Player-Guided AI outperforms standard AI in Sequence Alignment Puzzles
Open accessAbstract
Although Artificial Intelligence (AI) has gained widespread popularity across different fields, it is essential to recognize that AI systems, while impressive, do not consistently exhibit robust generalization, particularly for difficult problems such as the Multiple Sequence Alignment (MSA). In this study, we focus on bridging this performance gap by integrating human solutions into AI training. To illustrate these principles, we leverage data from Borderlands Science, a popular citizen science game in which small instances of the MSA problem are represented as puzzles. Our goal is to leverage the collective intelligence of human players to enhance the capabilities of AI agents.
AI snapshot
Written from the paper’s full text.
TL;DR
The paper tests whether incorporating human player solutions into a reinforcement learning model improves AI performance on Borderlands Science sequence-alignment puzzles. It finds that a player-guided GAIL model outperforms a standard DQN model, producing higher scores, more Pareto-optimal solutions, and less noisy solutions.
Key findings
- The standard DQN model was unable to achieve human-level performance and “barely passes the minimum required score,” whereas GAIL results were “at least close to the average human performance.”
- GAIL generated a higher proportion of Pareto-optimal solutions than DQN, though this percentage decreased as puzzle complexity increased; GAIL still produced a larger proportion of solutions resembling real player solutions.
- GAIL solutions showed less noise and closer agreement with player and Pareto-optimal solutions; for high-difficulty puzzles, GAIL performance was comparable to All-players solutions and “on the highest difficulty even surpasses.”
- In one puzzle analysis, DQN scores centered around approximately 30 points, while GAIL showed a wider range extending beyond 30 points; both players and GAIL tended to achieve scores above 30 for that puzzle.
Methods
- Data came from Borderlands Science puzzles built from American Gut Project sequences pre-aligned with PASTA. The study used a sample of 25,000 puzzles with over 1 million solutions; top human solutions were selected by proportional horizontal Pareto distance, excluding solutions with distance exceeding 0.7, which filtered out 53.4% of solutions.
- DQN implementation used a transformer attention architecture with self-attention, feed-forward networks, sinusoid positional encoding, layer normalization, residual connections, dropout, and replay memory size 1000. Hyperparameters included learning rate 0.001, batch size 128, discount factor gamma = 1, epsilon = 0.8, and decrement iteration 5.
- GAIL extended the DQN with a generator-discriminator setup: the base DQN agent generated trajectories, while the discriminator distinguished player demonstrations from agent trajectories. DQN was updated with Adam at learning rate 0.001; discriminator used binary cross-entropy loss and Adam at learning rate 0.0001; DQN was further updated using GAIL reward with discount factor 0.99.
Limitations
- The paper states that Borderlands Science’s game design may limit AI transfer: agents may struggle with larger state and action spaces, the game may not capture the complexity and scalability of demanding AI tasks, and learned policies may not transfer to environments with different rules, actions, and dynamics.
- The paper states that the game does not incentivize players to optimize the score-gaps trade-off or leave gaps unused; the authors addressed this by varying gap tokens and filtering near-Pareto solutions, but note that Pareto optimality as a proxy does not guarantee the absolute best MSA solution.
- The paper states model limitations: DQN can be unstable, overestimate action values, converge poorly, and struggle with exploration-exploitation balance; GAIL may have difficulty generalizing to unseen or complex scenarios and may produce limited diversity or suboptimal new samples. The text also makes evident that evaluation centers on BLS puzzle scores and gap trade-offs rather than direct MSA accuracy on new sequences.
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Claims the paper makes
0 of 12 cited sources checked · 0 supported · 0 flagged
- Findingown data
GAIL is capable of generating a higher proportion of optimal solutions.
“In Figure 6 we observe that GAIL is capable of generating a higher proportion of optimal solutions which is define in the section Data.”
Quote in the paperSubstantial claim - Findingown data
Incorporating human-annotated information into the AI model improves its performance on puzzle tasks.
“Our findings demonstrate that incorporating human-annotated information into the AI model improves its performance on puzzle tasks.”
Quote in the paperSubstantial claim - Findingown data
DQN is unable to achieve human-level performance in game score even with precise parameter tuning.
“We show that classical Reinforcement learning methods such as DQN are unable to achieve human-level performance, even with precise parameter tuning.”
Quote in the paperSubstantial claim - Findingown data
Even with the decrease, GAIL still produces a larger proportion of solutions that closely resemble real solutions.
