# Bridging Local and Global Knowledge via Transformer in Board Games

arXiv: https://arxiv.org/abs/2410.05347 · HTML: https://mlsanity.com/paper/2410.05347/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 25 of its 37 references that are in the map.
- First posted on arXiv 7 Oct 2024.

## Builds on (most cited first, 25 of 25)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [BERT: Pre-training of Deep Bidirectional Transformers for Language Understanding](https://mlsanity.com/paper/1810.04805/) (2018)
- [An Image is Worth 16x16 Words: Transformers for Image Recognition at Scale](https://mlsanity.com/paper/2010.11929/) (2020)
- [MobileNetV2: Inverted Residuals and Linear Bottlenecks](https://mlsanity.com/paper/1801.04381/) (2018)
- [Sequence to Sequence Learning with Neural Networks](https://mlsanity.com/paper/1409.3215/) (2014)
- [Pyramid Vision Transformer: A Versatile Backbone for Dense Prediction without Convolutions](https://mlsanity.com/paper/2102.12122/) (2021)
- [Understanding intermediate layers using linear classifier probes](https://mlsanity.com/paper/1610.01644/) (2016)
- [Self-Attention with Relative Position Representations](https://mlsanity.com/paper/1803.02155/) (2018)
- [CvT: Introducing Convolutions to Vision Transformers](https://mlsanity.com/paper/2103.15808/) (2021)
- [CoAtNet: Marrying Convolution and Attention for All Data Sizes](https://mlsanity.com/paper/2106.04803/) (2021)
- [CMT: Convolutional Neural Networks Meet Vision Transformers](https://mlsanity.com/paper/2107.06263/) (2021)
- [EfficientFormer: Vision Transformers at MobileNet Speed](https://mlsanity.com/paper/2206.01191/) (2022)
- [ChessGPT: Bridging Policy Learning and Language Modeling](https://mlsanity.com/paper/2306.09200/) (2023)
- [Next-ViT: Next Generation Vision Transformer for Efficient Deployment in Realistic Industrial Scenarios](https://mlsanity.com/paper/2207.05501/) (2022)
- [Accelerating Self-Play Learning in Go](https://mlsanity.com/paper/1902.10565/) (2019)
- [Amortized Planning with Large-Scale Transformers: A Case Study on Chess](https://mlsanity.com/paper/2402.04494/) (2024)
- [ELF OpenGo: An Analysis and Open Reimplementation of AlphaZero](https://mlsanity.com/paper/1902.04522/) (2019)
- [Adversarial Policies Beat Superhuman Go AIs](https://mlsanity.com/paper/2211.00241/) (2022)
- [Mastering Chess with a Transformer Model](https://mlsanity.com/paper/2409.12272/) (2024)
- [MiniZero: Comparative Analysis of AlphaZero and MuZero on Go, Othello, and Atari Games](https://mlsanity.com/paper/2310.11305/) (2023)
- [The Go Transformer: Natural Language Modeling for Game Play](https://mlsanity.com/paper/2007.03500/) (2020)
- [Multi-Labelled Value Networks for Computer Go](https://mlsanity.com/paper/1705.10701/) (2017)
- [AlphaGomoku: An AlphaGo-based Gomoku Artificial Intelligence using Curriculum Learning](https://mlsanity.com/paper/1809.10595/) (2018)
- [Can Go AIs be adversarially robust?](https://mlsanity.com/paper/2406.12843/) (2024)
- [Vision Transformers for Computer Go](https://mlsanity.com/paper/2309.12675/) (2023)

## Abstract (arXiv)

Although AlphaZero has achieved superhuman performance in board games, recent studies reveal its limitations in handling scenarios requiring a comprehensive understanding of the entire board, such as recognizing long-sequence patterns in Go. To address this challenge, we propose ResTNet, a network that interleaves residual and Transformer blocks to bridge local and global knowledge. ResTNet improves playing strength across multiple board games, increasing win rate from 54.6% to 60.8% in 9x9 Go, 53.6% to 60.9% in 19x19 Go, and 50.4% to 58.0% in 19x19 Hex. In addition, ResTNet effectively processes global information and tackles two long-sequence patterns in 19x19 Go, including circular pattern and ladder pattern. It reduces the mean square error for circular pattern recognition from 2.58 to 1.07 and lowers the attack probability against an adversary program from 70.44% to 23.91%. ResTNet also improves ladder pattern recognition accuracy from 59.15% to 80.01%. By visualizing attention maps, we demonstrate that ResTNet captures critical game concepts in both Go and Hex, offering insights into AlphaZero's decision-making process. Overall, ResTNet shows a promising approach to integrating local and global knowledge, paving the way for more effective AlphaZero-based algorithms in board games. Our code is available at https://rlg.iis.sinica.edu.tw/papers/restnet.
