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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.

168,695 papers · 148 categories

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2735468181,091 · Jun 202019922001200920172026
48 results for Inductive General Game Playing

IGGP learns game rules from varying quality game play, finding no overall trend.

problem Learn game rules from varying quality game play.
method Used Sancho's intelligent game traces and ILP systems (Metagol, Aleph, ILASP) to induce game rules from traces of varying quality and volume.
result No overall trend in accuracy of learned game rules from varying quality and volume of training data.

Combinatorial two-player games have recently been applied to knot theory. Examples of this include the Knotting-Unknotting Game and the Region Unknotting Game, both of which are played on knot shadows. These are turn-based games played by two players, where each player has a separate goal to achieve in order to win the…

2018-07-29abs ↗pdf ↗

This paper proposes using a linear function approximator, rather than a deep neural network (DNN), to bias a Monte Carlo tree search (MCTS) player for general games. This is unlikely to match the potential raw playing strength of DNNs, but has advantages in terms of generality, interpretability and resources (time and …

2019-03-21abs ↗pdf ↗

Deep fictitious play converges to Nash equilibrium in stochastic differential games.

problem Finding Nash equilibrium in large stochastic differential games.
method Decouples the game into sub-optimization problems and solves each player's optimal strategy with deep BSDE method.
result Deep fictitious play converges to the true Nash equilibrium.

Transformers learn to play games in-context, proving Nash equilibrium.

problem Understanding in-context game-playing capabilities of pre-trained transformers.
method Theoretical guarantees and constructional results for transformer architecture in multi-agent games.
result Pre-trained transformers can learn Nash equilibrium in-context for two-player zero-sum games.

It is now well known that decentralised optimisation can be formulated as a potential game, and game-theoretical learning algorithms can be used to find an optimum. One of the most common learning techniques in game theory is fictitious play. However fictitious play is founded on an implicit assumption that opponents' …

2011-12-11abs ↗pdf ↗

Decentralised optimisation tasks are important components of multi-agent systems. These tasks can be interpreted as n-player potential games: therefore game-theoretic learning algorithms can be used to solve decentralised optimisation tasks. Fictitious play is the canonical example of these algorithms. Nevertheless fic…

2013-01-15abs ↗pdf ↗

We introduce a topological combinatorial game called the Region Smoothing Swap Game. The game is played on a game board derived from the connected shadow of a link diagram on a (possibly non-orientable) surface by smoothing at crossings. Moves in the game are performed on regions of the diagram and can switch the direc…

2019-09-26abs ↗pdf ↗
Agents Play Mix-gamephysics.soc-ph

In mix-game which is an extension of minority game, there are two groups of agents; group1 plays the majority game, but the group2 plays the minority game. This paper studies the change of the average winnings of agents and volatilities vs. the change of mixture of agents in mix-game model. It finds that the correlatio…

2005-05-17abs ↗pdf ↗

This paper improves self-play learning in games by manipulating experience distributions.

problem Improving self-play learning in games through better experience sampling.
method Three approaches: weighted sampling, Prioritized Experience Replay, and diversifying trajectories.
result Major improvements in early training performance in some games, minor improvements overall.

The AlphaZero algorithm for the learning of strategy games via self-play, which has produced superhuman ability in the games of Go, chess, and shogi, uses a quantitative reward function for game outcomes, requiring the users of the algorithm to explicitly balance different components of the reward against each other, s…

2019-12-16abs ↗pdf ↗

New algorithm improves self-play reinforcement learning for competitive games.

problem Inefficient opponent selection in self-play reinforcement learning.
method Intelligently selects opponents based on adversarial rules derived from saddle point optimization.
result Algorithm converges to approximate equilibrium with high probability in convex-concave games.

Paper optimizes reinforcement learning in self-play games with reduced steps.

problem Optimizing reinforcement learning algorithms for self-play in two-player zero-sum games.
method Proposes optimistic Nash Q-learning and Nash V-learning algorithms with improved sample complexity.
result Achieves sample complexity of O(SAB)O(SAB) for Nash Q-learning and O(S(A+B))O(S(A+B)) for Nash V-learning, closing the gap with lower bounds.

