GMVAEs cluster and generate game levels without labels.
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.
Trend · papers per month
Deep reinforcement learning (RL) has shown impressive results in a variety of domains, learning directly from high-dimensional sensory streams. However, when neural networks are trained in a fixed environment, such as a single level in a video game, they will usually overfit and fail to generalize to new levels. When R…
A new MFG framework for evolving clusters from Gaussian mixtures.
The classification of time series data is a challenge common to all data-driven fields. However, there is no agreement about which are the most efficient techniques to group unlabeled time-ordered data. This is because a successful classification of time series patterns depends on the goal and the domain of interest, i…
A new method uses Mean Field Games to optimize mixture models of Bernoulli and categorical distributions.
The in-game economies of massively multi-player online games (MMOGs) are complex systems that have to be carefully designed and managed. This paper presents the results of an analysis of auction house data from the MMOG Glitch, across a 14 month time period, the entire lifetime of the game. The data comprise almost 3 m…
As mobile devices become more and more popular, mobile gaming has emerged as a promising market with billion-dollar revenues. A variety of mobile game platforms and services have been developed around the world. A critical challenge for these platforms and services is to understand the churn behavior in mobile games, w…
Energy game-theoretic frameworks have emerged to be a successful strategy to encourage energy efficient behavior in large scale by leveraging human-in-the-loop strategy. A number of such frameworks have been introduced over the years which formulate the energy saving process as a competitive game with appropriate incen…
New PCGML approach generates novel game content across multiple platformer domains.
The paper reveals a spinning top geometry in real-world games.
Multiplayer Online Battle Arena (MOBA) games are among the most played digital games in the world. In these games, teams of players fight against each other in arena environments, and the gameplay is focused on tactical combat. Mastering MOBAs requires extensive practice, as is exemplified in the popular MOBA Defence o…
Paper uses Shapley values to explain how clusters of training data affect predictions.
TOAD-GAN generates coherent game levels from a single example.
Paper resolves bias in ALFT training using generalized alignment games.
We investigate how reinforcement learning can be used to train level-designing agents. This represents a new approach to procedural content generation in games, where level design is framed as a game, and the content generator itself is learned. By seeing the design problem as a sequential task, we can use reinforcemen…
New game approximates mean curvature flow evolution.
Game theory model shows optimal investment strategy for wealth growth.
This paper investigates generalisation in multi-agent games, where the generality of the agent can be evaluated by playing against opponents it hasn't seen during training. We propose two new games with concealed information and complex, non-transitive reward structure (think rock/paper/scissors). It turns out that mos…
Spiking neural networks (SNNs) with a lattice architecture are introduced in this work, combining several desirable properties of SNNs and self-organized maps (SOMs). Networks are trained with biologically motivated, unsupervised learning rules to obtain a self-organized grid of filters via cooperative and competitive …
In this paper it was developed a modification of the known multiagent model Minority Game, designed to simulate the behavior of traders in financial markets and the resulting price dynamics on the abstract resource. The model was implemented in the form of software. The modified version of Minority Game was investigate…
We applied Generative Adversarial Networks (GANs) to learn a model of DOOM levels from human-designed content. Initially, we analysed the levels and extracted several topological features. Then, for each level, we extracted a set of images identifying the occupied area, the height map, the walls, and the position of ga…
Paper improves reinforcement learning in multi-scene tasks.
Recent progress in artificial intelligence through reinforcement learning (RL) has shown great success on increasingly complex single-agent environments and two-player turn-based games. However, the real-world contains multiple agents, each learning and acting independently to cooperate and compete with other agents, a…
Proposes Contrastive Clustering for improved clustering performance.
In the present work we propose an original analytical model of coopetitive game. We try to apply this analytical model of coopetition - based on game theory and conceived at a macro level - to the Greek crisis, suggesting feasible solutions in a cooperative perspective for the divergent interests which drive the econom…
A Python tool generates synthetic data for cluster analysis from high-level descriptions.
Despite significant advances in the field of deep Reinforcement Learning (RL), today's algorithms still fail to learn human-level policies consistently over a set of diverse tasks such as Atari 2600 games. We identify three key challenges that any algorithm needs to master in order to perform well on all games: process…
R2-B2 optimizes game interactions with recursive reasoning.
In this work we present a clustering technique called \textit{multi-level conformal clustering (MLCC)}. The technique is hierarchical in nature because it can be performed at multiple significance levels which yields greater insight into the data than performing it at just one level. We describe the theoretical underpi…
The paper introduces a new model to improve exotic option pricing.
We consider the problem of learning to play first-person shooter (FPS) video games using raw screen images as observations and keyboard inputs as actions. The high-dimensionality of the observations in this type of applications leads to prohibitive needs of training data for model-free methods, such as the deep Q-netwo…
New method uses MCTS only at test time for faster game learning.
New deep learning framework for tabular data clusters with interpretable features.
This paper studies how to find compact state embeddings from high-dimensional Markov state trajectories, where the transition kernel has a small intrinsic rank. In the spirit of diffusion map, we propose an efficient method for learning a low-dimensional state embedding and capturing the process's dynamics. This idea a…
We study the connections between spectral clustering and the problems of maximum margin clustering, and estimation of the components of level sets of a density function. Specifically, we obtain bounds on the eigenvectors of graph Laplacian matrices in terms of the between cluster separation, and within cluster connecti…
The paper connects two clustering methods by showing gradient ascent flow can move up the cluster tree.
In many developing countries intellectual property infringement and the commerce of pirate goods is an entrepreneurial activity. Digital piracy is very often the only media for having access to music, cinema, books and software. At the same time, bio-prospecting and infringement of indigenous knowledge rights by intern…
A Nash game theory approach allocates capital requirements among financial institutions.
Financial markets, with their vast range of different investment opportunities, can be seen as a system of many different simultaneous games with diverse and often unknown levels of risk and reward. We introduce generalizations to the classic Kelly investment game [Kelly (1956)] that incorporates these features, and us…
This study is a detailed analysis of Speculation Game, a minimal agent-based model of financial markets, in which the round-trip trading and the dynamic wealth evolution with variable trading volumes are implemented. Instead of herding behavior, we find that the emergence of volatility clustering can be induced by the …
Playing repeated matrix games (RMG) while maximizing the cumulative returns is a basic method to evaluate multi-agent learning (MAL) algorithms. Previous work has shown that , , or algorithms have good behaviours on average in RMG. Besides, hedging algorithms have been shown to be effective on predi…
Motivated by the scarcity of accurate payoff feedback in practical applications of game theory, we examine a class of learning dynamics where players adjust their choices based on past payoff observations that are subject to noise and random disturbances. First, in the single-player case (corresponding to an agent tryi…
The level set tree approach of Hartigan (1975) provides a probabilistically based and highly interpretable encoding of the clustering behavior of a dataset. By representing the hierarchy of data modes as a dendrogram of the level sets of a density estimator, this approach offers many advantages for exploratory analysis…
New model clusters cells and individuals, revealing genetic influences on cell types.
Paper resolves ambiguity in non-convex bilevel optimization problems.
The emergence of mobile games has caused a paradigm shift in the video-game industry. Game developers now have at their disposal a plethora of information on their players, and thus can take advantage of reliable models that can accurately predict player behavior and scale to huge datasets. Churn prediction, a challeng…
A game-theoretic approach simplifies MBRL design and improves sample efficiency.
This paper proposes a novel deep subspace clustering approach which uses convolutional autoencoders to transform input images into new representations lying on a union of linear subspaces. The first contribution of our work is to insert multiple fully-connected linear layers between the encoder layers and their corresp…