Can Meta-Interpretive Learning outperform Deep Reinforcement Learning of Evaluable Game strategies?
Proceedings of the Twenty-Eighth International Joint Conference on Artificial Intelligence. Doctoral Consortium. Pages 6440-6441.
https://doi.org/10.24963/ijcai.2019/909
Keywords
- Machine Learning: Relational Learning
- Heuristic Search and Game Playing: Game Playing and Machine Learning
Abstract
World-class human players have been outperformed in a number of complex two person games such as Go by Deep Reinforcement Learning systems GO. However, several drawbacks can be identified for these systems: 1) The data efficiency is unclear given they appear to require far more training games to achieve such performance than any human player might experience in a lifetime. 2) These systems are not easily interpretable as they provide limited explanation about how decisions are made. 3) These systems do not provide transferability of the learned strategies to other games. We study in this work how an explicit logical representation can overcome these limitations and introduce a new logical system called MIGO designed for learning two player game optimal strategies. It benefits from a strong inductive bias which provides the capability to learn efficiently from a few examples of games played. Additionally, MIGO's learned rules are relatively easy to comprehend, and are demonstrated to achieve significant transfer learning.
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1 Introduction
World-class human players have been outperformed in a number of complex two person games such as Go by Deep Reinforcement Learning systems [Silver et al., 2016]. However, several drawbacks can be identified for these systems: 1) The data efficiency is unclear given they appear to require far more training games to achieve such performance than any human player might experience in a lifetime. 2) These
systems are not easily interpretable as they provide limited explanation about how decisions are made. 3) These systems do not provide transferability of the learned strategies to other games. We study in this work how an explicit logical representation can overcome these limitations.
For example, an applicable strategy for playing Noughtsand-Crosses is to lead double attacks when possible, an example of which is shown in Figure 1. Player O executes a move from board A to board B which creates two threats represented in green, and results in a forced win for O. The rules presented in Figure 1 describe such a strategy. A and B are variables representing states that encode both the board description and the active player. A move from A to B is a winning move if the opponent can not immediately win and cannot make a move to prevent an immediate win. These rules provide an understandable strategy for winning in two moves. Moreover, they are transferable to more complex games as they are generally true for describing double attacks.
We introduce a new logical system called MIGO 1 designed for learning two player game optimal strategies of the form presented in Figure 1. It benefits from a strong inductive bias which provides the capability to learn efficiently from a few examples of games played. Additionally, MIGO's learned rules are relatively easy to comprehend, and are demonstrated to achieve significant transfer learning.
Owing to tractability considerations, minimax regret of a learning system cannot be evaluated in complex games. In this work, we consider a simple game (Noughts-and-Crosses) in which minimax regret can be efficiently evaluated. We use these games to compare Cumulative Minimax Regret for variants of both standard and deep reinforcement learning against two variants of MIGO.
1 From the children's game-playing phrase My go! and the literal translation into English of the French word Ordinateur which means computer.

tion and learning recursive theories [Muggleton et al., 2014; 2015]. MIGO extends MIL to additionnally support Dependent Learning [Lin et al., 2014]. The idea is to first learn low-level predicates from single examples and with limited complexity. The definitions are added into the background knowledge such that they can be used in further definitions. The process iterates until no further predicates can be learned. Practically, for successive values of k a series of interrelated definitions are learned for predicates win k(A, B) and draw k(A, B). These predicates define maintenance of minimax win and draw in k-ply when moving from position A to B. For instance, MIGO first learns a simple definition of win 1/1 for winning in one move. Next, a predicate win 2/1 describing the action of winning in two moves can be built from win 1/1 as shown in Figure 1.
MIGO distinguishes itself from classical reinforcement learning approaches by the way it addresses the Credit Assignment Problem. We identify examples of moves that necessarily are positive examples for the task of winning or drawing. We assume the learner plays against an optimal opponent and that the game starts from a randomly chosen initial board B and can demonstrate that two categories of moves are necessarily positive examples for win/2 or draw/2 under these assumptions. However, no negative examples can be identified under these assumptions. Therefore, the learning protocol is based upon learning from positive examples only.
The reinforcement learning systems considered for comparison are MENACE [Michie, 1963] which is the world's first reinforcezment learning system, Tabular Q-learning [Watkins, 1989] and Deep Q-learning [Mnih et al., 2015]. In our experiment all tested variants of both normal and deep reinforcement learning have worse performance (higher cumulative minimax regret) than both variants of MIGO on Noughts-and-Crosses as shown in Figure 2.
4 Conclusion and FutureWork
This work introduces a novel logical system named MIGO for learning two-player-game strategies and based upon the MIL framework. Our experiment have demonstrated that MIGO achieves lower Cumulative Minimax Regret compared to Deep and classical Q-Learning. Moreover, strategies learned with MIGO are general enough to be transferable to more complex games. Learned strategies are also relatively easy to comprehend.
One current limitation of MIGO is the limited scalability. The execution of learned strategies is computationally expensive as it browses the minimax tree to evaluate whether a move is a winning move. Therefore the running time increases rapidly with the state dimensions. The scalability is also limited by initial assumptions: the current version of MIGO requires a minimax player as opponent which is intractable in large dimensions. We further plan to extend this framework by relaxing our credit assignment protocol and weakening the optimal opponent assumption. A solution would be to learn from self-play.
Despite these limitations, we believe the novel approach introduced in this work opens exciting new avenues for machine learning game strategy.
@inproceedings{ijcai2019p909,
title = {Can Meta-Interpretive Learning outperform Deep Reinforcement Learning of Evaluable Game strategies?},
author = {Hocquette, Céline},
booktitle = {Proceedings of the Twenty-Eighth International Joint Conference on
Artificial Intelligence, {IJCAI-19}},
publisher = {International Joint Conferences on Artificial Intelligence Organization},
editor = {Sarit Kraus},
pages = {6440--6441},
year = {2019},
month = {8},
note = {Doctoral Consortium},
doi = {10.24963/ijcai.2019/909},
url = {https://doi.org/10.24963/ijcai.2019/909},
}
TY - CPAPER TI - Can Meta-Interpretive Learning outperform Deep Reinforcement Learning of Evaluable Game strategies? AU - Hocquette, Céline T2 - Proceedings of the Twenty-Eighth International Joint Conference on Artificial Intelligence, IJCAI-19 PB - International Joint Conferences on Artificial Intelligence Organization PY - 2019 SP - 6440 EP - 6441 DO - 10.24963/ijcai.2019/909 UR - https://doi.org/10.24963/ijcai.2019/909 ER -Copied
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