P LANNING IN S TOCHASTIC E NVIRONMENTS WITH A L EARNED M ODEL
Anonymous authors
Paper under double-blind review
A BSTRACT
Model-based reinforcement learning has proven highly successful.
However, learning a model in isolation from its use during planning is problematic in complex environments.
To date, the most effective techniques have instead combined valueequivalent model learning with powerful tree-search methods.
This approach is exempliﬁed by MuZero , which has achieved state-of-the-art performance in a wide range of domains, from board games to visually rich environments, with discrete and continuous action spaces, in online and ofﬂine settings.
However, previous instantiations of this approach were limited to the use of deterministic models.
This limits their performance in environments that are inherently stochastic, partially observed, or so large and complex that they appear stochastic to a ﬁnite agent.
In this paper we extend this approach to learn and plan with stochastic models.
Specifically, we introduce a new algorithm, Stochastic MuZero , that learns a stochastic model incorporating afterstates, and uses this model to perform a stochastic tree search.
Stochastic MuZero matched or exceeded the state of the art in a set of canonical single and multi-agent environments, including 2048 and backgammon, while maintaining the superhuman performance of standard MuZero in the game of
Go.
I NTRODUCTION
Constructing plans and executing them is an important feature of human and animal behaviour.
In the ﬁeld of artiﬁcial intelligence there has been a great amount of research into adding planning capabilities to intelligent agents.
Tree-based planning algorithms have shown a lot of success in a wide variety of environments such as card games (Morav ˇ cík et al., 2017), board games (Campbell et al., 2002; Silver et al., 2016) and more recently video games (Schrittwieser et al., 2020) and continuous control tasks (Hubert et al., 2021).
Most tree search methods assume that the agent has access to a perfect simulator of the environment, whereas real-world environments are typically unknown.
Model-based reinforcement learning algorithms combine a model-learning component, which estimates the dynamics of the environment, with a planning component, using the learned model as a simulator.
However, learning a model in isolation from its use during planning has proven to be problematic in complex environments (van Hasselt et al., 2019).
Instead, value-equivalent modellearning methods (Silver et al., 2017; Farahmand et al., 2017; Oh et al., 2017; Grimm et al., 2020) identify a model that reconstructs only those quantities required for planning.
The most successful method, MuZero (Schrittwieser et al., 2020) learns a model that reconstructs reward, value and policy, and uses this model to perform a powerful Monte Carlo tree search.
MuZero achieved superhuman results in Go, chess, shogi and Atari without any prior knowledge of the rules, and has also achieved state-of-the-art performance in large and continuous action spaces (Hubert et al., 2021) and ofﬂine reinforcement learning (Schrittwieser et al., 2021).
However, value equivalent methods such as MuZero have in practice been limited to a deterministic class of models, which severely limits their applicability.
Many environments are inherently stochastic and may be poorly approximated by a deterministic model.
Partially observed environments may also be perceived by the agent as stochastic, whenever aliased states cannot be disambiguated.
Similarly, large and complex environments may appear stochastic to a small agent with ﬁnite capacity.
In this paper we introduce the ﬁrst empirically effective approach for handling stochasticity in value equivalent model-learning and planning.
The model is factored to ﬁrst transition deterministically from state to an afterstate, and then to branch stochastically from the afterstate to the next state.
This factored model is trained end-to-end so as to maintain value equivalence for both state value function and action value function respectively, and a stochastic planning method is applied to the model.
We apply these ideas to MuZero , using a discrete generative network to represent the model, and modifying the Monte Carlo tree search to effectively use the factored model.
We apply our method,
Stochastic MuZero , to several environments in which handling stochasticity is important.
First, we consider the popular stochastic puzzle game 2048 , in which the prior state of the art exploits a perfect simulator and signiﬁcant handcrafted domain knowledge.
In our experiments, Stochastic MuZero achieved better results without any domain knowledge.
Second, we consider the classic stochastic two-player game of backgammon, in which near-optimal play has been achieved using a perfect simulator.
Stochastic MuZero matches this performance without any prior knowledge of the game rules.
Finally, we evaluated our method in the deterministic board game of Go.
There our method matched the performance of MuZero , demonstrating that Stochastic MuZero extends MuZero without sacriﬁcing performance.
R ELATED W ORK
Observation models (Oh et al., 2015; Chiappa et al., 2017; Łukasz Kaiser et al., 2020) explicitly learn the dynamics of an environment by ﬁtting a model of observations and rewards to observed transitions.
Subsequently, these models can be combined with a model-free learning rule in a
Dyna fashion (Sutton, 1991).
However, modeling high dimensional image observations can be computationally prohibitive, prone to high error accumulation as the model is unrolled for multiple steps, and limiting since the capacity of the model could be spent on background features which are not helpful for the problem at hand.
These issues make such models unconducive for planning.
Finally, van Hasselt et al.
(2019) argues that Dyna-based methods are unlikely to outperform model-free approaches that use a replay buffer.
Latent models (Schrittwieser et al., 2020; Oh et al., 2017; Hafner et al., 2021; Henaff et al., 2017) attempt to overcome the limitations of observation models by learning recurrent networks that operate on latent states.
In this framework, the model is conditioned on the current observation and future actions and is unrolled for k steps.
Subsequently, it is trained to make predictions about rewards, values, policies or observations at each timestep based on the current latent state.
The model can then be combined with a tree-based planning algorithm or used to generate synthetic trajectories.
