Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model

Julian Schrittwieser, Ioannis Antonoglou, Thomas Hubert, Karen Simonyan, Laurent Sifre, Simon Schmitt, Arthur Guez, Edward Lockhart, Demis Hassabis, Thore Graepel, Timothy Lillicrap, David Silver

2020 · Nature

Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model

Problem

Framing

Classical search needs a simulator. Prior model-based RL learns pixels or latent reconstructions, yet still trails strong model-free agents on Atari. MuZero closes this gap by learning only reward, policy, and value signals needed for planning, then using MCTS over that latent model to reach state of the art on all 57 Atari games while matching AlphaZero-level board-game play.

Currently Used Methods

Direct antecedents

Proposed Method

Architecture

MuZero factorizes into representation s0=hθ(o1:t)s^0 = h_\theta(o_{1:t}), dynamics (rk,sk)=gθ(sk1,ak)(r^k, s^k) = g_\theta(s^{k-1}, a^k), and prediction (pk,vk)=fθ(sk)(p^k, v^k) = f_\theta(s^k). Board games and Atari use AlphaZero-style residual towers; Atari uses 16 residual blocks and all networks use 256 hidden planes.

Verified architecture figure: MuZero planning, acting, and training pipeline with representation, dynamics, prediction, MCTS action selection, and recurrent unrolling over hidden states.

Loss / Objective

Training matches predicted reward, value, and policy to observed reward and search-improved targets across KK recurrent unroll steps.

t(θ)=k=0Kr(ut+k,rtk)+v(zt+k,vtk)+p(πt+k,ptk)+cθ2\ell_t(\theta) = \sum_{k=0}^{K} \ell^r(u_{t+k}, r_t^k) + \ell^v(z_{t+k}, v_t^k) + \ell^p(\pi_{t+k}, p_t^k) + c\|\theta\|^2

Sampling Rule / Algorithm

Action selection runs MCTS over latent states, then samples from root visit counts.

at+1πt,(πt,νt)=MCTS(st0,μθ)a_{t+1} \sim \pi_t, \qquad (\pi_t, \nu_t) = \mathrm{MCTS}(s_t^0, \mu_\theta)

Training Procedure

Evaluation

Datasets

Metrics

Headline results

Table 2: Header of the per-game Atari comparison table

GameRandomHumanSimPLe [20]Ape-X [18]R2D2 [21]MuZeroMuZero normalized

Verified results figure: five Atari learning curves showing mean reward versus millions of training steps for Breakout, Gravitar, Ms. Pacman, Q*bert, and Seaquest, with multiple runs and a dark aggregate curve.

Ablations

Method Strengths and Weaknesses

Strengths

Weaknesses

Suggestions from the authors

Links

Prior Papers

Further Papers