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arXiv research

A locally-built, LLM-digested index of recent arXiv papers in quant finance, geometry/topology, and statistical ML — keyword search served straight from SQLite on this machine.

169,341 papers · 148 categories

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48 results for Advanced game environments

A new method simulates large, diverse populations of learning agents evolving in games.

problem Limited scalability and efficiency of Multi-Agent Reinforcement Learning.
method Parallelizable implementation of Policy Gradient and Opponent-Learning Awareness for evolutionary simulations.
result Simulated large, diverse populations of learning agents evolve under various strategies.

This paper shows how rotating, cropping, and translating images improves a reinforcement learning agent's ability to generalize.

problem Reinforcement learning agents struggle to generalize to slight variations of their training environments.
method The authors investigate the impact of rotation, translation, and cropping on the input representation of reinforcement learning agents.
result Cropped, translated, and rotated observations lead to better generalization in reinforcement learning agents.

Optimistic Thompson Sampling reduces regret in unknown multi-player games.

problem Navigating uncertainty in unknown multi-player games with strategic decision-making.
method Introduces Thompson Sampling algorithms that exploit opponents' actions and reward structures.
result Achieves over tenfold improvements in experimental budgets with logarithmic regret bound.

Imaginative RL uses GANs to simulate real environments, making RL more efficient.

problem Lack of data efficiency and safety constraints in reinforcement learning.
method Generative Adversarial Imaginative Reinforcement Learning (GAIL) algorithm.
result The proposed algorithm more efficiently utilizes real-world experience.

Decomposes game environments into controllable and non-controllable parts for faster learning.

problem Difficulties in end-to-end learning for complex environments.
method Modularization of the environment into controllable and non-controllable parts, using supervised and reinforcement learning.
result Human-level performance achieved in 10-15 minutes of game time with proper decomposition.

New algorithms achieve logarithmic regret in KL-regularized Markov games.

problem Improving sample efficiency in game-theoretic settings with KL regularization.
method Developed OMG and SOMG algorithms for matrix and Markov games, using best response sampling and superoptimistic bonuses.
result Logarithmic regret in TT that scales inversely with KL regularization strength ββ.

Deep RL tested on combinatorial games from Erdos et al.

problem Evaluate reinforcement learning algorithms on challenging combinatorial games.
method Use Erdos-Selfridge-Spencer games with known optimal solutions.
result Demonstrates strengths and limitations of current RL approaches.

A game environment simulates competition among many agents for resources.

problem Understanding large-scale multiagent interactions and resource competition.
method Developed a persistent, massively multiplayer AI environment.
result Population size affects the development of skillful behaviors and niche differentiation.

PettingZoo library accelerates multi-agent reinforcement learning research.

problem Challenges in multi-agent reinforcement learning, especially conceptual models of games.
method Developed PettingZoo library with AEC games model to address multi-agent reinforcement learning challenges.
result AEC games model addresses conceptual issues in multi-agent reinforcement learning environments.

Study shows curiosity-driven learning can perform well without extrinsic rewards.

problem Lack of scalable methods for intrinsic reward design in reinforcement learning.
method Performed a large-scale study of curiosity-driven learning across 54 environments, using prediction error as reward.
result Curiosity-driven learning can achieve good performance without extrinsic rewards, aligning with hand-designed rewards in many cases.

TextWorld is a Python library for RL agents in text-based games.

problem Training RL agents on text-based games with varying challenges and sparse rewards.
method Developed a Python library with backend functions for state tracking and reward assignment. Enables users to create new games with precise control over difficulty and scope.
result Demonstrated the effectiveness of TextWorld in training RL agents on a curated list of games and generated sets of games.

Fractal neural networks play SimCity and Conway's Game of Life on varying scales.

problem Generalizing agents' performance to larger gameboards than during training.
method Reinforcement learning in a custom environment, using fractal neural networks.
result Agents can generalize to larger gameboards, solving a minigame unsolvable with local strategies.

Study online and offline social interactions using game theory.

problem Effects of online social networking on offline interactions and collective well-being.
method Evolutionary game theory approach to model socialization strategies.
result Self-protective behaviors can lead to non-socially optimal outcomes.

The paper analyzes trade execution strategies for large traders in a stochastic market environment.

problem Analyzing trade execution strategies in a stochastic market with price impact.
method Formulated a Markov game model and used backward induction method of dynamic programming.
result Explicit closed-form execution strategy at Markov perfect equilibrium.

Study finds reinforcement learning performance plateaus due to environmental interference.

problem Catastrophic interference hinders sample efficiency in reinforcement learning.
method Empirical study in ALE, controlled experiments, analysis of prediction errors.
result Interference causes performance plateaus and degrades policies used to reach them.

Study explores reinforcement learning in a complex game environment, analyzing rule inference and policy learning.

problem Learning optimal policies in environments with hidden rules.
method Investigated using the Game Of Hidden Rules (GOHR) environment, employing Feature-Centric and Object-Centric state representations with a Transformer-based A2C algorithm.
result Transformer-based A2C models outperform traditional methods in GOHR, demonstrating the effectiveness of representation strategies.

This research develops secure DSVM algorithms using game theory.

problem Vulnerability of DSVM in adversarial environments.
method Game-theoretic framework to model conflicting interests between adversary and DSVM units.
result Guaranteed convergence of distributed learning algorithms without data or network topology assumptions.

The goal of machine learning is to provide solutions which are trained by data or by experience coming from the environment. Many training algorithms exist and some brilliant successes were achieved. But even in structured environments for machine learning (e.g. data mining or board games), most applications beyond the…

2011-05-10abs ↗pdf ↗

Agents learn to play a first-person multiplayer game at human level performance.

problem Training AI agents for complex, multi-agent, real-time environments.
method Population-based deep reinforcement learning with concurrent training of multiple agents.
result Achieved human-level performance in a first-person multiplayer game.

Survey of challenges and future directions in applying RL to real-world settings.

problem Challenges in deploying RL in practical settings due to limited interaction and changing environments.
method Analysis of RL system design, implementation, and continual improvement.
result Need for theory and methodology to bridge research and application gap.

Improved online learning algorithms using ADP for adversarial environments.

problem Minimizing regret in adversarial online learning with vector-valued losses.
method Approximate dynamic programming to characterize lower Pareto frontier of expected losses.
result Improved performance bounds compared to existing online learning algorithms.

Procgen Benchmark uses procedurally generated games to test reinforcement learning.

problem Lack of diverse and high-quality training environments for reinforcement learning.
method Developed 16 procedurally generated game-like environments and used them to benchmark reinforcement learning.
result Procedurally generated environments are essential for training and evaluating reinforcement learning agents.

This chapter reviews recent advances in multi-agent reinforcement learning.

problem Theoretical foundations for multi-agent reinforcement learning are lacking.
method Selective overview of MARL algorithms with theoretical analysis.
result Identification of new research directions in MARL theory.

The paper evaluates various bonus-based exploration methods in the ALE and finds limited improvement in performance.

problem Improving exploration in reinforcement learning algorithms, especially in challenging games.
method Empirical evaluation of different reward bonuses on the Arcade Learning Environment.
result Recently developed bonus-based exploration methods do not significantly improve performance in challenging games.

Deep RL model learns 2.5D fighting games with height ambiguity.

problem Ambiguity in character height/depth and sequential action orders in 2.5D fighting games.
method Modified A3C network with Recurrent Info network for combo skill observation.
result Successfully learned and played Little Fighter 2 (LF2) 2.5D fighting game.