1 code implementation • 1 Nov 2022 • Eric Hambro, Roberta Raileanu, Danielle Rothermel, Vegard Mella, Tim Rocktäschel, Heinrich Küttler, Naila Murray
Recent breakthroughs in the development of agents to solve challenging sequential decision making problems such as Go, StarCraft, or DOTA, have relied on both simulated environments and large-scale datasets.
no code implementations • 22 Mar 2022 • Eric Hambro, Sharada Mohanty, Dmitrii Babaev, Minwoo Byeon, Dipam Chakraborty, Edward Grefenstette, Minqi Jiang, DaeJin Jo, Anssi Kanervisto, Jongmin Kim, Sungwoong Kim, Robert Kirk, Vitaly Kurin, Heinrich Küttler, Taehwon Kwon, Donghoon Lee, Vegard Mella, Nantas Nardelli, Ivan Nazarov, Nikita Ovsov, Jack Parker-Holder, Roberta Raileanu, Karolis Ramanauskas, Tim Rocktäschel, Danielle Rothermel, Mikayel Samvelyan, Dmitry Sorokin, Maciej Sypetkowski, Michał Sypetkowski
In this report, we summarize the takeaways from the first NeurIPS 2021 NetHack Challenge.
1 code implementation • 26 Jan 2022 • Vegard Mella, Eric Hambro, Danielle Rothermel, Heinrich Küttler
Together with the moolib library, we present example user code which shows how moolib’s components can be used to implement common reinforcement learning agents as a simple but scalable distributed network of homogeneous peers.
no code implementations • 24 Feb 2021 • Dennis J. N. J. Soemers, Vegard Mella, Eric Piette, Matthew Stephenson, Cameron Browne, Olivier Teytaud
In this paper, we use fully convolutional architectures in AlphaZero-like self-play training setups to facilitate transfer between variants of board games as well as distinct games.
1 code implementation • 23 Jan 2021 • Dennis J. N. J. Soemers, Vegard Mella, Cameron Browne, Olivier Teytaud
Combinations of Monte-Carlo tree search and Deep Neural Networks, trained through self-play, have produced state-of-the-art results for automated game-playing in many board games.
no code implementations • 27 Jan 2020 • Tristan Cazenave, Yen-Chi Chen, Guan-Wei Chen, Shi-Yu Chen, Xian-Dong Chiu, Julien Dehos, Maria Elsa, Qucheng Gong, Hengyuan Hu, Vasil Khalidov, Cheng-Ling Li, Hsin-I Lin, Yu-Jin Lin, Xavier Martinet, Vegard Mella, Jeremy Rapin, Baptiste Roziere, Gabriel Synnaeve, Fabien Teytaud, Olivier Teytaud, Shi-Cheng Ye, Yi-Jun Ye, Shi-Jim Yen, Sergey Zagoruyko
Since DeepMind's AlphaZero, Zero learning quickly became the state-of-the-art method for many board games.
1 code implementation • ICLR 2018 • Gabriel Synnaeve, Zeming Lin, Jonas Gehring, Dan Gant, Vegard Mella, Vasil Khalidov, Nicolas Carion, Nicolas Usunier
We formulate the problem of defogging as state estimation and future state prediction from previous, partial observations in the context of real-time strategy games.
no code implementations • 21 Nov 2018 • Jonas Gehring, Da Ju, Vegard Mella, Daniel Gant, Nicolas Usunier, Gabriel Synnaeve
We consider the problem of high-level strategy selection in the adversarial setting of real-time strategy games from a reinforcement learning perspective, where taking an action corresponds to switching to the respective strategy.