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Ting-Han Wei

dblp:148/1670 · also Tinghan Wei · DBLP profile ↗
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14ranked-venue papers
0as first author
8since 2021 · last 2026
0009-0004-6060-1905ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 13 · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 since 2021Theory of computation · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
8 papers
Reinforcement learning · 44% Planning, search and constraint satisfaction · 43% Multi-agent systems · 8%
Theoretical computer science
2 papers
Automated reasoning and model checking · 57% Algorithmic game theory and mechanism design · 43%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

Topics — the 12 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search
1.532024
Monte Carlo Tree Search in the Presence of Transition Uncertainty · AAAI 2024
Multiple Policy Value Monte Carlo Tree Search · IJCAI 2019
On Strength Adjustment for MCTS-Based Programs · AAAI 2019
Machine learning › Reinforcement learning › model-based reinforcement learning › model-based planning
alphazero-style search
1.222023
Game Solving with Online Fine-Tuning · NeurIPS 2023
AlphaZero-based Proof Cost Network to Aid Game Solving · ICLR 2022
Machine learning › Reinforcement learning › multi-agent reinforcement learning
self-play
1.032023
Accelerating and Improving AlphaZero Using Population Based Training · AAAI 2020
Multiple Policy Value Monte Carlo Tree Search · IJCAI 2019
Game Solving with Online Fine-Tuning · NeurIPS 2023
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
heuristic search
0.812024
Expected Work Search: Combining Win Rate and Proof Size Estimation · IJCAI 2024
Machine learning › Reinforcement learning › exploration
uncertainty-guided exploration
0.812024
Monte Carlo Tree Search in the Presence of Transition Uncertainty · AAAI 2024
Automated reasoning and model checking › theorem proving
proof search
0.812024
Expected Work Search: Combining Win Rate and Proof Size Estimation · IJCAI 2024
Knowledge, reasoning and agents › Multi-agent systems
game solving
0.712023
Game Solving with Online Fine-Tuning · NeurIPS 2023
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
tree search
0.712023
Game Solving with Online Fine-Tuning · NeurIPS 2023
Machine learning › Reinforcement learning › deep reinforcement learning
alphazero
0.622022
Accelerating and Improving AlphaZero Using Population Based Training · AAAI 2020
A Novel Approach to Solving Goal-Achieving Problems for Board Games · AAAI 2022
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing
0.612022
A Novel Approach to Solving Goal-Achieving Problems for Board Games · AAAI 2022
Algorithmic game theory and mechanism design
game solving
0.612022
AlphaZero-based Proof Cost Network to Aid Game Solving · ICLR 2022
Machine learning › Optimization for machine learning
hyperparameter optimization
0.412020
Accelerating and Improving AlphaZero Using Population Based Training · AAAI 2020

Methods — techniques the papers use, named apart from their topics

monte carlo tree search · 1.8neural network · 1.1alphazero · 1.1upper confidence bound · 0.8regret analysis · 0.8policy and value heuristics · 0.7online fine-tuning · 0.7relevance zone search · 0.6reinforcement learning · 0.6null move heuristic · 0.6softmax policy · 0.4simulation count thresholding · 0.4
YearPublicationVenuePosition
2026 A Study of Solving Life-and-Death Problems in Go Using Relevance-Zone-Based Solvers
abstract
This paper analyzes the behavior of solving Life-and-Death (L&D) problems in the game of Go using current state-of-the-art computer Go solvers with two techniques: the Relevance-Zone Based Search (RZS) and the relevance-zone pattern table. We examined the solutions derived by relevance-zone based solvers on seven L&D problems from the renowned book “Life and Death Dictionary” written by Cho Chikun, a Go grandmaster, and found several interesting results. First, for each problem, the solvers identify a relevance-zone that highlights the critical areas for solving. Second, the solvers discover a series of patterns, including some that are rare. Finally, the solvers even find different answers compared to the given solutions for two problems. We also identified two issues with the solver: (a) it misjudges values of rare patterns, and (b) it tends to prioritize living directly rather than maximizing territory, which differs from the behavior of human Go players. We suggest possible approaches to address these issues in future work.
