Machine learning tree trimming for faster Markov reward game solutions

Existing methodologies for solving Markov reward games mostly rely on state–action frameworks and iterative algorithms to address these challenges. However, these approaches often impose significant computational burdens, particularly when applied to large-scale games, due to their inherent complexity and the need for extensive iterative calculations. In this paper, we propose a new neural network architecture for solving Markov reward games in the form of a decision tree with relatively large state and action sets, such as 2-actions-3-stages, 3-actions-3-stages, and 4-actions-3-stages, by trimming the decision tree. In this context, we generate datasets of Markov reward games with sizes ranging from 1 0 3 to 1 0 5 using the holistic matrix norm-based solution method and obtain the necessary components, such as the payoff matrices and the corresponding solutions of the games, for training the neural network. We then propose a vectorization process to prepare the outcomes of the matrix norm-based solution method and adapt them for training the proposed neural network. The neural network is trained using both the vectorized payoff and transition matrices as input, and the prediction system generates the optimal strategy set as output. In the model, we approach the problem as a classification task by labeling the optimal and non-optimal branches of the decision tree with ones and zeros, respectively, to identify the most rewarding paths of each game. As a result, we propose a novel neural network architecture for solving Markov reward games in real time, enhancing its practicality for real-world applications. The results reveal that the system efficiently predicts the optimal paths for each decision tree, with f1-scores slightly greater than 0.99, 0.99, and 0.97 for Markov reward games with 2-actions-3-stages, 3-actions-3-stages, and 4-actions-3-stages, respectively.

Authors

Institutions

Publication Details

Journal
Journal of Computational Science
Published
2025-10-09
DOI
https://doi.org/10.1016/j.jocs.2025.102726
Primary Topic
Artificial Intelligence in Games
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Machine learning tree trimming for faster Markov reward game solutions

Murat Özkaya, Nazım Kemal Üre, Burhaneddin İzgi̇, Matjaž Perc
Journal of Computational Science
Artificial Intelligence in Games
article

Machine learning tree trimming for faster Markov reward game solutions

Murat Özkaya, Nazım Kemal Üre, Burhaneddin İzgi̇, Matjaž Perc
article en

Abstract

Existing methodologies for solving Markov reward games mostly rely on state–action frameworks and iterative algorithms to address these challenges. However, these approaches often impose significant computational burdens, particularly when applied to large-scale games, due to their inherent complexity and the need for extensive iterative calculations. In this paper, we propose a new neural network architecture for solving Markov reward games in the form of a decision tree with relatively large state and action sets, such as 2-actions-3-stages, 3-actions-3-stages, and 4-actions-3-stages, by trimming the decision tree. In this context, we generate datasets of Markov reward games with sizes ranging from 1 0 3 to 1 0 5 using the holistic matrix norm-based solution method and obtain the necessary components, such as the payoff matrices and the corresponding solutions of the games, for training the neural network. We then propose a vectorization process to prepare the outcomes of the matrix norm-based solution method and adapt them for training the proposed neural network. The neural network is trained using both the vectorized payoff and transition matrices as input, and the prediction system generates the optimal strategy set as output. In the model, we approach the problem as a classification task by labeling the optimal and non-optimal branches of the decision tree with ones and zeros, respectively, to identify the most rewarding paths of each game. As a result, we propose a novel neural network architecture for solving Markov reward games in real time, enhancing its practicality for real-world applications. The results reveal that the system efficiently predicts the optimal paths for each decision tree, with f1-scores slightly greater than 0.99, 0.99, and 0.97 for Markov reward games with 2-actions-3-stages, 3-actions-3-stages, and 4-actions-3-stages, respectively.

Journal of Computational ScienceVol. 92
Çanakkale Onsekiz Mart Üniversitesi (TR), Korea University (KR), Kyung Hee University (KR), University of Maribor (SI), Complexity Science Hub (AT), University Clinical Centre Maribor (SI), Istanbul Technical University (TR)
Openalex Percentile: Top 85%
Artificial Intelligence in Games
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.