“Nonetheless, even with the decrease, the GAIL algorithm still produces a larger proportion of solutions that closely resemble real solutions.”
Quote in the paperSubstantial claim - Findingown data
As puzzle complexity increases, the percentage of optimal solutions generated by GAIL tends to decrease.
“However, it is worth noting that as the puzzle complexity increases, this percentage tends to decrease.”
Quote in the paperNot a substantial claim
- Findingown data
GAIL results are at least close to average human performance.
“By contrast, the results obtained with the GAIL method are at least close to the average human performance.”
Quote in the paperSubstantial claim - Findingnone given
The Player-guided AI model shows a decrease in noise compared to a pure AI model.
“Furthermore, the Player-guided AI model shows a decrease in noise compared to a pure AI model.”
Quote in the paperSubstantial claim - Findingown data
DQN's performance in game score barely passes the minimum required score.
“In the context of the game score, the performance of this model barely passes the minimum required score.”
Quote in the paperSubstantial claim - Findingreasoning
The Borderlands Science game does not encourage players to optimize the bi-objective function for score-gaps trade-off.
“Another drawback is related game it self Borderlands Science game is that it doesn't encourage players to optimize the bi-objective function for score-gaps trade-off.”
Quote in the paperSubstantial claim - Findingown data
GAIL demonstrates the lowest gap usage among all the described algorithms.
“On the other hand, GAIL demonstrates the lowest gap usage among all the described algorithms.”
Quote in the paperSubstantial claim - Findingown data
Incorporating insights and strategies from human players substantially increased the game score achieved by the AI model.
“By incorporating insights and strategies from human players, we observed a substantial increase in the game score achieved by the AI model.”
Quote in the paperSubstantial claim - Findingown data
The highest scores are achieved mostly by players.
“Figure 5 indicates that the highest scores achieved mostly by players.”
Quote in the paperNot a substantial claim - Findingown data
Both players and GAIL exhibit a general tendency to achieve scores above 30 for this puzzle.
“In Figure 9, we can observe that both the players and GAIL exhibit a general tendency to achieve scores above 30 for this puzzle.”
Quote in the paperNot a substantial claim - Findingown data
GAIL solutions form a distribution that closely resembles the overall solutions, with only a few distinct solutions deviating.
“The GAIL solutions form a distribution that closely resembles the overall solutions, with only a few distinct solutions deviating from the pattern.”
Quote in the paperNot a substantial claim - Findingown data
On average, DQN achieves significantly lower scores compared to GAIL.
“However, Figure 5 highlights that, on average, DQN achieves significantly lower scores compared to GAIL.”
Quote in the paperSubstantial claim - Findingown data
The distribution of players' actions closely aligns with the distribution of GAIL solutions.
“Furthermore, the distribution of the players' actions in Figure 8 closely aligns with the distribution of GAIL solutions.”
Quote in the paperNot a substantial claim - Findingown data
DQN tends to utilize fewer gaps compared to the other algorithms.
“Figure 7 illustrates that the DQN algorithm tends to utilize fewer gaps compared to the other algorithms.”
Quote in the paperNot a substantial claim - Findingnone given
Filtering player solutions to find those close to the Pareto front results in a significant set of nearly optimal solutions.
“We then filter their solutions to find those that are close to the Pareto front, resulting in a significant set of nearly optimal solutions.”
Quote in the paperNot a substantial claim- Rests on an assumption: Pareto optimality is a useful proxy for identifying good solutions to the MSA problem.
- Premisecitation
Many RL methods for MSA still have significant room for improving their accuracy.
“Although there have been many proposed RL methods for multiple sequence alignment (MSA), there is still significant room for improving their accuracy.”
Quote in the paperSubstantial claim0 of 3 sources checked- cites [20]
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites [27]
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites [43]
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Interpretationreasoning
The Player-guided AI model can align new sequences with improved accuracy and effectiveness.
“This advancement allows for leveraging the model to align new sequences with improved accuracy and effectiveness.”
Quote in the paperSubstantial claim - Premisecitation
DQN has high computational demands that restrict its scalability for larger-scale problems.
“Nevertheless, the DQN model exhibits limitations, including high computational demands that restrict its scalability for larger-scale problems, and a tendency to overestimate action values, resulting in suboptimal performance [22].”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [22]
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Premisecitation
GAIL enhances the performance of the basic AI algorithm by incorporating data from players, allowing for the integration of human knowledge and experiences.
