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 …
Improved RL for TBGs by pruning irrelevant tokens and bootstrapping.
problem RL methods fail to generalize in TBGs with small data.
method CREST for irrelevant token removal, bootstrapped Q-learning.
result Improved generalization in unseen TextWorld games.
Understanding procedural text requires tracking entities, actions and effects as the narrative unfolds. We focus on the challenging real-world problem of action-graph extraction from material science papers, where language is highly specialized and data annotation is expensive and scarce. We propose a novel approach, T…
To solve a text-based game, an agent needs to formulate valid text commands for a given context and find the ones that lead to success. Recent attempts at solving text-based games with deep reinforcement learning have focused on the latter, i.e., learning to act optimally when valid actions are known in advance. In thi…
LeDeepChef learns to play multiple cooking games well.
problem Designing a general RL agent for multiple games of the same family.
method Actor-critic framework, action-space pruning, hierarchical RL, specialized module.
result LeDeepChef outperformed competitors on a diverse set of cooking games.
Q*BERT learns to navigate text-based games by building a knowledge graph.
problem Text-based games have bottlenecks that standard RL agents struggle to overcome.
method Q*BERT learns a knowledge graph and uses intrinsic motivation to detect and overcome bottlenecks.
result Q*BERT outperforms state-of-the-art agents in text games, including Zork.
Historically, games of all kinds have often been the subject of study in scientific works of Computer Science, including the field of machine learning. By using machine learning techniques and applying them to a game with defined rules or a structured dataset, it's possible to learn and improve on the already existing …
KG-A2C agent learns natural language IF games by reasoning and constraining action spaces.
problem Challenges of natural language understanding, partial observability, and combinatorially large action spaces in IF games.
method Builds a dynamic knowledge graph while exploring, constraining actions using templates.
result Outperforms current IF agents across various games with larger action spaces.
Paper proposes robust reinforcement learning method for better real-world application.
problem Overfitting in reinforcement learning algorithms limits their applicability to real-world scenarios.
method Formalizes robust reinforcement learning as a min-max game with a Wasserstein constraint and proposes an efficient solver.
result Significant gains in performance on high-dimensional MuJuCo environments compared to standard and robust algorithms.
RL benefits from natural language understanding, surveying recent advances.
problem Exploit natural language to enhance RL performance.
method Survey recent research integrating natural language with RL.
result Natural language can improve RL's world knowledge and task transfer.
Proposes a game-theoretic approach for class-dependent rationalization.
problem Optimizing feature selection for complex neural predictors.
method A game-theoretic approach where classes compete to find evidence for factual and counterfactual scenarios.
result The method identifies both factual and counterfactual rationales consistent with human rationalization.
Extends algorithms for computing Φ-equilibria to higher polynomial dimensions.
problem Computing Φ-equilibria for higher-dimensional polynomial deviations. method Nested application of the EAH algorithm to handle polynomial dimension.
result Efficient algorithms for computing ε-approximate Φ-equilibria and online Φ-regret. Active learning aims to develop label-efficient algorithms by sampling the most representative queries to be labeled by an oracle. We describe a pool-based semi-supervised active learning algorithm that implicitly learns this sampling mechanism in an adversarial manner. Unlike conventional active learning algorithms, o…
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.
Game theory helps machine learn better from adversarial queries.
problem Adversarial evasion in machine learning prediction.
method Repeated Bayesian Sequential Game to balance classifier selection and query type.
result Learner selects appropriate classifier for clean vs. adversarial queries.
Study combines chit-chat and goal-oriented dialogue in fantasy games.
problem Combining naturalistic chit-chat with goal-oriented tasks in fantasy games.
method Trained a goal-oriented model with reinforcement learning against an imitation-learned chit-chat model using two approaches.
result Both models outperform a baseline and can converse naturally to achieve goals.
A new framework quantifies how model explanations influence each other.
problem Understanding how different model explanations interact and influence each other.
method Introducing the metagame, a conceptual framework for measuring second-order interaction effects of model explanations using Shapley values.
result Meta-attributions provide directional insights into how feature interactions influence model explanations.
Improved cutting plane method for convex optimization and games.
problem Efficiently finding points in convex sets or proving they do not contain balls.
method Optimal cutting plane algorithm using leverage scores and advanced data structures.
result Significant improvement in time complexity for convex optimization and games.
New algorithm tackles multi-agent reinforcement learning with optimal convergence rate.
problem Multi-agent reinforcement learning with large state spaces and linear function approximations.
method Refined AVLPR framework with data-dependent pessimistic estimation and action-dependent bonuses.
result First algorithm with optimal O(T−1/2) convergence rate and no poly(Amax) dependency. Generative AI tasks analyzed for text, images, audio, video, code, and molecules.
problem What is the core question when using generative AI?
method Survey of generative model families, probabilistic framework, game-theoretic setup, post-training modifications, socially responsible considerations.
result Generative AI is a distinct machine learning task with connections to prediction, compression, and decision-making.
NAMEx merges experts using Nash bargaining for improved performance.
problem Sparse Mixture of Experts merging strategies lack a principled weighting mechanism.
method Reinterpreting expert merging through game theory, introducing Nash Merging and complex momentum.
result NAMEx consistently outperforms competing methods across various tasks and system sizes.
Learning how to act when there are many available actions in each state is a challenging task for Reinforcement Learning (RL) agents, especially when many of the actions are redundant or irrelevant. In such cases, it is sometimes easier to learn which actions not to take. In this work, we propose the Action-Elimination…
Paper presents content-based models for game recommendation in cold start scenarios.
problem Cold start problem in game recommendation where new games and players have no historical data.
method Uses survey data to develop content-based interaction models that generalize to new games, players, and both.
result Content models outperform collaborative filtering in predicting new interactions.