Recently,
MuZero has shown that it is possible to use this approach to achieve state-of-the-art performance in many challenging domains (Hubert et al., 2021) while using less data (Schrittwieser et al., 2021).
However, most approaches, including MuZero , use a deterministic function to model the environment dynamics, which limits their applicability to deterministic or weakly stochastic environments.
Stochastic latent models are stochastic models of the environment dynamics that operate on latent states.
In (Hafner et al., 2021) the authors propose a recurrent state-space model which consists of three main modules, a recurrent module which generates the deterministic recurrent state h t , a representation model which combines h t with the current observation x t to generate a distribution over stochastic states s t and plays the role of the posterior, and a transition predictor which depends only on h t and acts as the prior of the model.
By combining the deterministic and stochastic states h t and s t the model is trained to predict the current observation o t , the transition reward r t and the discount d t .
The next deterministic recurrent state is generated using h t , s t and action a t .
The stochastic states s t are modeled as multidimensional multinomial variables.
The learned model is then used to generate synthetic data which are used to train an actor-critic model-free agent.
The authors show that their approach outperforms pure model-free methods but it fails to achieve the performance of MuZero which combines its learned model with planning.
In (Ozair et al., 2021) the authors learn a stochastic transition model using a VQ-VAE generative network (van den Oord et al., 2017) and subsequently combine it with MCTS.
They show that their method can match the performance of MuZero in chess, while viewing the problem as a singleplayer task and implicitly learning to model the behaviour of the opponent.
Despite its promise their approach was only applied in a supervised setting using expert data, and did not address the challenges of learning a stochastic model in the reinforcement learning setting.
Moreover, the learned model was trained to explicitly predict the observation at every step, which can be a limiting factor in terms of computation and model efﬁciency when dealing with high dimensional observations.
Finally, the authors used a two stage training process: ﬁrst, a model learns latent representations of the observations, then these representations are used to learn a transition model.
This makes it hard to apply this approach in the reinforcement learning setting.
B ACKGROUND 3. MuZero
MuZero is a model-based general reinforcement learning agent which combines a learned model of the environment dynamics with a Monte Carlo tree search planning algorithm.
The model is conditioned on the history of observations o ≤ t at timestep t and a sequence of future actions a t : t + K , and it is trained to predict the search policies π t : t + K , values v πt : t + K and intermediate rewards r t : t + K at each future timestep.
MuZero uses deterministic functions for its model, and thus it implicitly assumes that the underlying environment dynamics are also deterministic.
MuZero uses its dynamics model to plan ahead at each time step and the outcome of its MCTS search to select an action and as targets for its policy improvement operator.
Model MuZero ’s learned model consists of 3 functions: a representation function h , a dynamics function g and a prediction function f .
The representation function maps the current history of observations o ≤ t into a latent state s 0 t .
The dynamics function g receives the previous latent state s kt and combines it with an action a t + k to produce the next latent state s k +1 t and the reward r kt .
Finally, the prediction function f receives each latent state s kt as an input and computes the policy p kt and value v kt .
Given a sequence of policy π t : T , value z t : T , and reward u t : T targets, the model is trained to minimize the loss shown in 1.
[Equation]
The policy targets π t + k correspond to the MCTS policy that was generated when searching from observation o ≤ t + k .
The value targets z t + k are computed using n-step returns (Sutton & Barto, 2018).
Finally, the reward targets u t + k correspond to the real instantaneous rewards observed when this sequence was generated.
Search MuZero uses a variant of the MCTS tree based algorithm ﬁrst proposed in (Silver et al., 2018).
The tree is constructed recursively through a number of simulations.
Each simulation consists of 3 phases: selection , expansion and backpropagation .
During the selection phase the tree is traversed starting from the root node until a leaf edge is reached.
At each internal node s the algorithm selects the action a which maximizes the upper conﬁdence bound proposed in (Silver et al., 2016) and shown in equation 2.
[Equation]
Here, Q ( s, a ) is the value estimate for action a , N ( s, a ) the visit count, P ( a | s ) the prior probability of selecting action a , and α 1 , α 2 are constants which control the relative importance of the Q ( s, · ) estimates and prior probabilities P ( · | s ) .
In the next phase expansion , the leaf edge is expanded by querying the MuZero model and a new node is added to the tree.
Finally, during the backpropagation phase the value estimate of the newly added edge is backpropagated up the tree using the n-step return estimate.
V ECTOR Q UANTISED V ARIATIONAL
A UTO E NCODER
Vector Quantised Variational AutoEncoder (VQ-VAE, van den Oord et al.
(2017)) is a generative modeling technique which uses four key components: an encoder neural network e , a decoder neural network d , a vector quantisation layer vq , and an autoregressive model m .
Given an input x t , the encoder produces an embedding c et = e ( x t ) .
The quantisation layer comprises of a set of M codes { c i } Mi =0 , called the codebook , and quantises the encoder’s output embedding c et by returning the nearest code c t =
c k t along with its index k t = arg min i (cid:107) c
i − c et (cid:107) .
Additionally, in the backwards pass, this quantisation is treated as an identity function, referred to as straight-through gradient estimation (Bengio et al., 2013).
The decoder produces a reconstruction of the input ˆ x t = d ( c t ) .
The autoregressive model predicts a distribution p ( k t | c <t )
= m ( c <t ) over the code index at time t using the quantised embeddings c <t of the previous timesteps.