“GAIL enhances the performance of the basic AI algorithm by incorporating data from players, allowing for the integration of human knowledge and experiences.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [7]
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Premisecitation
AI techniques applied to MSA have encountered issues related to convergence rate and alignment accuracy.
“However, these attempts have encountered issues related to convergence rate and alignment accuracy [20,27,43].”
Quote in the paperSubstantial claim0 of 3 sources checked- cites [20]
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites [27]
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites [43]
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Premisecitation
DQN tends to overestimate action values, resulting in suboptimal performance.
“Nevertheless, the DQN model exhibits limitations, including high computational demands that restrict its scalability for larger-scale problems, and a tendency to overestimate action values, resulting in suboptimal performance [22].”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [22]
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Interpretationown data
Incorporating player data through a human-in-the-loop approach enhances the performance of the basic AI model in solving BLS puzzles.
“Conclusion: Our findings demonstrate that the performance of the basic AI model in solving the BLS puzzles is enhanced by incorporating data from players through a human-in-the-loop approach.”
- Also stated in: § 6 DISCUSSION · plain
“The outcomes of our study answer the three hypotheses we formulated, providing further evidence to support the claim that the performance of a basic AI model in solving BLS puzzles can be enhanced by incorporating data from players through a human-inthe-loop approach.”
- Also stated in: § 8 CONCLUSION · boosted
“In conclusion, our research provides compelling evidence that integrating player data through a human-in-the-loop approach significantly improves the performance of AI models in solving BLS puzzles.”
Quote in the paperSubstantial claim- Rests on an assumption: Game score is a valid measure of AI performance in solving BLS puzzles.
- Rests on an assumption: Average human performance is an appropriate benchmark for evaluating AI performance.
- Also stated in: § 6 DISCUSSION · plain
- Interpretationreasoning
The human-in-the-loop approach allows the AI model to benefit from the expertise of experienced players, enabling it to adopt a distinct problem-solving strategy that leads to higher scores compared to relying solely on the basic AI model.
“This suggests that the human-in-the-loop approach allows the AI model to benefit from the expertise of experienced players, enabling it to adopt a distinct problem-solving strategy that leads to higher scores compared to relying solely on the basic AI model.”
Quote in the paperSubstantial claim - Interpretationreasoning
Using games is an effective method to collect valuable information for training AI models.
“Our findings underscore the remarkable potential of using games as an effective method to collect valuable information for training AI models.”
Quote in the paperSubstantial claim - Interpretationreasoning
It is possible to extend the usefulness of player contributions to a citizen science project beyond the limits of the original problem.
“This approach demonstrates it is possible to extend the usefulness of player contributions to a citizen science project beyond the limits of the original problem.”
Quote in the paperSubstantial claim
- Classified as probably not a substantial claim. 9
- May combine two claims. 10
Probably not a substantial claim: may not pass S3 (load-bearing).
Findingreasoning53.4% of solutions were filtered out.
“As a result, 53.4% of solutions were filtered out.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataGAIL solutions demonstrate good agreement with the overall solutions and display significantly less noise compared to the DQN solution.
“The GAIL solutions demonstrate good agreement with the overall solutions and display significantly less noise compared to the DQN solution.”
- Also stated in: § 8 CONCLUSION · boosted
“The GAIL solutions demonstrate good agreement with the all-players and Pareto-optimal solutions and display significantly less noise in comparison to the DQN solution.”
Quote in the paperSubstantial claim- Also stated in: § 8 CONCLUSION · boosted
Probably not a substantial claim: may not pass S4 (based).
Findingnone givenAlthough players have a limited number of spaces, there is no incentive for them to leave any spaces unused.
“Although they have a limited number of spaces, there is no incentive for them to leave any spaces unused.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThe score distribution for DQN has a wide range and is close to normal, centered around approximately 30 points.
“Figure 9 demonstrates that the score distribution for DQN has a wide range and exhibits a distribution that is close to normal, centered around approximately score equals 30 points.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataGAIL can generate solutions close to the Pareto optimal front while effectively minimizing the number of noisy solutions compared to DQN.
“The results on 10 indicate that the GAIL algorithm has the ability to generate solutions that closely to the Pareto optimal front, while effectively minimizing the number of solutions with noise in comparison to the DQN algorithm.”
