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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.

168,695 papers · 148 categories

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240481721961 · Jun 202019922001200920172026
48 results for in-game performance

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…

2017-10-05abs ↗pdf ↗

In-game win probability models, which provide a sports team's likelihood of winning at each point in a game based on historical observations, are becoming increasingly popular. In baseball, basketball and American football, they have become important tools to enhance fan experience, to evaluate in-game decision-making,…

2019-06-12abs ↗pdf ↗

Action guidance helps agents learn true objectives in games with sparse rewards.

problem Training agents in games with sparse rewards requires significant exploration.
method Action guidance, a novel technique that combines exploration with reward shaping.
result Action guidance enables agents to optimize true objectives efficiently.

New learning dynamics achieve fast convergence in games without needing to know utility scales.

problem Fast convergence guarantees in learning games require prior knowledge of utility scales.
method Developed scale-free and scale-invariant learning dynamics using optimistic follow-the-regularized-leader with adaptive learning rates and clipping techniques.
result Achieved fast convergence rates to Nash and correlated equilibria without prior utility scale knowledge.

We consider the game-theoretic scenario of testing the performance of Forecaster by Sceptic who gambles against the forecasts. Sceptic's current capital is interpreted as the amount of evidence he has found against Forecaster. Reporting the maximum of Sceptic's capital so far exaggerates the evidence. We characterize t…

2010-05-11abs ↗pdf ↗

Transforms game optimization dynamics into frequency domain for precise hyperparameter analysis.

problem Analyzing convergence of hyperparameters in game optimization.
method Frequency-domain framework using High-Resolution Differential Equations (HRDEs) and Laplace transforms.
result Derives precise convergence criteria for the Lookahead algorithm.

Study uses time series analysis to predict player churn and conversion in games.

problem Predicting player churn and conversion in free-to-play games.
method State Space time series approach with Autoregressive Integrated Moving Average and Unobserved Components models.
result Unobserved Components approach fails to detect marketing campaigns and predicts abandonment poorly.

Reinforcement learning has exceeded human-level performance in game playing AI with deep learning methods according to the experiments from DeepMind on Go and Atari games. Deep learning solves high dimension input problems which stop the development of reinforcement for many years. This study uses both two techniques t…

2019-09-10abs ↗pdf ↗

CausalGame benchmarks LLM agents' causal thinking in games.

problem Evaluating causal thinking in AI Scientists with LLMs.
method Interactive games with 14 scenarios incorporating selection bias, measurement error, and hidden confounders.
result None of the 30 LLM agents demonstrated reliable causal thinking, with the best model achieving only 68.0% survival.

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 λλ-cocoercive games and develops adaptive algorithms.
result Adaptive algorithms achieve same convergence rates as non-adaptive counterparts.

Algorithms for equilibrium computation generally make no attempt to ensure that the computed strategies are understandable by humans. For instance the strategies for the strongest poker agents are represented as massive binary files. In many situations, we would like to compute strategies that can actually be implement…

2016-12-19abs ↗pdf ↗

The Continuous-Time Random Walk (CTRW) formalism can be adapted to encompass stochastic processes with memory. In this article we will show how the random combination of two different unbiased CTRWs can give raise to a process with clear drift, if one of them is a CTRW with memory. If one identifies the other one as no…

2011-07-12abs ↗pdf ↗

We study the relationship between the notions of differentially private learning and online learning in games. Several recent works have shown that differentially private learning implies online learning, but an open problem of Neel, Roth, and Wu \cite{NeelAaronRoth2018} asks whether this implication is {\it efficient}…

2019-05-27abs ↗pdf ↗

Mixability of a loss is known to characterise when constant regret bounds are achievable in games of prediction with expert advice through the use of Vovk's aggregating algorithm. We provide a new interpretation of mixability via convex analysis that highlights the role of the Kullback-Leibler divergence in its definit…

2014-03-10abs ↗pdf ↗

New learning dynamics adapt to corrupted games, improving performance in real-world scenarios.

problem Learning dynamics in games are limited to honest players, ignoring real-world corruption.
method Adaptive learning dynamics that adapt to player deviations from prescribed algorithms.
result Learning dynamics achieve better performance in corrupted games, matching honest regime bounds.

Deep learning improves portfolio management by optimizing asset weights.

problem Traditional portfolio managers are outperformed by deep learning models in trading.
method Proposes a deep reinforcement learning portfolio manager that allocates weights to assets.
result The proposed portfolio manager outperforms conventional managers in risk-adjusted returns.

It is now well known that decentralised optimisation can be formulated as a potential game, and game-theoretical learning algorithms can be used to find an optimum. One of the most common learning techniques in game theory is fictitious play. However fictitious play is founded on an implicit assumption that opponents' …

2011-12-11abs ↗pdf ↗

We consider Blackwell approachability, a very powerful and geometric tool in game theory, used for example to design strategies of the uninformed player in repeated games with incomplete information. We extend this theory to "generalized quitting games" , a class of repeated stochastic games in which each player may ha…

2016-09-28abs ↗pdf ↗

In this paper, we implement three state-of-art continuous reinforcement learning algorithms, Deep Deterministic Policy Gradient (DDPG), Proximal Policy Optimization (PPO) and Policy Gradient (PG)in portfolio management. All of them are widely-used in game playing and robot control. What's more, PPO has appealing theore…

2018-08-29abs ↗pdf ↗

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 ↗

New findings show strategic interactions can undermine model expressiveness in machine learning.

problem How strategic interactions affect model performance in machine learning.
method Analyzing model expressiveness and strategic interactions in various machine learning settings.
result Optimizing over less expressive model classes can lead to better equilibrium outcomes in strategic environments.

This paper improves self-play learning in games by manipulating experience distributions.

problem Improving self-play learning in games through better experience sampling.
method Three approaches: weighted sampling, Prioritized Experience Replay, and diversifying trajectories.
result Major improvements in early training performance in some games, minor improvements overall.

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.

CollaQ improves multi-agent performance in StarCraft by 40% with fewer samples.

problem Limited generalization and high training rounds in multi-agent reinforcement learning.
method Formulates multi-agent collaboration as joint optimization on reward assignment, decomposes Q-function into self and interactive terms, and uses MARA loss.
result Improves win rate by 40% in StarCraft maps with same number of samples compared to state-of-the-art techniques.

Study explores optimal strategies in games with multiple players and mean-field interactions.

problem Optimal strategies in games with multiple players and mean-field interactions.
method Exploration of three different notions of optimality, including mean-field control solution, mean-field coarse correlated equilibria, and mean-field Nash equilibria.
result Approximation of cooperative and competitive equilibria in large NN-player games by mean-field control and mean-field equilibria.

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…

2018-05-05abs ↗pdf ↗

The notion of \emph{policy regret} in online learning is a well defined? performance measure for the common scenario of adaptive adversaries, which more traditional quantities such as external regret do not take into account. We revisit the notion of policy regret and first show that there are online learning settings …

2018-11-09abs ↗pdf ↗