The VQ-VAE equations are shown in
Equations 3.
Encoder
[Equation]
Quantisation
[Equation]
Decoder
[Equation]
Typically, the encoder, decoder, and codebook are trained ﬁrst and then frozen to train the autoregressive model in an additional second stage.
The total loss for the VQ-VAE is
[Equation]
reconstruction
[Equation]
(cid:125) commitment − γ
[Table]
[Equation]
k
[Table]
[Equation]
c
[Table]
) (cid:124)
[Table]
(cid:21) (4)
Stochastic MuZero
In this section we present our novel algorithm Stochastic MuZero .
Our approach combines a learned stochastic transition model of the environment dynamics with a variant of Monte Carlo tree search (MCTS).
First, we describe the new model and subsequently how it is combined with MCTS for planning.
4. S TOCHASTIC M ODEL
Afterstates We consider the problem of modeling the dynamics of a stochastic environment.
Similarly to MuZero , the model receives an initial observation o ≤ t at time step t and a sequence of actions a t : t + K , and needs to make predictions about the future values, policies and rewards.
In contrast to MuZero which only considers latent states which correspond to real states of the environment,
Stochastic MuZero makes use of the notion of afterstates (Sutton & Barto, 2018) to capture the stochastic dynamics.
An afterstate as t is the hypothetical state of the environment after an action is applied but before the environment has transitioned to a true state:
[Equation]
By using afterstates we can separate the effect of applying an action to the environment and of the chance transition given an action.
For example in backgammon, the afterstate corresponds to the board state after one player has played its action but before the other player had the chance to roll the dice.
It is also possible to deﬁne the value of an afterstate as V ( as t ) =
Q ( s t , a t ) and the transition probabilities of the environment dynamics Pr ( s t +1 | as t ) =
Pr ( s t +1 | s t , a t ) .
An afterstate can lead to multiple states based on a chance event.
In our work we assume that there is a ﬁnite number of possible states M that the environment can transition to, given an afterstate, and this way we can associate each transition with a chance outcome c it .
An example of a chance outcome could be the result of the dice in a game of backgammon.
By deﬁning afterstates as t and chance outcomes c t , we can model a chance transition using a deterministic model s t +1 , r t +1 =
M ( as t , c t ) and a distribution Pr ( s t +1 | as t ) =
Pr ( c t | as t ) .
The task of learning a stochastic model is then reduced to the problem of learning afterstates as and chance outcomes c .
Model The stochastic model of Stochastic MuZero consists of 5 functions: a representation function h which maps the current observation o ≤ t to a latent state s 0 t , an afterstate dynamics function φ which given a state s kt and an action a t + k produces the next latent afterstate as kt , a dynamics function g which given an afterstate as kt and a chance outcome c t + k +1 produces the next latent state s k +1 t and a reward prediction
r k +1 t , a prediction function f which given a state s kt generates the value v kt and policy p kt predictions, and a afterstate prediction function ψ which given an afterstate as k generates a value prediction Q kt , and a distribution σ kt =
Pr ( c t + k +
| as kt ) over possible future chance outcomes c t + k +1 .
The model equations are shown in 5.
Representation
[Equation]
Afterstate
[Equation]
Afterstate [Equation] During inference, given an initial observation o ≤ t and a sequence of actions a t : t + K , we can generate trajectories from the above model by recurrently unrolling it and by sampling chance outcomes from the distributions c t + k +1 ∼ σ kt .
Chance outcomes Stochastic MuZero models the chance outcomes by using a novel variant of the VQ-VAE method.
Speciﬁcally, we consider a VQ-VAE with a constant codebook of size M .
Each entry in the codebook is a ﬁxed one-hot vector of size M .
By using a ﬁxed codebook of one hot vectors, we can simplify the equations of the VQ-VAE 3.
In this case, we model the encoder embedding c et as a categorical variable, and selecting the closest code c t is equivalent to computing the expression one hot (arg max i ( c e,it )) .
The resulting encoder can also be viewed as a stochastic function of the observation which makes use of the Gumbel softmax reparameterization trick (Jang et al., 2016) with zero temperature during the forward pass and a straight through estimator during the backward.
There is no explicit decoder in our model, and contrary to previous work (Ozair et al., 2021)
we do not make use of a reconstruction loss.
Instead the network is trained end-to-end in a fashion similar to MuZero .
In the following section we explain the training procedure in more detail.
Model training The stochastic model is unrolled and trained in an end-to-end fashion similar to
MuZero .
Speciﬁcally, given a trajectory of length K with observations o ≤ t : t + K , actions a t : t + K , value targets z t : t + K , policy targets π t : t + K and rewards u t +1: t + K , the model is unrolled for K steps as shown in ﬁgure 1 and is trained to optimize the sum of two losses as shown in equation 6: a MuZero loss and a chance loss for learning the stochastic dynamics of the model.
[Equation]
The MuZero loss is the same as the one described in MuZero (see equation 3.1).
The chance loss is applied to the predictions Q kt and σ kt which correspond to the latent afterstates as k .
The Q kt value is trained to match the value target z t + k
and the σ k is trained towards the one hot chance code c t + k
+
=
one hot (arg max i ( e ( o i ≤ t + k +1 ))) produced by the encoder.
Finally, following the standard VQ-VAE practice, we use a VQ-VAE commitment cost to ensure that the output of the encoder c
et + k = e
( o ≤ t + k +1 ) is close to the code c t + k .
