In plain words: A new system learns game strategies as readable rules, tested on Noughts-and-Crosses and Hexapawn, where play can be scored against perfect play. On both games it scored closer to perfect play than standard and deep reinforcement learning, and its rules carried over between the games.
Abstract · Can Meta-Interpretive Learning outperform Deep Reinforcement Learning of Evaluable Game strategies?
World-class human players have been outperformed in a number of complex two person games (Go, Chess, Checkers) by Deep Reinforcement Learning systems. However, owing to tractability considerations minimax regret of a learning system cannot be evaluated in such games. In this paper we consider simple games (Noughts-and-Crosses and Hexapawn) in which minimax regret can be efficiently evaluated. We use these games to compare Cumulative Minimax Regret for variants of both standard and deep reinforcement learning against two variants of a new Meta-Interpretive Learning system called MIGO. In our experiments all tested variants of both normal and deep reinforcement learning have worse performance (higher cumulative minimax regret) than both variants of MIGO on Noughts-and-Crosses and Hexapawn. Additionally, MIGO's learned rules are relatively easy to comprehend, and are demonstrated to achieve significant transfer learning in both directions between Noughts-and-Crosses and Hexapawn.
Céline Hocquette, Stephen H. Muggleton
arXiv:1902.09835 · cs.AI, cs.LG · submitted Feb 26, 2019
abstract · pdf · html · 7 pages 5 figures 3 tables 1 algorithm