MAPLE: Multi-State Aggregated Policy Evaluation for AlphaZero in Imperfect-Information Games
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Abstract (arXiv)
Imperfect-information games (IIGs) are challenging, as players must make decisions without fully observing the true game state. While AlphaZero has achieved remarkable success in perfect-information games, extending it to IIGs remains difficult. Existing search-based approaches, such as Perfect Information Monte Carlo (PIMC), suffer from strategy fusion, while Information Set Monte Carlo Tree Search (IS-MCTS) incurs high computational cost when combined with neural networks. In this paper, we propose Multi-State Aggregated PoLicy Evaluation (MAPLE), a tree search method that aggregates policy and value evaluations from multiple sampled world states within a single search tree, combining the advantages of PIMC and IS-MCTS while maintaining a controllable computational cost. We further incorporate a Siamese-based sampling strategy to select informative world states from the information set. Experiments on Phantom Go and Dark Hex show that MAPLE significantly outperforms the PIMC-based AlphaZero baseline, achieving Elo improvements of 291 and 136, respectively. These results demonstrate that MAPLE is an effective approach for AlphaZero-style learning in imperfect-information games.
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References · 7
- 2017Population Based Training of Neural Networkscited by 367
- 2017A Unified Game-Theoretic Approach to Multiagent Reinforcement Learningcited by 268
- 2020Combining Deep Reinforcement Learning and Search for Imperfect-Information Gamescited by 114
- 2023MiniZero: Comparative Analysis of AlphaZero and MuZero on Go, Othello, and Atari Gamescited by 14
- 2020Accelerating and Improving AlphaZero Using Population Based Trainingcited by 12
- 2017Combining Prediction of Human Decisions with ISMCTS in Imperfect Information Gamescited by 1
- 2024Neural Network-based Information Set Weighting for Playing Reconnaissance Blind Chesscited by 1
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