The Surprising Effectiveness of Approximate Value Iteration in Self-Play
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Abstract (arXiv)
Combining search with function approximation has driven major advances in game-playing programs, making self-play algorithms more competitive than ever. Still, the computational overhead of the most popular methods, based on Monte Carlo Tree Search (MCTS), can be substantial. In this work, we investigate whether simpler methods remain competitive in non-trivial, moderately sized games such as Connect Four, Hex(7x7) and synthetic games. We train a minimal self-play implementation of Approximate Value Iteration (AVI) and use ground-truth oracles for exact evaluation. Contrary to expectations, our results demonstrate the surprising effectiveness of AVI: it learns more accurate value functions than those learned by AlphaZero, while its one-step-lookahead greedy policies remain competitive with MCTS-based policies at substantially lower training and inference costs. Preliminary experiments on Othello and Go(9x9) show that AVI trains stably on larger games and learns effective value functions. These findings suggest that the success of MCTS-based methods may have eclipsed simpler approaches that have become increasingly practical with modern deep-learning tools.
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References · 7
- 2019Mastering Atari, Go, Chess and Shogi by Planning with a Learned Modelcited by 1,327
- 2020Monte-Carlo Tree Search as Regularized Policy Optimizationcited by 59
- 2023Pgx: Hardware-Accelerated Parallel Game Simulators for Reinforcement Learningcited by 45
- 2023MiniZero: Comparative Analysis of AlphaZero and MuZero on Go, Othello, and Atari Gamescited by 14
- 2020Learning to Play Two-Player Perfect-Information Games without Knowledgecited by 11
- 2020Minimax Strikes Backcited by 11
- 2022Doubly-Asynchronous Value Iteration: Making Value Iteration Asynchronous in Actionscited by 2
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