Equation 7 shows the chance loss used to train the model. L chancew
[Equation]
4. S TOCHASTIC S EARCH
Stochastic MuZero extends the MCTS algorithm used in MuZero by introducing chance nodes and chance values to the search.
In the stochastic instantiation of MCTS, there are two types of nodes: decision and chance (Couetoux, 2013).
The chance and decision nodes are interleaved along the depth of the tree, so that the parent of each decision node is a chance node.
The root node of the tree is always a decision node.
In our approach, each chance node corresponds to a latent afterstate (4.1) and it is expanded by querying the stochastic model, where the parent state and an action are provided as an input and the model returns a value for the node and a prior distribution over future codes
Pr ( c | as ) .
After a chance node is expanded its value is backpropagated up the tree.
Finally, when the node is traversed during the selection phase, a code is selected by sampling the prior distribution 1 .
In Stochastic
MuZero each internal decision node is again expanded by querying the learned model, where the state of the chance parent node and a sampled code c are provided as an input, and the model returns a reward, a value and a policy.
Similarly to MuZero the value of the newly added node is backpropagated up the tree, and the pUCT (2) formula is used to select an edge.
The stochastic search used by Stochastic MuZero is shown schematically in ﬁgure 1.
E XPERIMENTS
We applied our algorithm to a variety of challenging stochastic and deterministic environments.
First, we evaluated our approach in the classic game of 2048 , a stochastic single player game.
Subsequently, we considered a two player zero-sum stochastic game, Backgammon, which belongs to the same class of board games such as Go, chess or Shogi where MuZero excels, but with stochasticity induced by the use of a die.
Finally, we evaluated our method in the deterministic game of Go, to measure any performance loss caused by the use of a stochastic model and search in deterministic environments in comparison to MuZero .
In each environment we assess our algorithm’s ability to learn a transition model and effectively use it during search.
To this end, we compare Stochastic MuZero (using a stochastic learned model) to
MuZero (using a deterministic learned model), AlphaZero (using a perfect simulator), and a strong baseline method (also using a perfect simulator).
In the following sections we present our results for each environment separately.
[Figure]
The game of 2048 (inspired by the game of Threes! ) is a stochastic, single player, perfect information puzzle game played on a 4x4 board.
The objective of the game is to slide numbered tiles on a grid to combine them to create a tile with the number 2048; one can continue to play the game after reaching the goal, creating tiles with larger numbers.
The episode reward is the sum of all created tile numbers.
There is a plethora of previous work (Szubert & Ja ´ skowski, 2014; Yeh et al., 2017; Oka & Matsuzaki, 2016; Rodgers & Levine, 2014; Neller, 2015) on combining reinforcement learning and tree search methods for tackling 2048 .
Despite its simplicity, model-free approaches have traditionally struggled to achieve high performance, while planning-based approaches have exploited perfect knowledge of the simulator.
To date, the best performing agent used the planning-based approach proposed in (Ja ´ skowski, 2016).
This method used an expectimax tree search over a perfect simulator, combined with domain-speciﬁc knowledge and a number of novel algorithmic ideas that exploited the structure of this speciﬁc problem.
In contrast our method uses a learned model and no prior knowledge about the environment.
Figure 2 compares the performance of Stochastic MuZero in 2048 to AlphaZero , MuZero and the state-ofthe-art Jaskowski 2016 agent.
Our method outperformed Jaskowski 2016 , while using only a quarter of the training data.
Stochastic MuZero also achieved the same performance as AlphaZero (using a perfect simulator), despite learning the model, and performed far better than MuZero (using a deterministic model).
5. B ACKGAMMON
Backgammon is a classic two player, zero-sum, stochastic board game; it was popularized as a standard testbed for reinforcement learning and artiﬁcial intelligence by TD-gammon (Tesauro, 1995).
Here we focus on the single game setting, where the ﬁnal score takes the values ± 1 for a simple win or loss, ± 2 for a gammon and ± 3 for a backgammon.
In all experiments we compared to GNUbg Grandmaster (Free Software Foundation, 2004), a superhuman-level open-source backgammon player.
GNUbg combines a learned value function based on handcrafted features with a specialized min-max tree search using a perfect stochastic simulator.
Grandmaster
Grandmaster
GNUbg Grandmaster uses a 3-ply look-ahead search over a branching factor of 20 legal moves on average and 21 chance transitions.
Stochastic MuZero , using a learned stochastic model of the environment and only 1600 simulations per move, achieved the same playing strength as GNUbg, as shown in Figure 5b.
The model learned by Stochastic MuZero is of high quality: it reached the same playing strength as AlphaZero (using a perfect stochastic simulator), and much higher strength than MuZero (using a deterministic learned model).
The model also robustly scaled to larger planning budgets (Figure 5c): the performance of Stochastic
MuZero improved with increasing number of simulations per move, and ultimately exceeded the playing strength of GNUbg Grandmaster.
Given the high dimensionality of the action space in Backgammon (see appendix for details), our
Backgammon experiments used the sample-based search introduced by Hubert et al.
5. G O
Go is a classic, two player, perfect information, zero-sum board game, that has been studied heavily in the ﬁeld of artiﬁcial intelligence.
AlphaZero and subsequently, MuZero have been the only algorithms which have managed to achieve super-human performance, purely through selfplay, in this challenging domain.
