A Q-learning method for creating a Hex opening library

Hex is a perfect-information board game, and its opening library — an essential component of the game system — has traditionally been generated based on human expertise and Monte Carlo tree search(MCTS) algorithms.However, this approach is computationally expensive and may not consistently ensure accuracy. This study proposes a self-play method based on Q-learning for the efficient construction of Hex opening libraries. The proposed method employs multi-threaded simulations and an improved upper confidence bound applied to trees(UCT) algorithm to identify promising opening moves. An enhanced ε-greedy strategy is incorporated to improve the convergence rate of the Q-learning algorithm. To further improve performance, Q-values are integrated into the upper confidence bound(UCB) formula as prior knowledge, which is intended to enhance decision-making accuracy during gameplay. Experimental results indicate that after 3 000 training iterations, the Q-values across the board converge, suggesting the method′ s potential for stable policy learning. In comparative evaluations, the generated opening library achieved a62.9% average win rate against the improved UCT algorithm. When Q-values were used as prior input to the UCB formula, the average win rate increased to 75.9%. The method was also applied in the Chinese Computer Game Competition, where the implementation received a first-place award, supporting the practical applicability of the approach.

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Publication Details

Journal
SHILAP Revista de lepidopterología
Published
2025-06-01
DOI
https://doi.org/10.12194/j.ntu.20240529001
Primary Topic
Neutrino Physics Research
Type
article
Field-Weighted Citation Impact
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article

A Q-learning method for creating a Hex opening library

SHILAP Revista de lepidopterología
Neutrino Physics Research
article

A Q-learning method for creating a Hex opening library

article en

Abstract

Hex is a perfect-information board game, and its opening library — an essential component of the game system — has traditionally been generated based on human expertise and Monte Carlo tree search(MCTS) algorithms.However, this approach is computationally expensive and may not consistently ensure accuracy. This study proposes a self-play method based on Q-learning for the efficient construction of Hex opening libraries. The proposed method employs multi-threaded simulations and an improved upper confidence bound applied to trees(UCT) algorithm to identify promising opening moves. An enhanced ε-greedy strategy is incorporated to improve the convergence rate of the Q-learning algorithm. To further improve performance, Q-values are integrated into the upper confidence bound(UCB) formula as prior knowledge, which is intended to enhance decision-making accuracy during gameplay. Experimental results indicate that after 3 000 training iterations, the Q-values across the board converge, suggesting the method′ s potential for stable policy learning. In comparative evaluations, the generated opening library achieved a62.9% average win rate against the improved UCT algorithm. When Q-values were used as prior input to the UCB formula, the average win rate increased to 75.9%. The method was also applied in the Chinese Computer Game Competition, where the implementation received a first-place award, supporting the practical applicability of the approach.

SHILAP Revista de lepidopterología
Shenyang University of Technology (CN)
Peace, Justice and strong institutions
Openalex Percentile: Top 30%
Neutrino Physics Research
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A Q-learning method for creating a Hex opening library · SHILAP Revista de lepidopterología (2025) | TGRS Research Map | TGRS