Research
On-device research index

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.

168,742 papers · 148 categories

Trend · papers per month

73147220293 · Jun 202019922001200920172026
48 results for image games

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.

The deep reinforcement learning method usually requires a large number of training images and executing actions to obtain sufficient results. When it is extended a real-task in the real environment with an actual robot, the method will be required more training images due to complexities or noises of the input images, …

2018-06-02abs ↗pdf ↗

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…

2015-05-06abs ↗pdf ↗

Unified framework for classification and image generation.

problem Limited supervision in classification and image generation.
method Triple Generative Adversarial Network (Triple-GAN) as a three-player minimax game.
result Unique equilibrium converges to data distribution, achieving excellent classification and generation results.

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 …

2018-10-08abs ↗pdf ↗

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 ↗

DefogGAN predicts hidden RTS game information to aid strategic decision-making.

problem Predicting hidden information in real-time strategy games like StarCraft.
method Conditional Generative Adversarial Network (GAN) with pyramidal reconstruction loss.
result DefogGAN predicts enemy buildings and combat units as accurately as professional players.

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…

2019-03-01abs ↗pdf ↗

CURL uses contrastive learning to improve reinforcement learning performance.

problem Improving reinforcement learning performance on complex tasks.
method Contrastive learning to extract high-level features from raw pixels, followed by off-policy control.
result CURL outperforms prior methods on DeepMind Control Suite and Atari Games.

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…

2018-09-20abs ↗pdf ↗

Deep reinforcement learning has become popular over recent years, showing superiority on different visual-input tasks such as playing Atari games and robot navigation. Although objects are important image elements, few work considers enhancing deep reinforcement learning with object characteristics. In this paper, we p…

2018-09-17abs ↗pdf ↗

Neural networks are known to be vulnerable to adversarial examples. Carefully chosen perturbations to real images, while imperceptible to humans, induce misclassification and threaten the reliability of deep learning systems in the wild. To guard against adversarial examples, we take inspiration from game theory and ca…

2018-03-05abs ↗pdf ↗

Many problems in machine learning and game theory can be formulated as saddle-point problems, for which various first-order methods have been developed and proven efficient in practice. Under the general convex-concave assumption, most first-order methods only guarantee an ergodic convergence rate, that is, the uniform…

2019-03-26abs ↗pdf ↗

A number of recent approaches to policy learning in 2D game domains have been successful going directly from raw input images to actions. However when employed in complex 3D environments, they typically suffer from challenges related to partial observability, combinatorial exploration spaces, path planning, and a scarc…

2016-12-01abs ↗pdf ↗

We investigate the use of entropy-regularized optimal transport (EOT) cost in developing generative models to learn implicit distributions. Two generative models are proposed. One uses EOT cost directly in an one-shot optimization problem and the other uses EOT cost iteratively in an adversarial game. The proposed gene…

2018-11-16abs ↗pdf ↗

Paper develops a new method for solving complex problems in generative modeling and mean-field games.

problem Solving complex problems in generative modeling and mean-field games.
method Reinterpreting Generalized Schrödinger Bridges (GSBs) as probabilistic models and using the nonlinear Feynman-Kac lemma.
result Demonstrates the efficacy of the new method in generative modeling and mean-field games.

Adversarial training was recently shown to be competitive against supervised learning methods on computer vision tasks, however, studies have mainly been confined to generative tasks such as image synthesis. In this paper, we apply adversarial training techniques to the discriminative task of learning a steganographic …

2017-03-01abs ↗pdf ↗

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.

This paper shows how rotating, cropping, and translating images improves a reinforcement learning agent's ability to generalize.

problem Reinforcement learning agents struggle to generalize to slight variations of their training environments.
method The authors investigate the impact of rotation, translation, and cropping on the input representation of reinforcement learning agents.
result Cropped, translated, and rotated observations lead to better generalization in reinforcement learning agents.

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.

Conditional GANs are at the forefront of natural image synthesis. The main drawback of such models is the necessity for labeled data. In this work we exploit two popular unsupervised learning techniques, adversarial training and self-supervision, and take a step towards bridging the gap between conditional and uncondit…

2018-11-27abs ↗pdf ↗

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.

Pairwise discriminators stabilize adversarial training by ensuring the generator's alignment is preserved.

problem Stability issues in adversarial training when using sub-optimal discriminators.
method Introducing a family of objectives using pairwise discriminators, ensuring the generator's alignment is preserved.
result Only the generator needs to converge, and the alignment is preserved with any discriminator.

We introduce a topological combinatorial game called the Region Smoothing Swap Game. The game is played on a game board derived from the connected shadow of a link diagram on a (possibly non-orientable) surface by smoothing at crossings. Moves in the game are performed on regions of the diagram and can switch the direc…

2019-09-26abs ↗pdf ↗