- Also stated in: § 8 CONCLUSION · boosted
“The findings demonstrate that the GAIL algorithm can generate solutions that are close to Pareto optimal solutions and significantly reduce the number of noisy solutions compared to DQN.”
Quote in the paperSubstantial claim- Rests on an assumption: Pareto optimality is a useful proxy for identifying good solutions to the MSA problem.
- Also stated in: § 8 CONCLUSION · boosted
May combine two claims.
Findingown dataThe average DQN solution exhibits a significant amount of noise and does not align well with the other solutions.
“It is apparent that the average of the DQN solution exhibits a significant amount of noise and does not align well with the other solutions.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataFor puzzles with high difficulty, GAIL performance is comparable to All-players solutions, and on the highest difficulty even surpasses them.
“Also, for puzzles with high difficulty, the performance of our GAIL approach is comparable to All-players solutions, and on the highest difficulty even surpasses.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
PremisecitationMSA is NP-hard.
“Similar to many classical bioinformatics problems, MSA is known to be NP-hard [38]”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [38]
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Classified as probably not a substantial claim.
PremisecitationThe computational complexity of MSA increases exponentially with the number of sequences to be aligned.
“which means that its computational complexity increases exponentially with the number of sequences to be aligned [38].”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [38]
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationRL algorithms such as DQN have been applied to Atari games, yielding impressive results but failing to surpass human-level performance.
“RL algorithms, such as the Deep Q-Network, have been applied to Atari games which share with BLS a common aspect of utilizing gaming mechanics for problem-solving, yielding impressive results but failing to surpass human-level performance [21].”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [21]
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
InterpretationreasoningGAIL may encounter difficulties in generalizing to unseen or complex scenarios, as it primarily learns from provided expert demonstrations, leading to limited diversity and suboptimal behaviour when generating new samples.
“Additionally, GAIL may encounter difficulties in generalizing to unseen or complex scenarios, as it primarily learns from provided expert demonstrations, leading to limited diversity and suboptimal behaviour when generating new samples.”
Quote in the paperNot a substantial claimMay combine two claims.
Interpretationown dataIncorporating player solutions effectively enhances the RL model, resulting in reduced noise and generation of compelling options that strike a balance between number of used gaps and game score.
“Conclusion: By incorporating player solutions, we can effectively enhance the RL model, resulting in reduced noise and the generation of compelling options that strike a balance between the number of used gaps and the game score.”
- Also stated in: § 6 DISCUSSION · boosted
“Our results demonstrated that incorporating player solutions effectively enhanced the RL model, resulting in reduced noise and the generation of compelling options.”
- Also stated in: § 8 CONCLUSION · plain
“The incorporation of player solutions effectively enhances the AI standard model, reducing noise and generating compelling options that achieve a harmonious balance between used gaps and game score.”
Quote in the paperSubstantial claim- Rests on an assumption: The score-gap trade-off is a relevant objective for evaluating MSA solution quality.
- Also stated in: § 6 DISCUSSION · boosted
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
InterpretationreasoningThe Borderlands Science game may not fully capture the complexity and scalability required for demanding AI tasks, making it difficult to transfer learned policies to different game environments with diverse rules, actions, and dynamics.
“The game may not fully capture the complexity and scalability required for demanding AI tasks, making it difficult to transfer learned policies to different game environments with diverse rules, actions, and dynamics.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationreasoningA model trained using this approach can demonstrate performance levels close to humans, exhibiting similar degree of variability and quality in decision-making.
“Our findings indicate that a model trained using this approach can demonstrate performance levels that are close to those of humans, exhibiting a similar degree of variability and quality in decision-making.”
Quote in the paperSubstantial claim- Rests on an assumption: Average human performance is an appropriate benchmark for evaluating AI performance.
Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Interpretationnone givenThe use of Pareto optimality as a proxy for identifying good solutions to the MSA problem does not guarantee discovery of the absolute best solution for that problem.
“Furthermore, it is important to note that the use of Pareto optimality as a proxy for identifying good solutions to the Multiple Sequence Alignment (MSA) problem does not guarantee the discovery of the absolute best solution for that problem.”
Quote in the paperNot a substantial claimMay combine two claims.
Interpretationown dataCompared to humans, the player-guided AI model exhibited respectable variability and quality in decision-making, suggesting it successfully captured gameplay characteristics observed in human players.
