IGGP learns game rules from varying quality game play, finding no overall trend.
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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…
We present a new general board game (GBG) playing and learning framework. GBG defines the common interfaces for board games, game states and their AI agents. It allows one to run competitions of different agents on different games. It standardizes those parts of board game playing and learning that otherwise would be t…
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 …
Generalizes region select game to -colored knot diagrams.
Deep fictitious play converges to Nash equilibrium in stochastic differential games.
Efficiently identifies best algorithms for game tasks.
Transformers learn to play games in-context, proving Nash equilibrium.
Deep reinforcement learning has learned to play many games well, but failed on others. To better characterize the modes and reasons of failure of deep reinforcement learners, we test the widely used Asynchronous Actor-Critic (A2C) algorithm on four deceptive games, which are specially designed to provide challenges to …
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' …
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…
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…
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…
AI agent plays CSGO deathmatch with human-like style.
This paper improves self-play learning in games by manipulating experience distributions.
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…
New algorithm improves self-play reinforcement learning for competitive games.
We introduce a new virtual environment for simulating a card game known as "Big 2". This is a four-player game of imperfect information with a relatively complicated action space (being allowed to play 1,2,3,4 or 5 card combinations from an initial starting hand of 13 cards). As such it poses a challenge for many curre…
In this work, we ask the following question: Can visual analogies, learned in an unsupervised way, be used in order to transfer knowledge between pairs of games and even play one game using an agent trained for another game? We attempt to answer this research question by creating visual analogies between a pair of game…
Paper optimizes reinforcement learning in self-play games with reduced steps.
Algorithm learns to play against unknown opponents in sequential games.
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,…
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…
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. One critical challenge for these platforms and services is to understand user churn behavior in mobile games. Accurate churn prediction will benefit many st…
Study learns optimal strategies in imperfect information games with self-play.
Adversarial self-play in two-player games has delivered impressive results when used with reinforcement learning algorithms that combine deep neural networks and tree search. Algorithms like AlphaZero and Expert Iteration learn tabula-rasa, producing highly informative training data on the fly. However, the self-play t…
New algorithms prove self-play can be effective in competitive RL.
Study Nash equilibrium in non-zero-sum game with Bermudan strategies.
A variety of machine learning models have been proposed to assess the performance of players in professional sports. However, they have only a limited ability to model how player performance depends on the game context. This paper proposes a new approach to capturing game context: we apply Deep Reinforcement Learning (…
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…
Fractal neural networks play SimCity and Conway's Game of Life on varying scales.
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 -player non-zero-sum stochastic differential games, for which we refer as \emph{deep fictitious play}, a multi-stage learning pro…
We propose a deep neural network-based algorithm to identify the Markovian Nash equilibrium of general large -player stochastic differential games. Following the idea of fictitious play, we recast the -player game into decoupled decision problems (one for each player) and solve them iteratively. The individua…
What would you do if you were invited to play a game where you were given \$25 and allowed to place bets for 30 minutes on a coin that you were told was biased to come up heads 60% of the time? This is exactly what we did, gathering 61 young, quantitatively trained men and women to play this game. The results, in a nut…
Bardo Composer generates tabletop RPG music based on player speech.
We show by counterexample that policy-gradient algorithms have no guarantees of even local convergence to Nash equilibria in continuous action and state space multi-agent settings. To do so, we analyze gradient-play in N-player general-sum linear quadratic games, a classic game setting which is recently emerging as a b…
Optimizes financial decisions with illiquid assets using Kelly criterion.
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…
this paper has been withdrawn
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…
The paper develops algorithms for competitive RL in partially observable MGs.
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.
There has been an increasing interest in the area of emergent communication between agents which learn to play referential signalling games with realistic images. In this work, we consider the signalling game setting of Havrylov and Titov and investigate the effect of the feature extractor's weights and of the task bei…
We present experiments demonstrating that some other form of capacity control, different from network size, plays a central role in learning multilayer feed-forward networks. We argue, partially through analogy to matrix factorization, that this is an inductive bias that can help shed light on deep learning.
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…
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 …
Noise affects the effectiveness of interpolating models, especially those with strong inductive biases.
Optimizes football play calls using reinforcement learning.