Learning to Play: Reinforcement Learning and Games
Read the original on arXiv AI →The Flow has not summarised this story yet — read it at arXiv AI.
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The paper proposes a method that mimics human cognition to train reinforcement learning agents to generate explainable strategies and policies as executable procedures derived from sequences of gameplay actions. It demonstrates automatic learning of such programs for chess and a grid‑based environment, showing that the resulting strategies produce effective actions and can be learned from gameplay data.
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The paper presents a symbolic sub‑policy model for chess that incorporates domain knowledge to improve interpretability. By adapting patterns learned through inductive logic programming (PAL), the authors evaluate the model using a divergence metric against a random baseline and show that it can suggest moves comparable to a human beginner. They also propose a computational evaluation scheme that augments an existing engine with their model.