Algorithm learns to play against unknown opponents in sequential games.

problem Designing strategies for a learner to interact with an unknown opponent in repeated sequential games.
method Kernel-based regularity assumptions and a novel algorithm combining bilevel optimization and online learning.
result Algorithm achieves sublinear regret guarantees and is effective in specific game settings.

Recent work in reinforcement learning demonstrated that learning solely through self-play is not only possible, but could also result in novel strategies that humans never would have thought of. However, optimization methods cast as a game between two players require careful tuning to prevent suboptimal results. Hence,…

2019-05-17abs ↗pdf ↗

Despite the notable successes in video games such as Atari 2600, current AI is yet to defeat human champions in the domain of real-time strategy (RTS) games. One of the reasons is that an RTS game is a multi-agent game, in which single-agent reinforcement learning methods cannot simply be applied because the environmen…

2019-02-06abs ↗pdf ↗

New algorithms prove self-play can be effective in competitive RL.

problem Proving self-play algorithms' effectiveness in competitive reinforcement learning.
method Introduced Value Iteration with Upper/Lower Confidence Bound (VI-ULCB) and explore-then-exploit algorithms.
result Achieved regret bounds of ildeO(T) ilde{\mathcal{O}}(\sqrt{T}) and ildeO(T2/3) ilde{\mathcal{O}}(T^{2/3}).

Deep reinforcement learning has shown its success in game playing. However, 2.5D fighting games would be a challenging task to handle due to ambiguity in visual appearances like height or depth of the characters. Moreover, actions in such games typically involve particular sequential action orders, which also makes the…

2018-05-05abs ↗pdf ↗

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.

In this paper, we apply the idea of fictitious play to design deep neural networks (DNNs), and develop deep learning theory and algorithms for computing the Nash equilibrium of asymmetric NN-player non-zero-sum stochastic differential games, for which we refer as \emph{deep fictitious play}, a multi-stage learning pro…

2019-03-22abs ↗pdf ↗

Bardo Composer generates tabletop RPG music based on player speech.

problem Creating immersive background music for tabletop RPGs.
method Speech recognition, emotion classification, and music generation using a novel beam search algorithm.
result Generated music pieces can be accurately identified by human subjects as conveying the intended emotion.

Optimizes financial decisions with illiquid assets using Kelly criterion.

problem Determining optimal betting strategies in games with external capital constraints.
method Dynamic programming and WKB approximation for multi-round games; Kelly criterion for single-round games.
result Rational players adjust their risk-taking based on the proportion of their capital locked away.

Deep reinforcement learning has achieved many recent successes, but our understanding of its strengths and limitations is hampered by the lack of rich environments in which we can fully characterize optimal behavior, and correspondingly diagnose individual actions against such a characterization. Here we consider a fam…

2017-11-07abs ↗pdf ↗

The paper develops algorithms for competitive RL in partially observable MGs.

problem Challenges in reinforcement learning with function approximation and partial observability.
method Proposes posterior sampling methods for self-play and adversarial learning in zero-sum MGs.
result Developed algorithms achieve low regret bounds scaling sublinearly with GEC and episode number.

In this paper, we introduce playing games on shadows of knots. We demonstrate two novel games, namely, To Knot or Not to Knot and Much Ado about Knotting. We also discuss winning strategies for these games on certain families of knot shadows. Finally, we suggest variations of these games for further study.

2010-03-23abs ↗pdf ↗

We study the problem of learning classifiers robust to universal adversarial perturbations. While prior work approaches this problem via robust optimization, adversarial training, or input transformation, we instead phrase it as a two-player zero-sum game. In this new formulation, both players simultaneously play the s…

2018-09-20abs ↗pdf ↗

We introduce TextWorld, a sandbox learning environment for the training and evaluation of RL agents on text-based games. TextWorld is a Python library that handles interactive play-through of text games, as well as backend functions like state tracking and reward assignment. It comes with a curated list of games whose …

2018-06-29abs ↗pdf ↗

Noise affects the effectiveness of interpolating models, especially those with strong inductive biases.

problem The impact of noise on interpolating models with strong inductive biases.
method Analyzing linear and classification models with sparse ground truths, proving fast rates for interpolators.
result Strong inductive biases can lead to faster but noisier interpolators, contrary to intuition.