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Fast and Knowledge-Free Deep Learning for General Game Playing (Student Abstract)

AAAI 2024 · Architectures and efficiency › Attention and transformers · approach: Long-context KV and memory attention · 1 citations (OpenAlex)

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Adapts AlphaZero to general game playing in the Regular Boardgames system using value-only attention networks trained on MCTS-vs-MCTS data, removing action-space and board-topology assumptions.

Problem

Neural network game agents in General Game Playing typically need the action space and board topology extracted from game rules and require long self-play training; the paper targets fast, knowledge-free model building.

Approach

Replace AlphaZero's policy-plus-convolutional network with a value-only attention network over tile embeddings, use plain UCT (no PUCT priors), and generate training data from UCT MCTS playouts instead of self-play, so no action-space or board-topology knowledge is needed.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use attention layers instead of convolutional layersAlphaZero-style value network · Total average, ordered board vs UCT 1×win rate: 69% -> 75%Helped
Use attention layers instead of convolutional layersAlphaZero-style value network · Total average, ordered board vs UCT 10×win rate: 50% -> 47%Hurt
Permute the board tile order (ablation)Attention NN · Total average vs UCT 1×win rate: 75% -> 64%Hurt
Permute the board tile order (ablation)Convolutional NN · Total average vs UCT 1×win rate: 69% -> 56%Hurt
Increase the training dataset from 200 to 1,000 MCTS plays (ablation)Attention NN · Breakthrough (6×6) vs UCT 1×win rate: 4% -> 74%Helped
Increase the training dataset from 200 to 1,000 MCTS plays (ablation)Attention NN · English Draughts vs UCT 1×win rate: 31% -> 54%Helped
Increase the training dataset from 200 to 1,000 MCTS plays (ablation)Attention NN · Reversi vs UCT 1×win rate: 25% -> 28%Mixed
Use attention layers instead of convolutional layersAlphaZero-style value network · Across games and board sizeswin rateMixed

Surprising findings

Limitations

Experimental setup

Datasets: MCTS self-play-free plays generated by UCT agents on Regular Boardgames games (Breakthrough, Connect Four, English Draug

Benchmarks: Regular Boardgames games: Breakthrough, Connect Four, English Draughts, Fox and Hounds, Gomoku, Hex, Pentago, Reversi, T

Metrics: win rate vs UCT with 1x and 10x iterations, 95% confidence i

Baselines: UCT MCTS Convolutional NN value network

Builds on: AlphaZero UCT Regular Boardgames PUCT

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