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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.

168,657 papers · 148 categories

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2895778661,154 · Jun 202019922001200920172026
48 results for game level generation

New PCGML approach generates novel game content across multiple platformer domains.

problem Generating novel game content in new domains.
method Using a new affordance and path vocabulary, variational autoencoders trained on data from six platformer games produce new content with varying proportions of different domains.
result Captures latent level space spanning multiple domains and generates new content with varying proportions of different domains.

We investigate how reinforcement learning can be used to train level-designing agents. This represents a new approach to procedural content generation in games, where level design is framed as a game, and the content generator itself is learned. By seeing the design problem as a sequential task, we can use reinforcemen…

2020-01-24abs ↗pdf ↗

Paper resolves bias in ALFT training using generalized alignment games.

problem Systematic bias in estimating logarithmic rewards from small batches.
method Generalized Distributional Alignment Games, U-statistics, minimax polynomial estimators, Variance-Optimal Augmented Polynomial Optimization Program (AQP) Estimator.
result Proves optimal bias and accelerated convergence in ALFT training.

We applied Generative Adversarial Networks (GANs) to learn a model of DOOM levels from human-designed content. Initially, we analysed the levels and extracted several topological features. Then, for each level, we extracted a set of images identifying the occupied area, the height map, the walls, and the position of ga…

2018-04-24abs ↗pdf ↗

As mobile devices become more and more popular, 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. A critical challenge for these platforms and services is to understand the churn behavior in mobile games, w…

2019-01-14abs ↗pdf ↗

R2-B2 optimizes game interactions with recursive reasoning.

problem Optimizing interactions between boundedly rational agents with unknown payoff functions.
method Recursive Reasoning-Based Bayesian Optimization (R2-B2) for repeated games.
result R2-B2 achieves faster asymptotic convergence to no regret than non-recursive methods.

This paper improves level generation using VAEs for coherent, logically following segments.

problem Generating coherent levels of non-fixed length and blending levels from different games.
method Sequential segment-based level generation using VAEs with a classifier for logical placement.
result Generated levels are more coherent and capable of blending levels from different games.

Deep Reinforcement Learning (DRL) has shown impressive performance on domains with visual inputs, in particular various games. However, the agent is usually trained on a fixed environment, e.g. a fixed number of levels. A growing mass of evidence suggests that these trained models fail to generalize to even slight vari…

2020-01-27abs ↗pdf ↗

Financial markets, with their vast range of different investment opportunities, can be seen as a system of many different simultaneous games with diverse and often unknown levels of risk and reward. We introduce generalizations to the classic Kelly investment game [Kelly (1956)] that incorporates these features, and us…

2008-03-10abs ↗pdf ↗

Generating music medleys is about finding an optimal permutation of a given set of music clips. Toward this goal, we propose a self-supervised learning task, called the music puzzle game, to train neural network models to learn the sequential patterns in music. In essence, such a game requires machines to correctly sor…

2017-09-13abs ↗pdf ↗

Rogue is a famous dungeon-crawling video-game of the 80ies, the ancestor of its gender. Rogue-like games are known for the necessity to explore partially observable and always different randomly-generated labyrinths, preventing any form of level replay. As such, they serve as a very natural and challenging task for rei…

2018-04-23abs ↗pdf ↗

A game-theoretic approach simplifies MBRL design and improves sample efficiency.

problem Designing stable and efficient MBRL algorithms using rich function approximators.
method Develops a game-theoretic framework where MBRL is modeled as a Stackelberg game between policy and model players.
result Proposed algorithms are highly sample efficient and match asymptotic performance of model-free policy gradient.

In the present work we propose an original analytical model of coopetitive game. We try to apply this analytical model of coopetition - based on game theory and conceived at a macro level - to the Greek crisis, suggesting feasible solutions in a cooperative perspective for the divergent interests which drive the econom…

2011-06-17abs ↗pdf ↗

Despite significant advances in the field of deep Reinforcement Learning (RL), today's algorithms still fail to learn human-level policies consistently over a set of diverse tasks such as Atari 2600 games. We identify three key challenges that any algorithm needs to master in order to perform well on all games: process…

2018-05-29abs ↗pdf ↗

A Nash game theory approach allocates capital requirements among financial institutions.

problem Allocating systemic risk measures among financial institutions.
method Proposes a Nash allocation rule inspired by game theory.
result Provides sufficient conditions for the existence and uniqueness of Nash allocation rules.

