SOTAVerified

Game of Go

Go is an abstract strategy board game for two players, in which the aim is to surround more territory than the opponent. The task is to train an agent to play the game and be superior to other players.

Papers

Showing 150 of 62 papers

TitleStatusHype
Reinforcement Learning in Strategy-Based and Atari Games: A Review of Google DeepMinds Innovations0
MASTER: A Multi-Agent System with LLM Specialized MCTS0
Perceptual Similarity for Measuring Decision-Making Style and Policy Diversity in GamesCode0
Deep Reinforcement Learning for 5*5 Multiplayer Go0
Monte Carlo Tree Search with Boltzmann ExplorationCode0
Task Success is not Enough: Investigating the Use of Video-Language Models as Behavior Critics for Catching Undesirable Agent Behaviors0
Active Reinforcement Learning for Robust Building ControlCode1
Explaining How a Neural Network Play the Go Game and Let People Learn0
Vision Transformers for Computer Go0
AlphaZero Gomoku0
Are AlphaZero-like Agents Robust to Adversarial Perturbations?Code1
The ProfessionAl Go annotation datasEt (PAGE)0
The cost of passing -- using deep learning AIs to expand our understanding of the ancient game of Go0
Score vs. Winrate in Score-Based Games: which Reward for Reinforcement Learning?0
Spatial State-Action Features for General Games0
Planning in Stochastic Environments with a Learned ModelCode1
Probabilistic DAG Search0
Learning and Planning in Complex Action SpacesCode0
Batch Monte Carlo Tree Search0
Conservative Optimistic Policy Optimization via Multiple Importance SamplingCode0
Visualizing MuZero ModelsCode1
Derived metrics for the game of Go -- intrinsic network strength assessment and cheat-detectionCode0
Mobile Networks for Computer Go0
The Computational Limits of Deep LearningCode0
The Go Transformer: Natural Language Modeling for Game Play0
Tackling Morpion Solitaire with AlphaZero-likeRanked Reward Reinforcement Learning0
Mastering Atari, Go, Chess and Shogi by Planning with a Learned ModelCode2
Multi-step Greedy Reinforcement Learning Algorithms0
Multi-step Greedy Policies in Model-Free Deep Reinforcement Learning0
MoET: Interpretable and Verifiable Reinforcement Learning via Mixture of Expert Trees0
Playing Go without Game Tree Search Using Convolutional Neural Networks0
Designing Game of Theorems0
MoËT: Mixture of Expert Trees and its Application to Verifiable Reinforcement LearningCode1
Building a Computer Mahjong Player via Deep Convolutional Neural Networks0
Generative Adversarial Imagination for Sample Efficient Deep Reinforcement Learning0
Hyper-Parameter Sweep on AlphaZero GeneralCode1
Accelerating Self-Play Learning in GoCode2
ELF OpenGo: An Analysis and Open Reimplementation of AlphaZeroCode0
A GFML-based Robot Agent for Human and Machine Cooperative Learning on Game of Go0
Comparing Knowledge-based Reinforcement Learning to Neural Networks in a Strategy Game0
PFML-based Semantic BCI Agent for Game of Go Learning and Prediction0
Meta-modeling game for deriving theoretical-consistent, micro-structural-based traction-separation laws via deep reinforcement learning0
Pressure Predictions of Turbine Blades with Deep Learning0
What do we need to build explainable AI systems for the medical domain?0
Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning AlgorithmCode1
FML-based Dynamic Assessment Agent for Human-Machine Cooperative System on Game of GoCode0
First-spike based visual categorization using reward-modulated STDP0
A Popperian Falsification of Artificial Intelligence -- Lighthill Defended0
Monte Carlo Tree Search with Sampled Information Relaxation Dual Bounds0
FML-based Prediction Agent and Its Application to Game of Go0
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Benchmark Results

#ModelMetricClaimedVerifiedStatus
1AlphaGo ZeroELO Rating5,185Unverified