“Compared to humans, the player-guided AI model exhibited respectable variability and quality in decision-making, suggesting that it successfully captured the gameplay characteristics observed in human players.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
InterpretationreasoningAI agents trained on Borderlands Science may face challenges in adapting to larger state and action spaces, which can impede performance and generalization.
“AI agents trained on Borderlands Science may face challenges in adapting to larger state and action spaces, which can impede performance and generalization.”
Quote in the paperNot a substantial claim
The paper relies on this without support.
AI systems do not consistently exhibit robust generalization, particularly for difficult problems such as MSA.
“Although Artificial Intelligence (AI) has gained widespread popularity across different fields, it is essential to recognize that AI systems, while impressive, do not consistently exhibit robust generalization, particularly for difficult problems such as the Multiple Sequence Alignment (MSA).”
The paper relies on this without support.
No previous studies have investigated the use of GAIL for tackling the MSA problem or for game-related tasks.
“However, to the best of our knowledge, no previous studies have investigated the use of GAIL for tackling the MSA problem or for game-related tasks.”
The paper relies on this without support.
Humans have natural cognitive abilities, intuition, and common sense reasoning, which allow them to adapt and apply knowledge in various situations.
“Humans have natural cognitive abilities, intuition, and common sense reasoning, which allow them to adapt and apply knowledge in various situations.”
The paper relies on this without support.
RL algorithms often need large amounts of data and computational resources to achieve similar levels of performance.
“In contrast, RL algorithms often need large amounts of data and computational resources to achieve similar levels of performance.”
The paper relies on this without support.
BLS offers tens of millions of player solutions.
“BLS offers the advantage of coming with tens of millions of player solutions, unlocking a unique potential to explore novel strategies not discovered by other algorithms, including AI.”
The paper relies on this without support.
The integration of BLS into the actual game has attracted a significant number of players compared to Phylo.
“The integration of BLS into the actual game has attracted a significant number of players compared to Phylo.”
The paper relies on this without support.
Game score is a valid measure of AI performance in solving BLS puzzles.
“In Figure 5 we can compare algorithms performance in terms of game score, a score obtained primarily from correctly matching bricks to guides.”
The paper relies on this without support.
Pareto optimality is a useful proxy for identifying good solutions to the MSA problem.
“Furthermore, it is important to note that the use of Pareto optimality as a proxy for identifying good solutions to the Multiple Sequence Alignment (MSA) problem does not guarantee the discovery of the absolute best solution for that problem.”
The paper relies on this without support.
Average human performance is an appropriate benchmark for evaluating AI performance.
“By contrast, the results obtained with the GAIL method are at least close to the average human performance.”
The paper relies on this without support.
The score-gap trade-off is a relevant objective for evaluating MSA solution quality.
“To evaluate the effectiveness of the proposed GAIL algorithm in generating solutions that are more optimal and display reduced randomness in terms of the score-gap trade-off, we computed the percent of Pareto optimal solutions per original solutions and generated.”
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Injecting human solutions into a Q-learning algorithm outperforms pure AI.
“In the second study53, we demonstrated that injecting human solutions into a Q-learning algorithm outperforms pure AI.”
From Improving microbial phylogeny with citizen science within a mass-market video game (2025) · cites this paper as [53]
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
Each contradiction between two passages listed here was confirmed by an independent check.
Conflicting claims about which model uses the fewest gaps
MajorThe first statement says DQN uses fewer gaps than the other algorithms, which includes GAIL. The next says GAIL has the lowest gap usage among all algorithms; both cannot be true for the same comparison.
“Figure 7 illustrates that the DQN algorithm tends to utilize fewer gaps compared to the other algorithms.”
“On the other hand, GAIL demonstrates the lowest gap usage among all the described algorithms.”
Pareto-distance filter excludes the solutions it aims to select
MinorUnder the paper's definition, a Pareto-optimal solution has a distance of 1, while the worst human solution has a distance of 0. Excluding distances above 0.7 therefore removes solutions closest to the Pareto front, contrary to the stated selection goal.
“Solutions with a distance exceeding 0.7 were excluded based on visual clustering assessment by human experts.”
“We selected the top-performing human solutions by aggregating puzzle solutions and identifying those close to the Pareto front.”
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“Dynamic programming serves as a prevalent approach in sequence alignment algorithms [25, 31].”
MethodIdentification of common molecular subsequences
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On the Complexity of Multiple Sequence Alignment
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“Similar to many classical bioinformatics problems, MSA is known to be NP-hard [38], which means that its computational complexity increases exponentially with the number of sequences to be aligned [38].”
