mlsanityData to 14 Oct 2026

Transformer Based Planning in the Observation Space with Applications to Trick Taking Card Games

arXiv 2404.13150 ↗First posted 19 Apr 2024cs.AI cs.LGcited by 1

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Abstract (arXiv)

Traditional search algorithms have issues when applied to games of imperfect information where the number of possible underlying states and trajectories are very large. This challenge is particularly evident in trick-taking card games. While state sampling techniques such as Perfect Information Monte Carlo (PIMC) search has shown success in these contexts, they still have major limitations. We present Generative Observation Monte Carlo Tree Search (GO-MCTS), which utilizes MCTS on observation sequences generated by a game specific model. This method performs the search within the observation space and advances the search using a model that depends solely on the agent's observations. Additionally, we demonstrate that transformers are well-suited as the generative model in this context, and we demonstrate a process for iteratively training the transformer via population-based self-play. The efficacy of GO-MCTS is demonstrated in various games of imperfect information, such as Hearts, Skat, and "The Crew: The Quest for Planet Nine," with promising results.

Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). Builds on 11 of its 36 references that are in the map. First posted on arXiv 19 Apr 2024.

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11 of 36 references.

References · 11

  1. 2019PyTorch: An Imperative Style, High-Performance Deep Learning Librarycited by 20,305
  2. 2019HuggingFace's Transformers: State-of-the-art Natural Language Processingcited by 2,218
  3. 2021Decision Transformer: Reinforcement Learning via Sequence Modelingcited by 1,546
  4. 2021Offline Reinforcement Learning as One Big Sequence Modeling Problemcited by 644
  5. 2022Emergent World Representations: Exploring a Sequence Model Trained on a Synthetic Taskcited by 431
  6. 2017DeepStack: Expert-Level Artificial Intelligence in No-Limit Pokercited by 233
  7. 2016Deep Reinforcement Learning from Self-Play in Imperfect-Information Gamescited by 158
  8. 2017Emergent Complexity via Multi-Agent Competitioncited by 120
  9. 2021Vector Quantized Models for Planningcited by 48
  10. 2020Single-Agent Optimization Through Policy Iteration Using Monte-Carlo Tree Searchcited by 3
  11. 2018Surprising Negative Results for Generative Adversarial Tree Searchcited by 2

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