Refining Evaluation Functions for Game 2048 by Extended Temporal Difference Learning

The game 2048 has attracted millions of people with its simple yet challenging gameplay, leading to the development of numerous computer players. Most successful computer players for 2048 use evaluation functions trained through temporal difference learning (TD learning) or its variants. While TD learning is highly effective and can improve evaluation functions quickly, the performance of these functions often plateaus after a certain number of timesteps. Therefore, it is important to refine those evaluation functions to further enhance the performance of computer players. In this paper, we extend the conventional TD learning approach and propose two refinement algorithms for 2048. Firstly, we conducted detailed experiments to refine the best open-source neural network, and achieved significant performance improvements, increasing the average score from <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$2.49 \times 10^{5}$</tex-math></inline-formula> to <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$3.37 \times 10^{5}$</tex-math></inline-formula> in greedy play (1-ply lookahead) and from <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$4.87 \times 10^{5}$</tex-math></inline-formula> to <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$5.45 \times 10^{5}$</tex-math></inline-formula> with 3-ply expectimax search. We also applied our refinement method to the state-of-the-art N-tuple network, improving the average score from <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$5.85\times 10^{5}$</tex-math></inline-formula> to <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$6.10\times 10^{5}$</tex-math></inline-formula> with 6-ply expectimax search and the tile-downgrading trick.

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Publication Details

Journal
IEEE Transactions on Games
Published
2025-09-04
DOI
https://doi.org/10.1109/tg.2025.3606517
Primary Topic
Artificial Intelligence in Games
Type
article
Field-Weighted Citation Impact
0.00
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article

Refining Evaluation Functions for Game 2048 by Extended Temporal Difference Learning

W. Wang, Kiminori Matsuzaki
IEEE Transactions on Games
Artificial Intelligence in Games
article

Refining Evaluation Functions for Game 2048 by Extended Temporal Difference Learning

W. Wang, Kiminori Matsuzaki
article en

Abstract

The game 2048 has attracted millions of people with its simple yet challenging gameplay, leading to the development of numerous computer players. Most successful computer players for 2048 use evaluation functions trained through temporal difference learning (TD learning) or its variants. While TD learning is highly effective and can improve evaluation functions quickly, the performance of these functions often plateaus after a certain number of timesteps. Therefore, it is important to refine those evaluation functions to further enhance the performance of computer players. In this paper, we extend the conventional TD learning approach and propose two refinement algorithms for 2048. Firstly, we conducted detailed experiments to refine the best open-source neural network, and achieved significant performance improvements, increasing the average score from <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$2.49 \times 10^{5}$</tex-math></inline-formula> to <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$3.37 \times 10^{5}$</tex-math></inline-formula> in greedy play (1-ply lookahead) and from <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$4.87 \times 10^{5}$</tex-math></inline-formula> to <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$5.45 \times 10^{5}$</tex-math></inline-formula> with 3-ply expectimax search. We also applied our refinement method to the state-of-the-art N-tuple network, improving the average score from <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$5.85\times 10^{5}$</tex-math></inline-formula> to <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$6.10\times 10^{5}$</tex-math></inline-formula> with 6-ply expectimax search and the tile-downgrading trick.

IEEE Transactions on GamesVol. 18(1)
Kochi University of Technology (JP)
Openalex Percentile: Top 88%
Artificial Intelligence in Games
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