2019
DOI: 10.1038/s42256-019-0070-z
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Solving the Rubik’s cube with deep reinforcement learning and search

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Cited by 126 publications
(137 citation statements)
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“…This has been applied to a case study of solving a Rubik's Cube, and shown to have a advantages in terms of frequency of finding a solution and the size of the models needed when compared to a random forest-based LGF; however, the number of generations needed is, for more complex problems, larger. Compared to the work by Agostinelli et al (2019), the results for smaller problems are comparable but quicker to compute, but the combination of policy and value learning approach in that paper allows reliable solution of more complex problems compared to the approach in this paper that relies solely on value function approximation.…”
Section: Summary and Future Workmentioning
confidence: 94%
See 1 more Smart Citation
“…This has been applied to a case study of solving a Rubik's Cube, and shown to have a advantages in terms of frequency of finding a solution and the size of the models needed when compared to a random forest-based LGF; however, the number of generations needed is, for more complex problems, larger. Compared to the work by Agostinelli et al (2019), the results for smaller problems are comparable but quicker to compute, but the combination of policy and value learning approach in that paper allows reliable solution of more complex problems compared to the approach in this paper that relies solely on value function approximation.…”
Section: Summary and Future Workmentioning
confidence: 94%
“…A similar approach has been taken in the recent papers by McAleer et al (2018) and Agostinelli et al (2019), though these are grounded in a reinforcement learning approach rather than a supervised learning approach. Compared with the work in this paper, their algorithm learns a mapping from points in the state space of the cube to a pair consisting of a value and a policy.…”
Section: Deep Learned Guidance Functionsmentioning
confidence: 99%
“…While the goal of this paper is to consider how machine-learning algorithms can be fairly compared to humans using video game benchmarks, a simplified case is also worth considering-the Rubik's Cube-which itself is no stranger to machine-learning optimisation (e.g., [31][32][33]). The Rubik's Cube, which arguably could be implemented as a video game itself, is a well-known game where the goal state is a 3 × 3 × 3 cube where each face of the cube is only a single colour, and otherwise is comprised of six unique colours.…”
Section: Learning From the Cubementioning
confidence: 99%
“…While the goal of this paper is to consider how machine learning algorithms can be fairly compared to humans using video-game benchmarks, a simplified case is also worth considering-the Rubik's Cube-which itself is no stranger to machine learning optimisation (e.g., Korf, 1999;El-Sourani et al, 2010;Agostinelli et al, 2019). The Rubik's Cube, which arguably could be implemented as a video game itself, is a well-known game where the goal state is a 3 × 3 × 3 cube where each face of the cube is only a single colour, and otherwise is comprised of six unique colours.…”
Section: Learning From the Cubementioning
confidence: 99%