Chung-Chin Shih, Ti-Rong Wu, Ting-Han Wei, Yu-Shan Hsu, Hung Guei, I-Chen Wu
IEEE Trans. Games3
2025 MiniZero: Comparative Analysis of AlphaZero and MuZero on Go, Othello, and Atari Games
abstract
This article presents MiniZero, a zero-knowledge learning framework that supports four state-of-the-art algorithms, including AlphaZero, MuZero, Gumbel AlphaZero, and Gumbel MuZero. While these algorithms have demonstrated super-human performance in many games, it remains unclear which among them is most suitable or efficient for specific tasks. Through MiniZero, we systematically evaluate the performance of each algorithm in the two board games, 9 × 9Goand 8 × 8Othello, as well as 57 Atari games. For the two board games, using more simulations generally results in higher performance. However, the choice between AlphaZero and MuZero may differ based on game properties. For Atari games, both MuZero and Gumbel MuZero are worth considering. Since each game has unique characteristics, different algorithms and simulations yield varying results. In addition, we introduce an approach, called progressive simulation, which progressively increases the simulation budget during training to allocate computation more efficiently. Our empirical results demonstrate that progressive simulation achieves significantly superior performance in the two board games. By making our framework and trained models publicly available, this article contributes a benchmark for future research on zero-knowledge learning algorithms, assisting researchers in algorithm selection and comparison against these zero-knowledge learning baselines. The code and data are available online.
Ti-Rong Wu, Hung Guei, Pei-Chiun Peng, Po-Wei Huang, Ting-Han Wei, Chung-Chin Shih, Yun-Jui Tsai
IEEE Trans. Games5
2024 Monte Carlo Tree Search in the Presence of Transition Uncertainty
abstract
Monte Carlo Tree Search (MCTS) is an immensely popular search-based framework used for decision making. It is traditionally applied to domains where a perfect simulation model of the environment is available. We study and improve MCTS in the context where the environment model is given but imperfect. We show that the discrepancy between the model and the actual environment can lead to significant performance degradation with standard MCTS. We therefore develop Uncertainty Adapted MCTS (UA-MCTS), a more robust algorithm within the MCTS framework. We estimate the transition uncertainty in the given model, and direct the search towards more certain transitions in the state space. We modify all four MCTS phases to improve the search behavior by considering these estimates. We prove, in the corrupted bandit case, that adding uncertainty information to adapt UCB leads to tighter regret bound than standard UCB. Empirically, we evaluate UA-MCTS and its individual components on the deterministic domains from the MinAtar test suite. Our results demonstrate that UA-MCTS strongly improves MCTS in the presence of model transition errors.
Farnaz Kohankhaki, Kiarash Aghakasiri, Hongming Zhang 0003, Ting-Han Wei, Chao Gao 0012, Martin Müller 0003
AAAI4
2024 Expected Work Search: Combining Win Rate and Proof Size Estimation
Owen Randall, Martin Müller 0003, Ting-Han Wei, Ryan B. Hayward
IJCAI3
2024 A Local-Pattern Related Look-Up Table
abstract
This paper describes a Relevance-Zone pattern table (RZT) that can be used to replace a traditional transposition table. An RZT stores exact game values for patterns that are discovered during a Relevance-Zone-Based Search (RZS), which is the current state-of-the-art in solving life-and-death (L&D) problems in Go. Positions that share the same pattern can reuse the same exact game value in the RZT. The pattern matching scheme for RZTs is implemented using a radix tree, taking into consideration patterns with different shapes. To improve the efficiency of table lookups, we designed a heuristic that prevents redundant lookups. The heuristic can safely skip previously queried patterns for a given position, reducing the overhead to 10% of the original cost. We also analyze the time complexity of the RZT both theoretically and empirically. Experiments show the overhead of traversing the radix tree in practice during lookup remain flat logarithmically in relation to the number of entries stored in the table. Experiments also show that the use of an RZT instead of a traditional transposition table significantly reduces the number of searched nodes on two data sets of$7 \times 7$and$19 \times 19$L&D Go problems.