Playing repeated matrix games (RMG) while maximizing the cumulative returns is a basic method to evaluate multi-agent learning (MAL) algorithms. Previous work has shown that UCBUCB, M3M3, SS or Exp3Exp3 algorithms have good behaviours on average in RMG. Besides, hedging algorithms have been shown to be effective on predi…

2018-10-15abs ↗pdf ↗

The study analyzes games and social hierarchies, incorporating luck and depth of competition.

problem Analyzing patterns of wins and losses in games and social hierarchies.
method Generalized probabilistic models incorporating luck and depth of competition.
result Social competition tends to be deeper with many distinct levels, but there is often a chance of upset victories.

The emergence of mobile games has caused a paradigm shift in the video-game industry. Game developers now have at their disposal a plethora of information on their players, and thus can take advantage of reliable models that can accurately predict player behavior and scale to huge datasets. Churn prediction, a challeng…

2017-10-06abs ↗pdf ↗

Paper analyzes robust strategies in a pension plan game with ambiguous financial markets.

problem Analyzing robust strategies in a defined benefit pension plan game with ambiguous financial markets.
method Formulated and solved two robust non-zero-sum games using stochastic dynamic programming.
result Explicit forms and optimality of the solutions are shown for the firm and union.

The possibility of using player engagement predictions to profile high spending video game users is explored. In particular, individual-player survival curves in terms of days after first login, game level reached and accumulated playtime are used to classify players into different groups. Lifetime value predictions fo…

2019-07-09abs ↗pdf ↗

A variation of the Minority Game has been applied to study the timing of promotional actions at retailers in the fast moving consumer goods market. The underlying hypotheses for this work are that price promotions are more effective when fewer than average competitors do a promotion, and that a promotion strategy can b…

2004-10-27abs ↗pdf ↗

Deep reinforcement learning achieves superhuman performance in a range of video game environments, but requires that a designer manually specify a reward function. It is often easier to provide demonstrations of a target behavior than to design a reward function describing that behavior. Inverse reinforcement learning …

2018-10-24abs ↗pdf ↗

The existence of a phase transition with diverging susceptibility in batch Minority Games (MGs) is the mark of informationally efficient regimes and is linked to the specifics of the agents' learning rules. Here we study how the standard scenario is affected in a mixed population game in which agents with the `optimal'…

2007-12-03abs ↗pdf ↗

The paper analyzes a game where players must balance short-term and long-term interests, leading to cooperative or competitive outcomes.

problem Analyzing time inconsistency in inter-personal decision-making under non-exponential discounting.
method Iterative procedures and Zorn's lemma to find Nash equilibria between players' intra-personal equilibria.
result Inter-personal equilibria exist and depend on the impatience levels of the players.

Reinforcement learning algorithms rely on carefully engineering environment rewards that are extrinsic to the agent. However, annotating each environment with hand-designed, dense rewards is not scalable, motivating the need for developing reward functions that are intrinsic to the agent. Curiosity is a type of intrins…

2018-08-13abs ↗pdf ↗

We present a comprehensive study of utility function of the minority game in its efficient regime. We develop an effective description of state of the game. For the payoff function $g(x)=\sgn (x)$ we explicitly represent the game as the Markov process and prove the finitness of number of states. We also demonstrate bou…

2009-07-18abs ↗pdf ↗

Develops a generic two-layer framework for adaptive ABMs.

problem Bi-level adaptation problem in ABMs: agents adapt to environment, and environment adapts to agents.
method Formalizes bi-level problem as a Stackelberg game with conditional policies, solving coupled non-linear equations.
result Unified framework for adaptive ABMs, addressing traditional ABM limitations.