BackgroundAmerican Gut: an Open Platform for Citizen-Science Microbiome Research
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MethodPhylo: A Citizen Science Approach for Improving Multiple Sequence Alignment
Kawrykow, A., Roumanis, G., Kam, A., Kwak, D., Leung, C., Wu, C. L., Zarour, E., players, P., Sarmenta, L. F. G., Blanchette, M., et al. (2012) · PLoS ONE · doi:10.1371/journal.pone.0031362 · Cited by 235 · see citing works
Self-citationModeling Human Driving Behavior Through Generative Adversarial Imitation Learning
Bhattacharyya, R., Wulfe, B., Phillips, D. J., Kuefler, A., Morton, J., Senanayake, R., & Kochenderfer, M. J. (2022) · IEEE Transactions on Intelligent Transportation Systems · doi:10.1109/tits.2022.3227738 · Cited by 148 · cited 2× · see citing works
“This approach has found notable application in reinforcement learning tasks such as robotic control and autonomous driving [2, 4, 13], enabling the learning of complex behaviors from expert demonstrations.”
BackgroundMethodUltra-large alignments using phylogeny-aware profiles
Nguyen, N., Mirarab, S., Kumar, K., & Warnow, T. J. (2015) · Genome biology · doi:10.1186/s13059-015-0688-z · Cited by 141 · see citing works
Multiple sequence alignment using simulated annealing
Kim, J. R., Pramanik, S., & Chung, M. J. (1994) · Computer applications in the biosciences · doi:10.1093/bioinformatics/10.4.419 · Cited by 135 · cited 1× · see citing works
“Examples include simulated annealing [12], optimization-based algorithms [23, 29, 42], heuristic methods [18, 41] and even quantum algorithms [8].”
MethodPASTA: Ultra-Large Multiple Sequence Alignment
Mirarab, S., Nguyen, N., & Warnow, T. J. (2014) · Lecture notes in computer science · doi:10.1007/978-3-319-05269-4_15 · Cited by 103 · see citing works
PASTA: Ultra-Large Multiple Sequence Alignment
Mirarab, S., Nguyen, N.-P., & Warnow, T. (2014) · Annual International Conference on Research in Computational Molecular Biology · doi:10.6084/m9.figshare.899770.v1 · Cited by 91
Stone, P. (2017) · Encyclopedia of Machine Learning and Data Mining · doi:10.1007/978-1-4899-7687-1_720 · Cited by 80 · see citing works
Rasmussen, T., & Krink, T. (2003) · Biosystems · doi:10.1016/s0303-2647(03)00131-x · Cited by 76 · see citing works
Reinforcement Learning in Games
Szita, I. (2012) · Adaptation, learning, and optimization · doi:10.1007/978-3-642-27645-3_17 · Cited by 56 · see citing works
Using deep reinforcement learning approach for solving the multiple sequence alignment problem
Jafari, R., Javidi, M. M., & Rafsanjani, M. K. (2019) · SN Applied Sciences · doi:10.1007/s42452-019-0611-4 · Cited by 35 · cited 4× · see citing works
“Many of these papers leverage the DQN algorithm as the primary approach for addressing MSA challenges [9, 10, 20].”
BackgroundMethodInfluentialAn ant colony algorithm for multiple sequence alignment in bioinformatics
Moss, J., & Johnson, C. G. (2003) · Artificial Neural Nets and Genetic Algorithms · doi:10.1007/978-3-7091-0646-4_33 · Cited by 34 · cited 1× · see citing works
“Examples include simulated annealing [12], optimization-based algorithms [23, 29, 42], heuristic methods [18, 41] and even quantum algorithms [8].”
MethodA Method for Multiple Sequence Alignment Based on Particle Swarm Optimization
Xu, F., & Chen, Y. (2009) · Lecture notes in computer science · doi:10.1007/978-3-642-04020-7_104 · Cited by 28 · cited 1× · see citing works
“Examples include simulated annealing [12], optimization-based algorithms [23, 29, 42], heuristic methods [18, 41] and even quantum algorithms [8].”