Chung-Chin Shih, Ting-Han Wei, Ti-Rong Wu, I-Chen Wu
IEEE Trans. Games2
2023 Game Solving with Online Fine-Tuning
abstract
Game solving is a similar, yet more difficult task than mastering a game. Solving a game typically means to find the game-theoretic value (outcome given optimal play), and optionally a full strategy to follow in order to achieve that outcome. The AlphaZero algorithm has demonstrated super-human level play, and its powerful policy and value predictions have also served as heuristics in game solving. However, to solve a game and obtain a full strategy, a winning response must be found for all possible moves by the losing player. This includes very poor lines of play from the losing side, for which the AlphaZero self-play process will not encounter. AlphaZero-based heuristics can be highly inaccurate when evaluating these out-of-distribution positions, which occur throughout the entire search. To address this issue, this paper investigates applying online fine-tuning while searching and proposes two methods to learn tailor-designed heuristics for game solving. Our experiments show that using online fine-tuning can solve a series of challenging 7x7 Killall-Go problems, using only 23.54\% of computation time compared to the baseline without online fine-tuning. Results suggest that the savings scale with problem size. Our method can further be extended to any tree search algorithm for problem solving. Our code is available at https://rlg.iis.sinica.edu.tw/papers/neurips2023-online-fine-tuning-solver.
Ti-Rong Wu, Hung Guei, Ting-Han Wei, Chung-Chin Shih, Jui-Te Chin, I-Chen Wu
NeurIPS3
2022 A Novel Approach to Solving Goal-Achieving Problems for Board Games
abstract
Goal-achieving problems are puzzles that set up a specific situation with a clear objective. An example that is well-studied is the category of life-and-death (L&D) problems for Go, which helps players hone their skill of identifying region safety. Many previous methods like lambda search try null moves first, then derive so-called relevance zones (RZs), outside of which the opponent does not need to search. This paper first proposes a novel RZ-based approach, called the RZ-Based Search (RZS), to solving L&D problems for Go. RZS tries moves before determining whether they are null moves post-hoc. This means we do not need to rely on null move heuristics, resulting in a more elegant algorithm, so that it can also be seamlessly incorporated into AlphaZero's super-human level play in our solver. To repurpose AlphaZero for solving, we also propose a new training method called Faster to Life (FTL), which modifies AlphaZero to entice it to win more quickly. We use RZS and FTL to solve L&D problems on Go, namely solving 68 among 106 problems from a professional L&D book while a previous state-of-the-art program TSUMEGO-EXPLORER solves 11 only. Finally, we discuss that the approach is generic in the sense that RZS is applicable to solving many other goal-achieving problems for board games.
Chung-Chin Shih, Ti-Rong Wu, Ting-Han Wei, I-Chen Wu
AAAI3
2022 AlphaZero-based Proof Cost Network to Aid Game Solving
Ti-Rong Wu, Chung-Chin Shih, Ting-Han Wei, Meng-Yu Tsai 0001, Wei-Yuan Hsu, I-Chen Wu
ICLR3
2020 Accelerating and Improving AlphaZero Using Population Based Training
abstract
AlphaZero has been very successful in many games. Unfortunately, it still consumes a huge amount of computing resources, the majority of which is spent in self-play. Hyperparameter tuning exacerbates the training cost since each hyperparameter configuration requires its own time to train one run, during which it will generate its own self-play records. As a result, multiple runs are usually needed for different hyperparameter configurations. This paper proposes using population based training (PBT) to help tune hyperparameters dynamically and improve strength during training time. Another significant advantage is that this method requires a single run only, while incurring a small additional time cost, since the time for generating self-play records remains unchanged though the time for optimization is increased following the AlphaZero training algorithm. In our experiments for 9x9 Go, the PBT method is able to achieve a higher win rate for 9x9 Go than the baselines, each with its own hyperparameter configuration and trained individually. For 19x19 Go, with PBT, we are able to obtain improvements in playing strength. Specifically, the PBT agent can obtain up to 74% win rate against ELF OpenGo, an open-source state-of-the-art AlphaZero program using a neural network of a comparable capacity. This is compared to a saturated non-PBT agent, which achieves a win rate of 47% against ELF OpenGo under the same circumstances.
Ti-Rong Wu, Ting-Han Wei, I-Chen Wu
AAAI2
2020 Comparison Training for Computer Chinese Chess
abstract
This paper describes the application of modified comparison training for automatic feature weight tuning. The final objective is to improve the evaluation functions used in Chinese chess programs. First, we apply n-tuple networks to extract features. N-tuple networks require very little expert knowledge through its large numbers of features, while simultaneously allowing easy access. Second, we propose a modified comparison training into which tapered eval is incorporated. Experiments show that with the same features and the same Chinese chess program, the automatically tuned feature weights achieved a win rate of 86.58% against the hand-tuned features. The above trained version was then improved by adding additional features, most importantly n-tuple features. This improved version achieved a win rate of 81.65% against the trained version without additional features.