Since the goal of Stochastic MuZero is to extend the applicability of MuZero to stochastic environments while maintaining the latter’s performance in deterministic environments, we compared the performance of the two algorithms in the game of Go.
4 shows the Elo (Coulom, 2008) achieved by Stochastic MuZero and MuZero during training.
Although, Stochastic MuZero requires twice the number of network expansions in comparison to MuZero to achieve the same performance, due to the use of a stochastic MCTS instead of a deterministic one, we ensure that the methods are computationally equivalent by halving the network depth for the chance and dynamic parts of the Stochastic MuZero ’s network.
5. R EPRODUCIBILITY
In order to evaluate the robustness of our method in all different environments, we replicated our experiments using three different initial random seeds.
We observe that our method is robust to the random initialization and there is minimal variation in its performance between multiple runs.
Due to the computational cost of each experiment we used a smaller number of training steps for each experiment.
C ONCLUSIONS
In this work, we proposed a new method for learning a stochastic model of the environment, in a fully online reinforcement learning setting, and showed that the learned model can be effectively combined with planning.
Our approach builds on top of MuZero , a model-based reinforcement learning agent that has been widely successful in a range of environments and settings, but its applicability is limited to deterministic or weakly stochastic environments.
We have shown that our algorithm, Stochastic MuZero can overcome the limitations of MuZero , signiﬁcantly outperforming it in stochastic environments and it can achieve the same or better performance than AlphaZero which makes use of a perfect simulator for the environment.
Finally, we have demonstrated that
Stochastic MuZero matches or exceeds the performance of previous methods that use a perfect stochastic simulator, in a pure reinforcement learning setting without using any prior knowledge about the environment.
R EPRODUCIBILITY S TATEMENT
In order to ensure the reproducability of our results by the research community we have included detailed pseudocode, references to all environments and datasets used as well as a detailed description of the hyperparameters used (see Appendix).
We did not release the full code as it relies on a lot of proprietary internal infrastructure, limiting its usefulness.
We also provide a study of the robustness of our method under different random initialization conditions (see 5.4)
A Stochastic MuZero LOSSES
For our Go and Backgammon experiments we used a cross entropy loss for the policy and a MSE loss for the value and reward predictions as shown below:
[Equation]
For the extra chance losses used by Stochastic MuZero , we used a categorical loss to train the probability distribution over the chance codes and a MSE loss to train the Q afterstate value.
The losses are shown bellow: [Equation] In our 2048 experiments, similarly to the MuZero Schrittwieser et al. (2020) approach for general
MDPs, we used the invertible transform h ( x ) = sign ( x )( √ x + 1 − 1 + (cid:15)x ) with (cid:15)
= 0 .
001 for scaling the value and reward targets and subsequently we obtained a categorical representation for each.
Subsequently, we trained the value and reward losses using a categorical loss as shown below:
[Equation]
B AlphaZero IMPLEMENTATION
In all our experiments we compared the performance of Stochastic MuZero against a custom AlphaZero agent.
We adapted our AlphaZero implementation to achieve good performance in stochastic and single player environments.
Speciﬁcally:
• We assumed that AlphaZero had access to the true distribution of chance outcomes at each transition.
• We used the same conventions of training the policy and value functions of AlphaZero as in MuZero and Stochastic MuZero (i.e. n-step bootstrapping, distributional value representation, value scaling etc.).
• The network architecture for the representation function used by AlphaZero was the same as in MuZero and Stochastic MuZero .
• AlphaZero had access to a learned Q value at each chance node, similarly to Stochastic MuZero .
We found that this signiﬁcantly improved the performance of the AlphaZero agent.
C 2048 EXPERIMENTS
The game of 2048 is a single player, perfect information, stochastic puzzle game.
The board is represented by a 4x4 grid with numbered tiles, and at each step the player has four possible actions which correspond to the four arrow keys (up, down, right, left).
When the player selects an action, all the tiles in the board slide in the corresponding direction until they reach the end of the board or another tile of different value.
Tiles of the same value are merged together to form a new tile with a value equal to their sum, and the resulting value is added to the running score of the game. After each move, a new tile randomly appears in an empty spot on the board with a value of 2 or 4. The game ends when there are no more moves available to the player that can alter the board state. In our 2048 experiments we used a binary representation of the observation as an input to our model.
Speciﬁcally, the 4 × 4 board was ﬂattened into a single vector of size 16, and a binary representation of 31 bits for each number was obtained, for a total size of 496 numbers.
The representation, afterstate dynamics, dynamics and encoder functions were implemented using a 10 block ResNet v2 style pre-activation residual tower (He et al., 2016) coupled with Layer Normalisation (Ba et al., 2016) and
Rectiﬁed Linear Unit (ReLU) activations.
Each linear layer has an output size of 256 .
We used a codebook of size 32 to model the stochasticity in the environment.
In both the afterstate dynamics and dynamics network the parent states and codes or actions were combined by simple concatenation.
The reward and value predictions used the categorical representation introduced in MuZero (Schrittwieser et al., 2020).
We used 601 bins for both the value and the reward predictions with both the value and the reward being able to represent values between [0, 600.].
Furthermore, similarly to MuZero , we used the invertible transform h ( x ) = sign ( x )( √ x + 1 − 1 + (cid:15)x ) with (cid:15)
= 0 .
001 for scaling the targets.
