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…
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.
Federated learning linked to mean-field games for large-scale learning.
problem Large-scale distributed and privacy-preserving learning algorithms.
method Established a connection between federated learning and mean-field games, presenting federated learning as a differential game.
result Properties of the equilibrium of the federated learning game were discussed.
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.
This paper gives a critical account of the minority game literature. The minority game is a simple congestion game: players need to choose between two options, and those who have selected the option chosen by the minority win. The learning model proposed in this literature seems to differ markedly from the learning mod…
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.
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…
Develops a deep metric learning approach for detecting bugs in video games.
problem Automated detection of bugs in video games.
method State-State Siamese Networks (S3N) for deep metric learning.
result S3N learns meaningful embeddings to identify various types of bugs.
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 …
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.
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.
Although recent work in AI has made great progress in solving large, zero-sum, extensive-form games, the underlying assumption in most past work is that the parameters of the game itself are known to the agents. This paper deals with the relatively under-explored but equally important "inverse" setting, where the param…
Expands MFGs to handle real-world asymmetric multi-agent games efficiently.
problem Applying mean-field games to real-world, heterogeneous multi-agent systems.
method Develops a method to symmetrize and extend finite-player games to infinite-player MFGs, proving approximation bounds and convergence guarantees.
result TD learning converges to approximate Nash equilibria in finite-sample settings, enabling symmetrized learning without explicit MFG models.
This paper tackles learning Stackelberg equilibrium in asymmetric games efficiently from noisy samples.
problem Learning Stackelberg equilibrium in asymmetric, general-sum games efficiently from noisy samples.
method The paper initiates the theoretical study of sample-efficient learning of the Stackelberg equilibrium in bandit feedback setting.
result Sharp positive results on sample-efficient learning of Stackelberg equilibrium with value optimal up to a fundamental gap identified.
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 ℓ 12 − \ell_{12}- ℓ 12 − block regularized method to recover the graphical game structure. result The method recovers the exact structure of the graphical game under certain conditions.
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…
DREAM learns optimal strategies in imperfect games without needing a simulator.
problem Learning optimal strategies in imperfect-information games with multiple agents.
method DREAM is a deep reinforcement learning algorithm that converges to Nash Equilibria and coarse correlated equilibria.
result DREAM achieves state-of-the-art performance in benchmark games and is competitive with simulator-based algorithms.
Paper proposes using creative ML for game design.
problem Lack of creative ML in game design.
method Leverage existing creative ML systems for game content creation.
result Illustrates how creative ML can inform new game design systems.
Scaling up model and data size improves imitation learning in single-agent games.
problem Limited recovery of expert behavior in single-agent games using imitation learning.
method Investigate the effect of scaling model and data size on imitation learning performance.
result IL loss and mean return scale with compute budget, resulting in power laws.
New algorithms for n-player games using a player-centered approach.
problem Learning near-perfect strategies in multiplayer games.
method Player-centered reinforcement learning with Final Adaptation RL.
result FARL is crucial for achieving near-perfect strategies in various 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.
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 …
Self-supervised learning of visual semantics in image games.
problem Learning visual semantics in referential emergent language games.
method Investigating the impact of feature extractor weights and tasks on visual semantics, using various image augmentations and additional tasks.
result Communication systems can learn visual semantics in a self-supervised manner by playing the right types of games.
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.
Humans tend to learn complex abstract concepts faster if examples are presented in a structured manner. For instance, when learning how to play a board game, usually one of the first concepts learned is how the game ends, i.e. the actions that lead to a terminal state (win, lose or draw). The advantage of learning end-…
Study explores algorithmic collusion in repeated games using various learning dynamics.
problem Understanding algorithmic collusion in repeated games with different learning dynamics.
method Examines Q Q Q -learning, gradient learning, and other dynamics in a general repeated game setting. result Characterizes the set of payoff vectors achievable by these dynamics, revealing possibilities for collusion.
Paper withdrawn; AI game behavior needs diversity.
problem Creating varied human-like playing styles in games.
method Evolutionary multi-objective deep reinforcement learning.
result Generated diverse AI behaviors for games.
AlphaZero's reward function is replaced with a total ordering, enabling self-play without balancing.
problem Learning optimal play in games without explicit reward balancing.
method Modified AlphaZero algorithm using only a total ordering of game outcomes.
result Comparable optimal play learned in a similar time frame without balancing.
New methods learn correlated equilibria in large games without structural assumptions.
problem Learning correlated equilibria in large, anonymous games with exponential player count.
method Developed Mean-Field correlated and coarse-correlated equilibria, and used classical algorithms to learn them efficiently.
result Efficiently learned correlated equilibria in all games without structural assumptions.
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.
