Accelerating and Improving AlphaZero Using Population Based Training
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Abstract (arXiv)
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 tuning exacerbates the training cost since each hyperparameter configuration requires its own time to train one run, during which it will generate its own self-play records. As a result, multiple runs are usually needed for different hyperparameter configurations. This paper proposes using population based training (PBT) to help tune hyperparameters dynamically and improve strength during training time. Another significant advantage is that this method requires a single run only, while incurring a small additional time cost, since the time for generating self-play records remains unchanged though the time for optimization is increased following the AlphaZero training algorithm. In our experiments for 9x9 Go, the PBT method is able to achieve a higher win rate for 9x9 Go than the baselines, each with its own hyperparameter configuration and trained individually. For 19x19 Go, with PBT, we are able to obtain improvements in playing strength. Specifically, the PBT agent can obtain up to 74% win rate against ELF OpenGo, an open-source state-of-the-art AlphaZero program using a neural network of a comparable capacity. This is compared to a saturated non-PBT agent, which achieves a win rate of 47% against ELF OpenGo under the same circumstances.
Key facts. Cited by 12 papers in the map (data through 7 Oct 2026). First posted on arXiv 13 Mar 2020.
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Citing papers per year: 2021: 2; 2022: 2; 2023: 3; 2024: 2; 2025: 1; 2026: 2.
12 papers.
- 2023Evolutionary Reinforcement Learning: A Surveycited by 24
- 2022Are AlphaZero-like Agents Robust to Adversarial Perturbations?cited by 14
- 2023MiniZero: Comparative Analysis of AlphaZero and MuZero on Go, Othello, and Atari Gamescited by 14
- 2021A Novel Approach to Solving Goal-Achieving Problems for Board Gamescited by 7
- 2022A Local-Pattern Related Look-Up Tablecited by 3
- 2023Vision Transformers for Computer Gocited by 2
- 2024Generalized Population-Based Training for Hyperparameter Optimization in Reinforcement Learningcited by 2
- 2026Revisiting Regularized Policy Optimization for Stable and Efficient Reinforcement Learning in Two-Player Gamescited by 1
- 2021OLIVAW: Mastering Othello without Human Knowledge, nor a Fortunecited by 0
- 2024Simultaneous Training of First- and Second-Order Optimizers in Population-Based Reinforcement Learningcited by 0
- 2025A Study of Solving Life-and-Death Problems in Go Using Relevance-Zone Based Solverscited by 0
- 2026MAPLE: Multi-State Aggregated Policy Evaluation for AlphaZero in Imperfect-Information Gamescited by 0
- 2026MAPLE: Multi-State Aggregated Policy Evaluation for AlphaZero in Imperfect-Information Games22 May 2026
- 2026Revisiting Regularized Policy Optimization for Stable and Efficient Reinforcement Learning in Two-Player Games11 Feb 2026
- 2025A Study of Solving Life-and-Death Problems in Go Using Relevance-Zone Based Solvers23 Dec 2025
- 2024Simultaneous Training of First- and Second-Order Optimizers in Population-Based Reinforcement Learning27 Aug 2024
- 2024Generalized Population-Based Training for Hyperparameter Optimization in Reinforcement Learning12 Apr 2024
- 2023MiniZero: Comparative Analysis of AlphaZero and MuZero on Go, Othello, and Atari Games17 Oct 2023
- 2023Vision Transformers for Computer Go22 Sep 2023
- 2023Evolutionary Reinforcement Learning: A Survey7 Mar 2023
- 2022A Local-Pattern Related Look-Up Table22 Dec 2022
- 2022Are AlphaZero-like Agents Robust to Adversarial Perturbations?7 Nov 2022
- 2021A Novel Approach to Solving Goal-Achieving Problems for Board Games5 Dec 2021
- 2021OLIVAW: Mastering Othello without Human Knowledge, nor a Fortune31 Mar 2021