The value targets were computed using n -step TD( λ ) bootstrapping with n = 10 , a discount of 0 .
999 and λ = 0 .
We trained the model using an Adam (Kingma & Ba, 2015) optimizer and a learning rate of 0 .for
20M steps with a batch size of 1024.
We used a prioritized replay buffer, as proposed in (Schaul et al., 2016) and used in the original
MuZero , with priority P ( i ) =
p αi (cid:80) k p α k , where p i =
(cid:107) v
i − z i (cid:107) , v is the search value and z the observed n-step return, and we set α =1.
We correct for the sampling bias by scaling the total loss using the importance sampling weights w i =
( 1 N · 1 P ( i ) ) β , where we set β =1.
Finally, the replay buffer holds the 125000 most recent sequences, where each sequence has a length of up to 200.
Following MuZero , we injected Dirichlet noise to the prior policy at the root node of the search, to allow our agent to explore.
We used hyperparameters alpha
= 0 .
25 and fraction = 0 .
1 for the injected noise.
Furthermore, the agent selected actions by sampling from the visit count distribution at the root node at the end of each search.
We used a temperature scheduler with values [1 . 0 , 0 . 5 , 0 . 1] for the ﬁrst [1 e 5 , 2 e 5 , 3 e 5] training steps respectively, and a greedy selection thereafter.
We used a budget of 100 simulations for each MCTS search.
D B ACKGAMMON EXPERIMENTS
Backgammon is an ancient two player, zero-sum, perfect information, stochastic board game. The board consists of 24 squares (or points) and each player controls 15 checkers, which can move based on the outcome of a dice roll. The two players move their checkers in opposite directions and their goal is to move all their checkers off the board ﬁrst.
In addition to a simple winning, a player can also score a double ("gammon") or a triple ("backgammon") winning.
A "gammon" is achieved when a player bears off all their checkers before their opponent manages to bear off any, while a "backgammon" when the opponent also has checkers left in the player’s home quadrant (farthermost quadrant from the opponent’s perspective).
Each player can impede the progress of their opponent through "hitting" the opponent’s checkers or blocking their advancement.
A "hit" is achieved when a player’s checker advances to a position with a single opponent’s checker.
Then the opponent’s checker needs to reenter the board in the player’s home quadrant and no further moves are allowed to the opponent until that happens.
A position is blocked to the opponent when it is occupied by at least two of the player’s checkers.
Each player makes moves based on the values yielded by rolling two dice.
In the case of "doubles", aka the two dice have the same value, the player can play up tomoves.
One of the challenges of computer Backgammon is the high branching ratio, since at each ply there are 21 chance outcomes, which yield positions with an average of 20 legal moves each, resulting in a branching ratio of several hundred per ply.
In our backgammon experiments, the board was represented using a vector of size 28 , with the ﬁrst 24 positions representing the number of chips for each player in the 24 possible points on the board, and the last four representing the number of hit chips and born off chips for each of the two players.
We used positive numbers for the current player’s chips and negative ones for her opponent.
An action in our implementation consists of 4 micro-actions, the same as the maximum number of dice a player can play at each turn.
Each micro-action encodes the source position of a chip along with the value of the die used.
We consider 26 possible source positions, with the 0 th position corresponding to a no-op, the 1 st to retrieving a chip from the hit pile, and the remaining to selecting
Similarly to the 2048 experiments, the representation, afterstate dynamics, dynamics and encoder functions were implemented using a 10 block ResNet v2 style pre-activation residual tower (He et al., 2016) coupled with Layer Normalisation (Ba et al., 2016) and Rectiﬁed Linear Unit (ReLU) activations.
Each linear layer has an output size of 256 .
The action was provided to the afterstate dynamics network as a vector which was the result of the concatenation of the one-hot representation of each micro-action.
We used a codebook of size 32 to model the stochasticity in the environment.
Following the work of (Hubert et al., 2021), we used an autoregressive prediction head to model the network policy, with each step corresponding to a single micro-action.
To generate a full action, the network was unrolled for 4 steps.
In contrast to the 2048 experiments, the value was represented as a scalar.
Similarly to MuZero when applied to board games, we used Monte Carlo returns to compute the value targets z t , and we assumed a discount of 1 .
We trained the model using an Adam optimizer with weight decay (Loshchilov & Hutter, 2017), with learning rate of 0.0003 and a weight decay of 0.0001, with a batch size of 1024 for a total of 8M steps.
In all our experiments we used a replay buffer of 100000 games, and the training trajectories were sampled uniformly.
For exploration, we injected dirichlet noise to the prior policy at the root node.
However, since the number of legal moves at each position can dramatically change in backgammon, we dynamically adapted the alpha parameter of the dirichlet noise based on the number of legal moves, with alpha = 1 / √ num_legal_moves.
We used a budget of 1600 simulations for each MCTS search.
E G O E XPERIMENTS
In our Go experiments, we used the same approach as the one proposed in Hubert et al.
The main differences between this setup and the one proposed in the original MuZero Schrittwieser et al.
(2020) is the use of n-step bootstrapping with a target network to improve the data efﬁciency of the algorithm.
The MuZero and Stochastic MuZero players were evaluated during training by playing 100 matches with a search budget of 800 simulations for MuZero and 1600 for Stochastic MuZero .
In order to ensure that the two methods are computationally equivalent, each of the chance and dynamics networks of Stochastic MuZero has half the depth of the dynamics network used by MuZero .