Algorithm learns NE in imperfect information games with imperfect feedback.
problem Learning Nash equilibrium in imperfect information games with bandit feedback.
method IXOMD algorithm for model-free learning with 1 / T 1/\sqrt{T} 1/ T convergence rate. result IXOMD achieves 1 / T 1/\sqrt{T} 1/ T convergence rate to NE. New algorithm improves game learning with randomised optimism.
problem Learning in matrix games with unknown payoffs and bandit feedback.
method Integrates evolutionary algorithms into bandit framework for randomised optimism.
result Achieves sublinear regret, outperforming classical methods.
Paper studies competitive networks where teams aim to minimize their own objectives, adapting to each other's strategies.
problem Competitive networks where teams have conflicting objectives.
method Proposes diffusion learning algorithms for two classes of network games: zero-sum and non-zero-sum.
result Stability performance of proposed algorithms analyzed and demonstrated through experiments.
Neural MMO simulates MMOs to study multiagent intelligence.
problem Limited research environments for multiagent intelligence.
method Developed a new game environment inspired by MMOs.
result Standard methods can learn interesting behaviors in MMOs.
Paper analyzes convergence rates for multi-agent learning in games.
problem Convergence rates for multi-agent learning in games.
method Characterizes finite-time convergence rates for joint OGD learning on λ λ λ -cocoercive games and develops adaptive algorithms. result Adaptive algorithms achieve same convergence rates as non-adaptive counterparts.
Graphon game model simplifies stochastic interactions among agents.
problem Complex interactions among heterogeneous agents in stochastic games.
method Introduced a discrete-time graphon game formulation with a representative player.
result Existence and uniqueness of graphon equilibrium proven with mild assumptions.
New theorem guarantees approximate equilibrium in non-convex games.
problem No guarantee of equilibrium in non-convex games.
method Introduced a minimax theorem for non-convex games involving neural networks.
result Provided an approximate minimax theorem for non-convex games.
Entropy regularization improves MFG learning efficiency and stability.
problem Improving Mean Field Game learning efficiency and stability.
method Entropy regularization applied to MFG with learning.
result Entropy regularization yields time-dependent policies and stabilizes convergence.
Study learns optimal strategies in imperfect information games with self-play.
problem Learning optimal strategies in imperfect information games.
method Proposes Follow the Regularized Leader (FTRL) algorithms for imperfect information games.
result Proposes two FTRL algorithms: Balanced FTRL and Adaptive FTRL.
Algorithm solves online binary classification and infinite games using ERM oracle.
problem Online learning and solving infinite games with computationally inefficient oracles.
method Proposes an algorithm relying solely on ERM oracle calls for online binary classification and nonparametric games.
result Achieves finite and sublinearly growing regret in various settings.
Model-free reinforcement learning (RL) can be used to learn effective policies for complex tasks, such as Atari games, even from image observations. However, this typically requires very large amounts of interaction -- substantially more, in fact, than a human would need to learn the same games. How can people learn so…
Algorithm learns from changing zero-sum games with no regret.
problem Learning in time-varying zero-sum games.
method Developed a single parameter-free algorithm with three performance measures.
result Algorithm recovers best known results for fixed games and adapts to non-stationarity.
Understanding player behavior is fundamental in game data science. Video games evolve as players interact with the game, so being able to foresee player experience would help to ensure a successful game development. In particular, game developers need to evaluate beforehand the impact of in-game events. Simulation opti…
Video games improve vehicle routing performance.
problem Optimizing vehicle routes with unpredictable passenger requests.
method Replaced vehicle routing with a game, trained agents to play.
result General game-playing agents outperform traditional methods.
Paper tackles multiplayer symmetric games, securing equal share for n players.
problem Multiplayer games lack unique equilibria, making guarantees unreliable.
method Identifies conditions for equal share, designs efficient algorithms inspired by no-regret learning.
result Proves algorithms achieve approximate equal share across various settings.
Reinforcement learning improves game level design.
problem Creating high-quality game levels with limited examples.
method Transforming level design into a Markov decision process and training with reinforcement learning.
result Trained reinforcement learning agents can generate high-quality levels quickly.
Study online learning in unknown Markov games with sublinear regret.
problem Online learning in unknown Markov games with unobservable opponents.
method Introduced an algorithm achieving sublinear regret against the minimax value.
result First sublinear regret bound for unknown Markov games, independent of action spaces size.
PettingZoo library accelerates multi-agent reinforcement learning research.
problem Challenges in multi-agent reinforcement learning, especially conceptual models of games.
method Developed PettingZoo library with AEC games model to address multi-agent reinforcement learning challenges.
result AEC games model addresses conceptual issues in multi-agent reinforcement learning environments.