3260 papers • 126 benchmarks • 313 datasets
Solving the Rubik's Cube is a pathfinding task on a massive implicit graph.
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This work introduces Autodidactic Iteration: a novel reinforcement learning algorithm that is able to teach itself how to solve the Rubik's Cube with no human assistance.
A tiny formula for downsizing neural architectures through a series of smaller models derived from the EfficientNet-B0 with the FLOPs constraint is summarized, observing that resolution and depth are more important than width for tiny networks.
This work provides a completely general algorithm for solving for the equivariant layers of matrix groups, and constructs multilayer perceptrons equivariants to multiple groups that have never been tackled before.
It is demonstrated that models trained only in simulation can be used to solve a manipulation problem of unprecedented complexity on a real robot, made possible by a novel algorithm, which is called automatic domain randomization (ADR), and a robot platform built for machine learning.
A Rubik's cube robot is designed and a dataset is constructed to illustrate the efficiency and effectiveness of the online methods and to indicate the ineffectiveness of offline method by color drifting in the dataset.
It is argued that general statements about the problem-solving tasks and solving strategies can be made by interpreting patterns emerging from drawing many trajectories—for different initial conditions, end states, and solution strategies—in the same embedding space.
This work introduces a simple and efficient deep learning method for solving combinatorial problems with a predefined goal, represented by Rubik's Cube, and demonstrates that, for such problems, training a deep neural network on random scrambles branching from the goal state is sufficient to achieve near-optimal solutions.
It is shown that a simple approach of generating $k$-th step ahead subgoals is surprisingly efficient on three challenging domains: two popular puzzle games, Sokoban and the Rubik's Cube, and an inequality proving benchmark INT.
An important element of AlphaZero—the Monte Carlo Tree Search (MCTS) planning stage—is picked and combined with temporal difference (TD) learning agents to create versatile agents that keep at the same time the computational demands low.
Adaptive Subgoal Search (AdaSubS), a search method that adaptively adjusts the planning horizon, significantly surpasses hierarchical planning algorithms on three complex reasoning tasks: Sokoban, the Rubik's Cube and inequality proving benchmark INT.
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