{"title":"More Human-Like Gameplay by Blending Policies From Supervised and Reinforcement Learning","authors":"Tatsuyoshi Ogawa;Chu-Hsuan Hsueh;Kokolo Ikeda","doi":"10.1109/TG.2024.3424668","DOIUrl":null,"url":null,"abstract":"Modeling human players' behaviors in games is a key challenge for making natural computer players, evaluating games, and generating content. To achieve better human–computer interaction, researchers have tried various methods to create human-like artificial intelligence. In chess and \n<italic>Go</i>\n, supervised learning with deep neural networks is known as one of the most effective ways to predict human moves. However, for many other games (e.g., \n<italic>Shogi</i>\n), it is hard to collect a similar amount of game records, resulting in poor move-matching accuracy of the supervised learning. We propose a method to compensate for the weakness of the supervised learning policy by Blending it with an AlphaZero-like reinforcement learning policy. Experiments on \n<italic>Shogi</i>\n showed that the Blend method significantly improved the move-matching accuracy over supervised learning models. Experiments on chess and \n<italic>Go</i>\n with a limited number of game records also showed similar results. The Blend method was effective with both medium and large numbers of games, particularly the medium case. We confirmed the robustness of the Blend model to the parameter and discussed the mechanism why the move-matching accuracy improves. In addition, we showed that the Blend model performed better than existing work that tried to improve the move-matching accuracy.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 4","pages":"831-843"},"PeriodicalIF":1.7000,"publicationDate":"2024-07-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10595450","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Transactions on Games","FirstCategoryId":"94","ListUrlMain":"https://ieeexplore.ieee.org/document/10595450/","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE","Score":null,"Total":0}
引用次数: 0
Abstract
Modeling human players' behaviors in games is a key challenge for making natural computer players, evaluating games, and generating content. To achieve better human–computer interaction, researchers have tried various methods to create human-like artificial intelligence. In chess and
Go
, supervised learning with deep neural networks is known as one of the most effective ways to predict human moves. However, for many other games (e.g.,
Shogi
), it is hard to collect a similar amount of game records, resulting in poor move-matching accuracy of the supervised learning. We propose a method to compensate for the weakness of the supervised learning policy by Blending it with an AlphaZero-like reinforcement learning policy. Experiments on
Shogi
showed that the Blend method significantly improved the move-matching accuracy over supervised learning models. Experiments on chess and
Go
with a limited number of game records also showed similar results. The Blend method was effective with both medium and large numbers of games, particularly the medium case. We confirmed the robustness of the Blend model to the parameter and discussed the mechanism why the move-matching accuracy improves. In addition, we showed that the Blend model performed better than existing work that tried to improve the move-matching accuracy.