The Elo scale was anchored so that the performance of the ﬁnal MuZero baseline corresponded to an Elo of 2000.
F C HANCE A ANALYSIS
We investigated the distribution of chance outcomes at each chance node for Stochastic MuZero . We collected a dataset for each game by storing the probability distribution over chance nodes, σ kt = Pr ( c t + k +1 | as kt ) , for all afterstate prediction network evaluations invoked throughout all searches in 5 episodes.
Subsequently, we sorted each chance node distribution and ﬁnally, we computed the average distribution, as shown in ﬁgure 6 6.
We observed that in the case of deterministic environment like Go, the chance distribution collapsed to a single code, while in stochastic environments the model used multiple codes.
Furthermore, in Backgammon, the chance distribution had a support of 21 codes with non-negligible probability, which corresponds to the number of distinct rolls of two dice.
G C OMPUTATIONAL R ESOURCES
All experiments were run using second generation Google Cloud TPUs (Google, 2018).
For Backgammon, we used 1 TPU for training and 16 TPUs for acting, for approximately 27 hoursequivalent to 10 days on a single V100 GPU.
In 2048 we used 1 TPU for training and 4 TPUs for acting, for 80 hours per experiment; equivalent to roughly 8 days on a V100.
Finally, in Go we used the same setup as in MuZero (Schrittwieser et al., 2020).
H I MPLEMENTATION
Stochastic MuZero was implemented as an extension to the standard MuZero algorithm, as it was described in (Schrittwieser et al., 2020).
We used the JAX (Bradbury et al., 2018) and Haiku (Hennigan et al., 2020) libraries to implement the neural networks and optimization methods described in this paper.
Along with this work, we provide a detailed pseudocode of the Stochastic MuZero algorithm, along with all the hyperparameters used for each environment.
I P SEUDOCODE
For completeness we provide a detailed pseudocode of the Stochastic MuZero algorithm, along with all the hyperparameters used by the agent.
"""Pseudocode description of the Stochastic MuZero algorithm.
This pseudocode was adapted from the original MuZero pseudocode. "
"" # pylint: disable=unused-argument # pylint: disable=missing-docstring # pylint: disable=
g-explicit-length-test import abc import math from typing import Any, Dict, Callable, List, NamedTuple, Tuple, Union,
Optional, Sequence import dataclasses import numpy as np
MAXIMUM_FLOAT_VALUE = float(’inf’) ###############################################Environmentinterface########## # An action to apply to the environment.
# It can a single integer or a list of micro-actions for backgammon.
Action =
Any
[Table] object) [Table] if
[Table] else [Table]
else [Table] def [Table]
if [Table] [Table] [Table]
class NetworkOutput(NamedTuple): value [Table] float probabilities: Dict[ [Table]
[Table]
: Optional[float
[Table]
= 0. class Network: """An instance of the network used by stochastic MuZero.""" def representation(self, observation) -> LatentState: """Representation function maps from observation to latent state." "" return [] def predictions(self, state: LatentState) -> NetworkOutput: """Returns the network predictions for a latent state."
"" return NetworkOutput(0, {}, 0) def afterstate_dynamics(self,state: LatentState, action: Action) -> AfterState: """Implements the dynamics from latent state and action to afterstate ."
"" return [] def afterstate_predictions(self, state: AfterState)
[Table]
> NetworkOutput: """Returns the network predictions for an afterstate."
"" # No
[Table]
for afterstate
[Table]
return NetworkOutput(0, {}) def dynamics(self, state:
AfterState, action: Outcome) -> LatentState: """Implements the dynamics from afterstate and chance outcome to state."
"" return [] def
[Table]
(self,
[Table]
>
[Table]
: """An encoder
[Table]
an
[Table]
to an outcome." "" class NetworkCacher: "
[Table]
An object to share the network between the self
[Table]
play and training jobs." "" def
[Table]
_init__(self): self._networks = {} def save_network(self, step: int, network: Network): self._networks[step] = network def load_network(self) -> Tuple[int, Network]: training_step = max(self._networks.keys()) return training_step, self._networks[training_step] # Takes the training step and returns the temperature of the softmax policy. VisitSoftmaxTemperatureFn
[Table] [Table] # 10 layer fully connected Res V2 network with Layer normalization and size # 256.
return Network() def visit_softmax_temperature(train_steps: int) -> float: if train_steps < 1e5: return 1.0 elif train_steps < 2e5: return 0.5 elif train_steps < 3e5: return 0.1 else: #Greedy selection.
return 0.
return StochasticMuZeroConfig( environment_factory=environment_factory, network_factory=network_factory, num_actors=1000, visit_softmax_temperature=visit_softmax_temperature,num_simulations=100, discount=0.999,root_dirichlet_alpha=0.3, root_dirichlet_fraction=0.1,root_dirichlet_adaptive=False, num_trajectories_in_buffer=int(125e3),td_steps=10, td_lambda=0.5,priority_alpha=1.0, priority_beta=1.0,training_steps=int(20e6), batch_size=1024,weight_decay=0.0) def backgammon_config() -> StochasticMuZeroConfig: """Returns the config for the game of 2048."
"" def environment_factory(): # Returns an backgammon.
