Smart Walkers in Discrete Space
Gianluca Peri, Lorenzo Buffoni, Giacomo Chiti, Duccio Fanelli, Raffaele Marino, Andrea Nocentini, Pier Paolo Panti
TL;DR
The paper studies a two-walker chaser-target system on a 1D discrete space, deriving analytic descriptions for the first-encounter distribution $\bm{\mathcal{P}}$ and mean meeting time $\tau_{a,b}$ in the baseline random-walker case via an absorbing Markov framework. It then introduces a Smart Walker trained with Q-learning on the joint state space, producing a non-factorizable global transition matrix that reshapes encounter statistics and enables computation of the same observables, along with thermodynamic and policy entropies $S_T$ and $S_S$. The authors show that different reward structures induce distinct learned policies, with time-dependent rewards yielding the strongest information encoding and sinusoidal rewards closest to random; $S_T$ correlates with $S_S$ and serves as a post hoc proxy for learned skill. They further validate this proxy by evaluating configuration entropy against Stockfish skill levels, observing a clear relationship and a notable discontinuity at the highest level, suggesting $S_T$ captures qualitative shifts in agent ability. The findings bridge stochastic pursuit dynamics and reinforcement learning, proposing configuration entropy as a broadly applicable tool for assessing intelligent behavior when explicit policies are inaccessible.
Abstract
We study the statistical properties of trainable agents moving in discrete space. After introducing the mathematical framework, we first analyze the dynamics of two completely random walkers, mutually competing in a chaser-target interaction scheme. The statistics of the encounters is analytically obtained and the predictions tested versus numerical simulations. We then move forward to extend the baseline case to agents capable of learning and adapting to an external reward signal, using reinforcement learning. Smart walkers morph the statistics of the encounter, to maximize their cumulated reward, as confirmed by combined numerical and analytical insights. More interestingly, configuration entropy proves a reliable proxy to gauge the acquired ability of the agents to cope with the assigned task when no other information about them (i.e. reward signal, policy, etc) is present. We further test the proposed measure of learned skills by operating the Stockfish chess engine against a quasi-random untrained opponent. The obtained conclusions corroborate our claim.