Jr-Chang Chen, Wen-Jie Tseng 0001, I-Chen Wu, Ting-Han Wei
IEEE Trans. Games4
2020 On solving the 7, 7, 5-game and the 8, 8, 5-game
Wei-Yuan Hsu, Chu-Ling Ko, Jr-Chang Chen, Ting-Han Wei, Chu-Hsuan Hsueh, I-Chen Wu
Theor. Comput. Sci.4
2019 On Strength Adjustment for MCTS-Based Programs
abstract
This paper proposes an approach to strength adjustment for MCTS-based game-playing programs. In this approach, we use a softmax policy with a strength index z to choose moves. Most importantly, we filter low quality moves by excluding those that have a lower simulation count than a pre-defined threshold ratio of the maximum simulation count. We perform a theoretical analysis, reaching the result that the adjusted policy is guaranteed to choose moves exceeding a lower bound in strength by using a threshold ratio. The approach is applied to the Go program ELF OpenGo. The experiment results show that z is highly correlated to the empirical strength; namely, given a threshold ratio 0.1, z is linearly related to the Elo rating with regression error 47.95 Elo where −2≤z ≤2. Meanwhile, the covered strength range is about 800 Elo ratings in the interval of z in [−2,2]. With the ease of strength adjustment using z, we present two methods to adjust strength and predict opponents’ strengths dynamically. To our knowledge, this result is state-of-the-art in terms of the range of strengths in Elo rating while maintaining a controllable relationship between the strength and a strength index.
I-Chen Wu, Ti-Rong Wu, An-Jen Liu, Hung Guei, Ting-Han Wei
AAAI5
2019 Multiple Policy Value Monte Carlo Tree Search
abstract
Many of the strongest game playing programs use a combination of Monte Carlo tree search (MCTS) and deep neural networks (DNN), where the DNNs are used as policy or value evaluators. Given a limited budget, such as online playing or during the self-play phase of AlphaZero (AZ) training, a balance needs to be reached between accurate state estimation and more MCTS simulations, both of which are critical for a strong game playing agent. Typically, larger DNNs are better at generalization and accurate evaluation, while smaller DNNs are less costly, and therefore can lead to more MCTS simulations and bigger search trees with the same budget. This paper introduces a new method called the multiple policy value MCTS (MPV-MCTS), which combines multiple policy value neural networks (PV-NNs) of various sizes to retain advantages of each network, where two PV-NNs f_S and f_L are used in this paper. We show through experiments on the game NoGo that a combined f_S and f_L MPV-MCTS outperforms single PV-NN with policy value MCTS, called PV-MCTS. Additionally, MPV-MCTS also outperforms PV-MCTS for AZ training.
Li-Cheng Lan, Ting-Han Wei, I-Chen Wu
IJCAI3
2018 Multilabeled Value Networks for Computer Go
abstract
This paper proposes a new approach to a novel value network architecture for the gameGo, called a multilabeled (ML) value network. In the ML value network, different values (win rates) are trained simultaneously for different settings of komi, a compensation given to balance the initiative of playing first. The ML value network has three advantages: 1) it outputs values for different komi; (2) it supports dynamic komi; and (3) it lowers the mean squared error (MSE). This paper also proposes a new dynamic komi method to improve game-playing strength. This paper also performs experiments to demonstrate the merits of the architecture. First, the MSE of the ML value network is generally lower than the value network alone. Second, the program based on the ML value network wins by a rate of 67.6% against the program based on the value network alone. Third, the program with the proposed dynamic komi method significantly improves the playing strength over the baseline that does not use dynamic komi, especially for handicap games. To our knowledge, up to date, no handicap games have been played openly by programs using value networks. This paper provides these programs with a useful approach to playing handicap games.
Ti-Rong Wu, I-Chen Wu, Guan-Wun Chen, Ting-Han Wei, Hung-Chun Wu, Tung-Yi Lai, Li-Cheng Lan
IEEE Trans. Games4