](https://mlsanity.com/paper/2111.00210/) (2021)
- [Multi-Game Decision Transformers](https://mlsanity.com/paper/2205.15241/) (2022)
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- [Deep Reinforcement Learning for Robotics: A Survey of Real-World Successes](https://mlsanity.com/paper/2408.03539/) (2024)
- [Behavior From the Void: Unsupervised Active Pre-Training](https://mlsanity.com/paper/2103.04551/) (2021)
- [A Survey of Zero-shot Generalisation in Deep Reinforcement Learning](https://mlsanity.com/paper/2111.09794/) (2021)
- [RoboAgent: Generalization and Efficiency in Robot Manipulation via Semantic Augmentations and Action Chunking](https://mlsanity.com/paper/2309.01918/) (2023)
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## Abstract (arXiv)

Constructing agents with planning capabilities has long been one of the main challenges in the pursuit of artificial intelligence. Tree-based planning methods have enjoyed huge success in challenging domains, such as chess and Go, where a perfect simulator is available. However, in real-world problems the dynamics governing the environment are often complex and unknown. In this work we present the MuZero algorithm which, by combining a tree-based search with a learned model, achieves superhuman performance in a range of challenging and visually complex domains, without any knowledge of their underlying dynamics. MuZero learns a model that, when applied iteratively, predicts the quantities most directly relevant to planning: the reward, the action-selection policy, and the value function. When evaluated on 57 different Atari games - the canonical video game environment for testing AI techniques, in which model-based planning approaches have historically struggled - our new algorithm achieved a new state of the art. When evaluated on Go, chess and shogi, without any knowledge of the game rules, MuZero matched the superhuman performance of the AlphaZero algorithm that was supplied with the game rules.
