| Literature DB >> 33361790 |
Julian Schrittwieser1, Ioannis Antonoglou1,2, Thomas Hubert1, David Silver3,4, Karen Simonyan1, Laurent Sifre1, Simon Schmitt1, Arthur Guez1, Edward Lockhart1, Demis Hassabis1, Thore Graepel1,2, Timothy Lillicrap1.
Abstract
Constructing agents with planning capabilities has long been one of the main challenges in the pursuit of artificial intelligence. Tree-based planning methods have enjoyed huge success in challenging domains, such as chess1 and Go2, where a perfect simulator is available. However, in real-world problems, the dynamics governing the environment are often complex and unknown. Here we present the MuZero algorithm, which, by combining a tree-based search with a learned model, achieves superhuman performance in a range of challenging and visually complex domains, without any knowledge of their underlying dynamics. The MuZero algorithm learns an iterable model that produces predictions relevant to planning: the action-selection policy, the value function and the reward. When evaluated on 57 different Atari games3-the canonical video game environment for testing artificial intelligence techniques, in which model-based planning approaches have historically struggled4-the MuZero algorithm achieved state-of-the-art performance. When evaluated on Go, chess and shogi-canonical environments for high-performance planning-the MuZero algorithm matched, without any knowledge of the game dynamics, the superhuman performance of the AlphaZero algorithm5 that was supplied with the rules of the game.Entities:
Year: 2020 PMID: 33361790 DOI: 10.1038/s41586-020-03051-4
Source DB: PubMed Journal: Nature ISSN: 0028-0836 Impact factor: 49.962