MethodLall, A., & Tallur, S. G. (2023) · Scientific Reports · doi:10.1038/s41598-023-29277-6 · Cited by 23 · see citing works
Learning Temporal Strategic Relationships using Generative Adversarial Imitation LearningPreprint
Fernando, T., Denman, S., Sridharan, S., et al. (2018) · arXiv (Cornell University) · doi:10.48550/arxiv.1805.04969 · Cited by 20 · see citing works
Conclusions, Future Directions and Outlook
Wiering, M., & van Otterlo, M. (2012) · Adaptation, learning, and optimization · doi:10.1007/978-3-642-27645-3_19 · Cited by 19 · see citing works
Local Alignment of DNA Sequence Based on Deep Reinforcement Learning
Song, Y.-J., & Cho, D. (2021) · IEEE Open Journal of Engineering in Medicine and Biology · doi:10.1109/ojemb.2021.3076156 · Cited by 16 · see citing works
Pairwise Heuristic Sequence Alignment Algorithm Based on Deep Reinforcement Learning
Song, Y.-J., Ji, D.-J., Seo, H., Han, G.-B., & Cho, D. (2020) · IEEE Open Journal of Engineering in Medicine and Biology · doi:10.1109/ojemb.2021.3055424 · Cited by 14 · see citing works
A QUANTUM-INSPIRED GENETIC ALGORITHM BASED ON PROBABILISTIC CODING FOR MULTIPLE SEQUENCE ALIGNMENT
Huo, H., Stojkovic, V., & XIE, Q.-L. (2010) · Journal of Bioinformatics and Computational Biology · doi:10.1142/s0219720010004549 · Cited by 8 · see citing works
Playing the System: Can Puzzle Players Teach us How to Solve Hard Problems?
Mutalova, R., Sarrazin-Gendron, R., Cai, E., Richard, G., Ghasemloo Gheidari, P., Caisse, S., Knight, R., Blanchette, M., Szantner, A., & Waldispühl, J. (2023) · Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems · doi:10.1145/3544548.3581375 · Cited by 6 · see citing works
Self-citationMultiple Sequence Alignment based on deep Q network with negative feedback policy
Zhang, Y., Zhang, Q., Liu, Y., et al. (2022) · Computational Biology and Chemistry · doi:10.1016/j.compbiolchem.2022.107780 · Cited by 4 · see citing works
RLALIGN: A Reinforcement Learning Approach for Multiple Sequence Alignment
Ramakrishnan, R. K., Singh, J., & Blanchette, M. (2018) · 2018 IEEE 18th International Conference on Bioinformatics and Bioengineering (BIBE) · doi:10.1109/bibe.2018.00019
Self-citation
Flagged first, then by citations
Research works printed but not linked: 5
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- Roman Joeres. 2021. Multiple sequence alignment using deep reinforcement learning. SKILL 2021 (2021).
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Cited by
Sorted by citations
Improving microbial phylogeny with citizen science within a mass-market video game
Sarrazin-Gendron, R., Ghasemloo Gheidari, P., Butyaev, A., Keding, T., Cai, E., Zheng, J., Mutalova, R., Mounthanyvong, J., Zhu, Y., Nazarova, E., et al. (2025) · Nature Biotechnology · doi:10.1038/s41587-024-02175-6 · Cited by 9 · see citing works
Self-citation
- Authors
- Mutalova, R., Sarrazin-Gendron, R., Ghasemloo Gheidari, P., Cai, E., Richard, G., Caisse, S., Knight, R., Blanchette, M., Szantner, A., & Waldispühl, J.
- Affiliations
- McGill University (CA)
- School of Computer Science, McGill University, Canada
- Gearbox Studio Québec, Canada
- University of California San Diego (US)
- ORCID
- Venue
- Proceedings of The ACM Collective Intelligence Conference
- Publisher
- ACM
- Published
- 2023-11-05
- Pages
- 53-62
- OpenAlex
- W4387629015
- Semantic Scholar
- efff79b55459e94ec44da50020c6fbe32659e53b
- Cited by
- 1
- References
- 27
- Citations by year
- 2024: 1
- FWCI
- 0.18
- Type
- conference paper
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Funders
- Genome Quebec
- Genome Canada
- Topics
- Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
- Life Sciences › Biochemistry, Genetics and Molecular Biology › Molecular Biology › Genomics and Phylogenetic Studies
- Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence Applications
- Keywords
- multiple sequence alignment, human-in-the-loop learning, collective intelligence, game-based data collection
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Claims read by deepseek-v4.1-flash under definition version 3 (extract-v3) on 2026-10-26.
Classified by jev-1.13-20260917 (gold-guideline-v0.2) on 2026-10-26.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
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