量子强化学习用标志机制提升连四棋探索效率
Extending a Quantum Reinforcement Learning Exploration Policy with Flags to Connect Four
- 用标志识别潜在好动作,量子版本实现采样速度加倍
- 量子智能体平均更少迭代就找到标志动作,但胜率与经典版相同
- 适合研究量子强化学习在复杂博弈中的表现
基于标志的动作选择是一种强化学习探索策略,通过标记机制识别每个状态下的高潜力动作,从而提升状态空间探索效率。其量子版本利用二次加速优势,进一步加快标志动作的采样速度。该方法此前已在跳棋游戏中取得成功。本文将其应用于连四棋场景,以评估其在不同环境下的泛化能力。我们还追踪了一个此前未被关注的指标:获取标志动作所需的平均迭代次数。由于后手在连四棋中处于显著劣势,本研究也考察了这一复杂情形对算法性能的影响。实验对比了经典与量子强化学习智能体在先手或后手情况下,对抗随机化负极大值对手的表现。结果表明,两种标志探索策略均明显优于基础的epsilon-greedy策略。量子智能体确实以更少的迭代次数采样到标志动作。尽管量子版本更稳定地获取标志动作,但其胜率与经典版本无异,可能源于所选训练场景过于简单。
原文摘要 · Abstract (English)
Action selection based on flags is a Reinforcement Learning (RL) exploration policy that improves the exploration of the state space through the use of flags, which can identify the most promising actions to take in each state. The quantum counterpart of this exploration policy further improves upon this by taking advantage of a quadratic speedup for sampling flagged actions. This approach has already been successfully employed for the game of Checkers. In this work, we describe the application of this method to the context of Connect Four, in order to study its performance in a different setting, which can lead to a better generalization of the technique. We also kept track of a metric that wasn't taken into account in previous work: the average number of iterations to obtain a flagged action. Since going second is a significant disadvantage in Connect Four, we also had the intent of exploring how this more complex scenario would impact the performance of our approach. The experiments involved training and testing classical and quantum RL agents that played either going first or going second against a Randomized Negamax opponent. The results showed that both flagged exploration policies were clearly superior to a simple epsilon-greedy policy. Furthermore, the quantum agents did in fact sample flagged actions in less iterations. Despite obtaining tagged actions more consistently, the win rates between the classical and quantum versions of the approach were identical, which could be due to the simplicity of the training scenario chosen.
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