We consider single games without a doubling cube.
return Environment() def network_factory(): # 10 layer fully connected Res V2 network with Layer normalization and size # 256.
return Network() def visit_softmax_temperature(train_steps: int) -> float: return 1. return StochasticMuZeroConfig( environment_factory=environment_factory, network_factory=network_factory,num_actors=1000, visit_softmax_temperature_fn=visit_softmax_temperature,num_simulations=1600, discount=1.0, # Unused, we use adaptive dirichlet for backgammon. root_dirichlet_alpha=-1.0,root [Table]
[Table]
classSearchStats(NamedTuple):search_policy:Dict[Action,int] search_value:float class State(NamedTuple): """
[Table]
[Table]
[Table] float [Table] Player action: Action search_stats: SearchStats
Trajectory = Sequence[State] class ReplayBuffer: """A replay buffer to hold the experience generated by the selfplay.""" def __init__(self, config: StochasticMuZeroConfig): self.config = config self.data =
[] def save(self, seq: Trajectory): if len(self.data) > self.config.num_trajectories_in_buffer: # Remove the oldest sequence from the buffer.
self.data.pop(0) self.data.append(seq) def sample_trajectory(self) -> Trajectory: """Samples a trajectory uniformly or using prioritization."
"" return self.data[0] def sample_index(self, seq: Trajectory) -> int: """Samples an index in the trajectory uniformly or using prioritization." "" returndef sample_element(self) -> Trajectory: """Samples a single element from the buffer." "" # Sample a trajectory.
trajectory = self.sample_trajectory() state_idx = self.sample_index(trajectory) limit = max( [Table] [Table] [Table]
[Table] [Table]
[Table] [Table] [Table] [Table]
[Table]
[Table]
[Table] if config.root_dirichlet_adaptive:dir_ [Table] [Table]
/np.sqrt
[Table]
len(
[Table] ) noise = np.random. [Table] [Table]
frac [Table] [Table] [Table]
_fraction for a, n in zip(actions, noise): node.children[a]. [Table] node.children[a]. [Table]
frac) [Table] n
[Table] frac [Table] """Resets the player for a new episode.""" @abc.abstractmethoddefselect_action(self, env: Environment) -> Action: """Selects an action for the current state of the environment.""" @abc.abstractmethoddefstats(self)
[Table] >SearchStats: """Returnsthestatsfortheplayer after it has selected an action. " "" class StochasticMuZeroActor(Actor): def __init__(self,config: StochasticMuZeroConfig, cacher:
NetworkCacher): self.config = config self.cacher = cacher self.training_step = - self.network =
None def reset(self): # Read a network from the cacher for the new episode. self.training_step, self.network = self.cacher.load_network
() self.root =
None def _mask_illegal_actions(self,env:Environment, outputs:NetworkOutput) -> NetworkOutput: """Masks any actions which are illegal at the root."
"" # We mask out and keep only the legal actions.
masked_policy = {} network_policy = outputs.probabilities norm =for action in env.legal_actions(): if action in network_policy: masked_policy[action] = network_policy[action] else: masked_policy[action] = 0.0 norm += masked_policy[action]
# Renormalize the masked policy.
masked_policy
= {a: v / norm for a, v in masked_policy.items()} return NetworkOutput(value=outputs.value, probabilities=masked_policy ) def _select_action(self, root: Node): """Selects an action given the root node."
"" # Get the visit count distribution.
actions, visit_counts =
zip(*[ (action, node.visit_counts) for action, node in node.children.items() ])
# Temperature temperature = self.config.visit_softmax_temperature_fn(self.
training step)
# Compute the search policy.
search_policy = [v ** (1. / temperature) for v in visit_counts] norm = sum(search_policy) search_policy = [v / norm for v in search_policy] return
[Table]
if self
[Table]
while True: # Create a new instance of the environment.
env = config.environment_factory() #
[Table]
the
[Table]
[Table]
episode =
[Table]
not env.is_
[Table] [Table]
[Table]
=
[Table]
[Table] [Table] [Table] [Table]
[Table]
abstractmethod
[Table]
export(self
[Table]
: """Exports the
[Table]
.""" def
[Table]
[Table] [Table]
Minimizes the KL
[Table]
divergence of the predictions and
[Table]
.""" return 0.
def value_or_reward_loss(prediction, target): """Implements the value or reward loss for Stochastic MuZero.
For backgammon this is implemented as an MSE loss of scalars.
For 2048, we use the two hot representation proposed in MuZero, and this loss is implemented as a KL divergence between the value and value target representations.
For 2048 we also apply a hyperbolic transformation to the target (see paper for more information).
Args:prediction: The reward or value output of the network. target: The reward or value target. Returns:Theloss to minimize. """return 0.
class StochasticMuZeroLearner(Learner): """Implements the learning for Stochastic MuZero."
"" def __init__(self,config: StochasticMuZeroConfig, replay_buffer: ReplayBuffer): self.config = config self.replay_buffer =
replay_buffer
# Instantiate the network.
self.network = config.network_factory() def transpose_to_time(self, batch): """Transposes the data so the leading dimension is time instead of batch."
"" return batch def learn(self): """Applies a single training step."
"" batch = self.replay_buffer.sample()
[Table] to make time [Table]
[Table] self.transpose_to_time [Table] batch)
[Table]
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[Table]
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_policy)
[Table]
for
[Table]
in range(
[Table]
, self.
[Table]
[Table]
+ 1):
[Table]
[Table]
[Table]
[Table]
Call
[Table]
hot
[Table]
[Table]
flow to the
[Table]
[Table]