GRAM improves generative models without saddlepoint optimization.
problem Training deep generative models with saddlepoint optimization is challenging.
method GRAM uses a fixed kernel as an adversary instead of a critic network.
result GRAM networks match and outperform adversarial training in generative quality.
Study on CR curves in 3-sphere, focusing on critical curves integration and existence.
problem Addressing the integration and existence of critical curves in the CR 3-sphere.
method Provided a procedure for the explicit integration of general critical curves and characterized closed curves.
result Existence of infinite countably many closed critical curves.
In the present work we establish a quantization result for the angular part of the energy of solu- tions to elliptic linear systems of Schrödinger type with antisymmetric potentials in two dimension. This quantization is a consequence of uniform Lorentz-Wente type estimates in degenerating annuli. We derive from this a…
New method generates critical points for complex functionals.
problem Proving the Willmore conjecture in complex geometric settings.
method Minmax hierarchies and fibrations for critical points.
result New proof of the Willmore conjecture.
Let F=(F1,F2,...,Fm):Cn→Cm be a polynomial dominant mapping with n>m. In this paper we give the relations between the bifurcation set of F and the set of values where F is not M-tame as well as the set of generalized critical values of F. We also construct explicitly a proper su…
Discrete line fields on surfaces generalize vector fields and model curvature dynamics.
problem Modeling geometric and physical properties on surfaces using line fields.
method Discretization of Morse-Smale line fields on surfaces, defining critical elements and their indices.
result Euler theorem and homotopy type characterization hold for discrete line fields.
Study on metrics maximizing eigenvalues of Paneitz operator on 4-manifolds.
problem Investigating metrics maximizing eigenvalues of Paneitz operator.
method Critical points of eigenvalues of Paneitz operator on Riemannian metrics with fixed volume.
result Critical metrics associated with extrinsic conformal-harmonic maps into round spheres.
Improves GANs by incorporating class information with a multi-hinge loss.
problem Improving GANs to better respect class information.
method Proposes a multi-class generalization of the Hinge loss for GANs.
result Improves Inception Scores and Frechet Inception Distance on Imagenet.
The paper proves criticality criteria and spectral splitting theorems for manifolds with Ricci bounds.
problem Understanding criticality and splitting theorems for manifolds with spectral Ricci bounds.
method Proving criticality criteria and spectral splitting theorems for manifolds with more than one end and spectral Ricci bounds.
result New insights into Li-Wang's theory and applications to stable and δ-stable minimal hypersurfaces.
Visual analogies help transfer knowledge between Atari games.
problem Can visual analogies transfer knowledge between Atari games?
method Created visual analogies between pairs of Atari games and used them to train policies for one game using data from another.
result Visual analogies can be used to transfer knowledge between Atari games.
Generates critical points in manifolds for higher index min-max problems.
problem Finding critical points in Banach manifolds with Finsler structures.
method Minmax hierarchy and viscosity approach to minimal surfaces.
result Characterization of minimal surfaces in S3 and conjecture for next surfaces. 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.
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.
New game introduces linking-unlinking strategy for two-component links.
problem Tackling the linking and unlinking of two-component links.
method Introducing and analyzing the Linking-Unlinking Game on various link shadows.
result Winning strategies for specific link shadows are presented.
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…
Paper tackles learning unknown game parameters from observations.
problem Learning unknown game parameters in games where parameters are not known to all agents.
method Proposes a differentiable, end-to-end learning framework for normal and extensive form games.
result Demonstrates effective learning of game parameters in poker and security game tasks.
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 developers forecast player behavior to optimize monetization.
problem Predicting player behavior to ensure successful game development.
method Experimental analysis of forecasting methods, including ARIMA and deep learning.
result Deep learning shows promising results for forecasting player behavior.
TextWorld is a Python library for RL agents in text-based games.
problem Training RL agents on text-based games with varying challenges and sparse rewards.
method Developed a Python library with backend functions for state tracking and reward assignment. Enables users to create new games with precise control over difficulty and scope.
result Demonstrated the effectiveness of TextWorld in training RL agents on a curated list of games and generated sets of games.
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.
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.
Solves rank-dependent mean field game with common noise.
problem Rank-dependent rewards in competitive game settings.
method Mean field game approach with common noise.
result Approximate Nash equilibrium and convergence rate.
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.
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.
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. 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.
Study boundary behavior of limit interfaces in Riemannian manifolds without convexity assumptions.
problem Boundary behavior of limit interfaces in Riemannian manifolds.
method Proves limit-interface is a free boundary varifold, integer rectifiable up to boundary.
result No convexity assumption required; valid even when limit-interface clusters near boundary.
Paper bridges f-GANs and WGANs for better image generation.
problem Learning high-dimensional distributions using GANs.
method List constraints, minimize Lagrangian relaxation, propose KL-Wasserstein GAN.
result Empirical success on synthetic and real-world image generation benchmarks.
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 algorithm improves performance in nontransitive games.
problem Nontransitive games lack a clear winner.
method Geometric framework for agent objectives, PSRO_rN algorithm.
result PSRO_rN consistently outperforms alternatives in nontransitive games.
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.
Study on mean field games with singular controls and their applications.
problem Optimal productivity expansion in dynamic oligopolies.
method Existence and uniqueness of mean field equilibria through nonlinear equations, Abelian limit for discounted and ergodic games.
result Valid connection between discounted and ergodic games, approximation of Nash equilibria.
Gradient methods converge exponentially in concave network games.
problem Finding Nash equilibria in concave network zero-sum games.
method Gradient Ascent and Optimistic Gradient Ascent analyses.
result Exponential convergence rates in various game settings.
Deep RL model learns 2.5D fighting games with height ambiguity.
problem Ambiguity in character height/depth and sequential action orders in 2.5D fighting games.
method Modified A3C network with Recurrent Info network for combo skill observation.
result Successfully learned and played Little Fighter 2 (LF2) 2.5D fighting game.
The theoretical basis for a candidate variational principle for the information bottleneck (IB) method is formulated within the ambit of the generalized nonadditive statistics of Tsallis. Given a nonadditivity parameter q, the role of the \textit{additive duality} of nonadditive statistics (q∗=2−q) in relating…
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.
Mobile game developers use a scalable churn prediction model to predict player abandonment.
problem Predicting player abandonment in mobile games.
method Survival ensembles approach for accurate churn prediction.
result Accurate predictions on player abandonment and playtime.