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Tai-Lin Wu

dblp:389/9942 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

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
1 paper
Planning, search and constraint satisfaction · 33% Reinforcement learning · 33% Deep learning architectures and training · 33%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
board game playing
0.912025
Bridging Local and Global Knowledge via Transformer in Board Games · IJCAI 2025
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing
0.912025
Bridging Local and Global Knowledge via Transformer in Board Games · IJCAI 2025
Machine learning › Deep learning architectures and training
transformer
0.912025
Bridging Local and Global Knowledge via Transformer in Board Games · IJCAI 2025

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

transformer · 0.9residual network · 0.9alphazero · 0.9
YearPublicationVenuePosition
2025 Bridging Local and Global Knowledge via Transformer in Board Games
abstract
Although AlphaZero has achieved superhuman performance in board games, recent studies reveal its limitations in handling scenarios requiring a comprehensive understanding of the entire board, such as recognizing long-sequence patterns in Go. To address this challenge, we propose ResTNet, a network that interleaves residual and Transformer blocks to bridge local and global knowledge. ResTNet improves playing strength across multiple board games, increasing win rate from 54.6% to 60.8% in 9x9 Go, 53.6% to 60.9% in 19x19 Go, and 50.4% to 58.0% in 19x19 Hex. In addition, ResTNet effectively processes global information and tackles two long-sequence patterns in 19x19 Go, including circular pattern and ladder pattern. It reduces the mean square error for circular pattern recognition from 2.58 to 1.07 and lowers the attack probability against an adversary program from 70.44% to 23.91%. ResTNet also improves ladder pattern recognition accuracy from 59.15% to 80.01%. By visualizing attention maps, we demonstrate that ResTNet captures critical game concepts in both Go and Hex, offering insights into AlphaZero's decision-making process. Overall, ResTNet shows a promising approach to integrating local and global knowledge, paving the way for more effective AlphaZero-based algorithms in board games. Our code is available at https://rlg.iis.sinica.edu.tw/papers/restnet.
Yan-Ru Ju, Tai-Lin Wu, Chung-Chin Shih, Ti-Rong Wu
IJCAI2