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Fast and Knowledge-Free Deep Learning for General Game Playing (Student Abstract)
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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
- Attention NN achieves 75% win rate vs 1x UCT and 47% vs 10x UCT on average on ordered boards (600 iterations), versus 69% and 50% for the convolutional NN.
- With permuted boards, attention NN averages 64% vs 1x UCT and 39% vs 10x UCT, while the CNN averages 56% and 38%.
- After very short training (under 3% of the 2h dataset, about 1,000 MCTS plays), Breakthrough 6x6 with attention reaches 74% vs UCT, and games like Reversi and English Draughts reach 28% and 54%.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use attention layers instead of convolutional layers | AlphaZero-style value network · Total average, ordered board vs UCT 1× | win rate: 69% -> 75% | Helped |
| Use attention layers instead of convolutional layers | AlphaZero-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 layers | AlphaZero-style value network · Across games and board sizes | win rate | Mixed |
Surprising findings
- Optimized MCTS playouts in the RBG reasoner are much faster than NN evaluation, so time-based comparisons favor pure MCTS.
- Convolutional NN outperforms attention NN on several smaller games, so attention is not uniformly better; trend favors attention only for larger games.
Limitations
- Experiments focus on budget training; longer training settings may change the landscape.
- Attention NN does not uniformly beat CNN; results vary strongly by game and size.
- Limited to two-player zero-sum perfect-information games.
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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