Abstract
Recently, the use of reinforcement-learning algorithms has been proposed to create value and policy functions, and their effectiveness has been demonstrated using Go , Chess , and Shogi . In previous studies, the policy function was trained to predict the search probabilities of each move output by Monte Carlo tree search; thus, a number of simulations were required to obtain the search probabilities. We propose a reinforcement-learning algorithm with game of self-play to create value and policy functions such that the policy function is trained directly from the game results without the search probabilities. In this study, we use Hex , a board game developed by Piet Hein, to evaluate the proposed method. We demonstrate the effectiveness of the proposed learning algorithm in terms of the policy function accuracy, and play a tournament with the proposed computer Hex algorithm DeepEZO and 2017 world-champion programs. The tournament results demonstrate that DeepEZO outperforms all programs. DeepEZO achieved a winning percentage of 79.3% against the world-champion program MoHex2.0 under the same search conditions on $13 \times 13$ board. We also show that the highly accurate policy functions can be created by training the policy functions to increase the number of moves to be searched in the loser position.
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