GAT-GMM improves GANs' performance in learning Gaussian mixture models.
problem GANs struggle with multi-modal distributions like Gaussian mixtures.
method Proposes a minimax GAN framework using random linear generator and softmax-based quadratic discriminator.
result Gradient Descent Ascent method converges to an approximate minimax point.
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…
Potential games, originally introduced in the early 1990's by Lloyd Shapley, the 2012 Nobel Laureate in Economics, and his colleague Dov Monderer, are a very important class of models in game theory. They have special properties such as the existence of Nash equilibria in pure strategies. This note introduces graphical…
A new framework for playing and learning board games.
problem Tackling the tedious and repetitive aspects of coding for board game AI.
method Developed a generic TD(λ)-n-tuple agent for arbitrary board games. result TD(λ)-n-tuple outperforms other generic agents on various games. 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.
A game on diagrams switches crossing directions to achieve connectedness.
problem Achieving connectedness in diagrams through crossing switches.
method Players switch crossing directions on regions of a diagram to achieve connectedness.
result Connectedness can be achieved through strategic crossing switches.
Introduces SM-games to analyze machine learning interactions.
problem Lack of understanding and control in n-player games.
method Introduces SM-games with pairwise zero-sum interactions.
result SM-games are amenable to first-order optimization methods.
Just as war is sometimes fallaciously represented as a zero sum game -- when in fact war is a negative sum game - stock market trading, a positive sum game over time, is often erroneously represented as a zero sum game. This is called the "zero sum fallacy" -- the erroneous belief that one trader in a stock market exch…
The existence of stationary Markov perfect equilibria in stochastic games is shown under a general condition called "(decomposable) coarser transition kernels". This result covers various earlier existence results on correlated equilibria, noisy stochastic games, stochastic games with finite actions and state-independe…
Game theory helps analyze ESOs/EBIs in production and service sectors.
problem Economic incentives affect traditional production/service functions and create intangible capital.
method Uses game theory to analyze interactions in ESO/EBI transactions.
result No perfect Nash Equilibria for two-stage games involving many participants.
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 start briefly surveying research on optimal stopping games since their introduction by E.B.Dynkin more than 40 years ago. Recent renewed interest to dynkin's games is due, in particular, to the study of Israeli (game) options introduced in 2000. We discuss the work on these options and related derivative securities …
The paper explores how regularization can lead to convergence in imperfect information games.
problem Finding equilibrium in imperfect information games with imperfect information.
method Investigates Follow the Regularized Leader dynamics and how adding a regularization term can lead to strong convergence guarantees.
result The approach leads to algorithms that converge exactly to the Nash equilibrium in imperfect information games.
Educational game on crypto investment helps students grasp macroeconomics.
problem Weak connections between microeconomic decision-making and macroeconomic concepts in classroom games.
method Design and study of an educational game on cryptocurrency investment.
result Engages students in understanding macroeconomics through incentivized individual investment decisions.
Simplified NFT games discussed with methods for extracting value.
problem Issues influencing NFT games' structure and stability.
method Three methods for extracting value from NFT games.
result Various design constraints and mutual beneficial games.
The paper proposes a method to learn continuous-action graphical games from perturbed equilibria.
problem Learning the exact structure of continuous-action graphical games from limited data.
method A ℓ12− block regularized method to recover the graphical game structure. result The method recovers the exact structure of the graphical game under certain conditions.
Gradient Descent Ascent converges to von-Neumann solution in hidden zero-sum games.
problem Understanding dynamics of zero-sum games with hidden structure.
method Gradient Descent Ascent applied to hidden zero-sum games with specific convex-concave structure.
result Gradient Descent Ascent converges to von-Neumann solution in strictly convex-concave hidden games.
Paper tackles hidden game problem in AI alignment and language games.
problem Hidden game problem in AI alignment and language games.
method Developed a composition of regret minimization techniques to discover and exploit hidden structures.
result Achieved optimal external and swap regret bounds for rapid convergence to correlated equilibria.
AEC Games model represents software MARL environments better than POSGs.
problem POSGs are conceptually unsuitable for software MARL environments.
method Introduced AEC Games model as an equivalent to POSGs.
result AEC Games model is more representative of software MARL environments.
Generalizes region select game to k-colored knot diagrams.
problem Play game on knot diagrams with multiple colors.
method Generalize region select game to k-colored knot diagrams. result Generalization of the region select game to k-colored knot diagrams. We introduce CSE for MLSF games and devise online learning algorithms for achieving no-external Stackelberg-regret.
problem Learning equilibrium in leader-follower games with noisy bandit feedback.
method Proposed Correlated Stackelberg Equilibrium (CSE) and online learning algorithms balancing exploration and exploitation.
result Achieves no-external Stackelberg-regret, converging to approximate CSE.
Deep Reinforcement Learning automates match-3 game testing.
problem Reducing human effort in testing match-3 video games.
method Dueling Deep Q-Network paradigm applied to Jelly Juice game.
result The network outperforms random player and adapts to game difficulty.
Unified framework for Bayesian and Frequentist statistics.
problem Embedding Bayesian statistics within a broader decision-making framework.
method Game theory and statistical analysis.
result Statistical games unify Bayesian and Frequentist statistics.
New games model strategic interactions in incomplete information settings.
problem Modeling strategic interactions in incomplete information settings.
method Introduced new games that map input to private player types, aggregate strategies, and converge to near-Nash equilibria.
result Games can recover meaningful strategic interactions from real data.
New game approximates mean curvature flow evolution.
problem Approximating geometric mean curvature flow evolution.
method Two-player zero-sum game with probabilistic elements.
result Value function approximates mean curvature flow.