New measure of feature influence in classification problems considering feature dependencies.
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Partial-monitoring games constitute a mathematical framework for sequential decision making problems with imperfect feedback: The learner repeatedly chooses an action, opponent responds with an outcome, and then the learner suffers a loss and receives a feedback signal, both of which are fixed functions of the action a…
Study on hypothesis testing games with adversarial classification, showing convergence rates.
Algorithm solves online binary classification and infinite games using ERM oracle.
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…
Reinforcement Learning (RL) is a research area that has blossomed tremendously in recent years and has shown remarkable potential for artificial intelligence based opponents in computer games. This success is primarily due to vast capabilities of Convolutional Neural Networks (ConvNet), enabling algorithms to extract u…
We explain why numbers occurring in the classification of polygon spaces coincide with numbers of self-dual equivalence classes of threshold functions, or of regular Boolean functions, or of decisive weighted majority games.
We introduce a topological combinatorial game called the Link Smoothing Game. The game is played on the shadow of a link diagram and legal moves consist of smoothing precrossings. One player's goal is to keep the diagram connected while the other player's goal is to disconnect the shadow. We make significant progress t…
Partial monitoring is a generalization of the well-known multi-armed bandit framework where the loss is not directly observed by the learner. We complete the classification of finite adversarial partial monitoring to include all games, solving an open problem posed by Bartok et al. [2014]. Along the way we simplify and…
We develop a worst-case analysis of aggregation of classifier ensembles for binary classification. The task of predicting to minimize error is formulated as a game played over a given set of unlabeled data (a transductive setting), where prior label information is encoded as constraints on the game. The minimax solutio…
A new method uses Shapley values to select important features for classification.
Proposes a game-theoretic approach for class-dependent rationalization.
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…
As video games attract more and more players, the major challenge for game studios is to retain them. We present a deep behavioral analysis of churn (game abandonment) and what we called "purchase churn" (the transition from paying to non-paying user). A series of churning behavior profiles are identified, which allows…
Unified framework for classification and image generation.
Paper assesses how features influence classification of COVID-19 patients.
Paper proposes a method to predict MOBA game winners with calibrated confidence.
A large body of research is currently investigating on the connection between machine learning and game theory. In this work, game theory notions are injected into a preference learning framework. Specifically, a preference learning problem is seen as a two-players zero-sum game. An algorithm is proposed to incremental…
Proposes a game-theoretic framework for ML trust regulation.
Innovative game theory approach optimizes survival analysis metrics.
Robust SVM optimization in Banach spaces tackles classification uncertainty.
Predicting and improving player retention is crucial to the success of mobile Free-to-Play games. This paper explores the problem of rapid retention prediction in this context. Heuristic modeling approaches are introduced as a way of building simple rules for predicting short-term retention. Compared to common classifi…
New algorithms achieve near-optimal cumulative loss in nonparametric online learning and games.
We present a general framework for solving a large class of learning problems with non-linear functions of classification rates. This includes problems where one wishes to optimize a non-decomposable performance metric such as the F-measure or G-mean, and constrained training problems where the classifier needs to sati…
GT-DDP optimizer trains residual networks using game theory.
This paper presents a new classification methods for Event Related Potentials (ERP) based on an Information geometry framework. Through a new estimation of covariance matrices, this work extend the use of Riemannian geometry, which was previously limited to SMR-based BCI, to the problem of classification of ERPs. As co…
Classification problems in security settings are usually contemplated as confrontations in which one or more adversaries try to fool a classifier to obtain a benefit. Most approaches to such adversarial classification problems have focused on game theoretical ideas with strong underlying common knowledge assumptions, w…
Study adversarial attacks on cost-sensitive classifiers.
Improved GAN training stability through tunable classification losses.
Survey of game theory methods to secure machine learning against adversarial attacks.
This paper examines how adversarial perturbations affect model performance and equilibrium learning.
This paper examines various definitions of adversarial risk and their implications.
Recent applications that arise in machine learning have surged significant interest in solving min-max saddle point games. This problem has been extensively studied in the convex-concave regime for which a global equilibrium solution can be computed efficiently. In this paper, we study the problem in the non-convex reg…
New sampling method estimates Shapley values more accurately.
Generative Adversarial Networks (GANs) were intuitively and attractively explained under the perspective of game theory, wherein two involving parties are a discriminator and a generator. In this game, the task of the discriminator is to discriminate the real and generated (i.e., fake) data, whilst the task of the gene…
Study predicts Euroleague basketball games with simple models, less accurate than crowds.
A novel approach reduces class imbalance in network traffic classification.
New framework shows strategic behavior is actually a form of causal modeling.
Bardo Composer generates tabletop RPG music based on player speech.
Paper presents content-based models for game recommendation in cold start scenarios.
With a large number of sensors and control units in networked systems, distributed support vector machines (DSVMs) play a fundamental role in scalable and efficient multi-sensor classification and prediction tasks. However, DSVMs are vulnerable to adversaries who can modify and generate data to deceive the system to mi…
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…
IGGP learns game rules from varying quality game play, finding no overall trend.
New framework ensures valid uncertainty estimates for any data stream changes.
A game on diagrams switches crossing directions to achieve connectedness.
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…
In this paper, we employ machine learning techniques to analyze seventeen seasons (1999-2000 to 2015-2016) of NBA regular season data from every team to determine the common characteristics among NBA playoff teams. Each team was characterized by 26 predictor variables and one binary response variable taking on a value …