New hierarchical RL agent learns to generalize in complex multi-agent games.
problem Current RL methods struggle to generalize to unseen opponents in multi-agent games.
method Proposed a hierarchical RL architecture grounded in game-theoretic structure.
result Hierarchical agent generalizes to unseen opponents, while baselines fail.
This paper classifies expanding attractors and non-transitive Anosov flows on specific knot and manifold spaces.
problem Classifying expanding attractors and non-transitive Anosov flows on specific knot and manifold spaces.
method Using the derived Anosov (DA) expanding attractor and the Franks-Williams manifold, the paper proves the uniqueness of these structures.
result The DA expanding attractor and the Franks-Williams non-transitive Anosov flow are the unique structures supported by N0 and M0 respectively. The paper develops a non-transitive Cartan connection for sub-Riemannian manifolds.
problem Analyzing sub-Riemannian structures and their symmetries.
method Using Lie groupoids and non-transitive Cartan connections.
result A non-transitive Cartan connection is constructed for sub-Riemannian manifolds.
The paper reveals a spinning top geometry in real-world games.
problem Understanding the structure of real-world games.
method Developed a spinning top geometric model and used Nash clustering.
result Real-world games exhibit a spinning top structure with transitive and non-transitive dimensions.
Non-transitive subgroups of the orthogonal group play an important role in the non-Euclidean geometry. If G is a closed subgroup in the orthogonal group such that the orbit of a single Euclidean unit vector does not cover the (Euclidean) unit sphere centered at the origin then there always exists a non-Euclidean Mink…
Study non-transitive pseudo-Anosov flows using group actions.
problem Characterize pseudo-Anosov flows in 3-manifolds.
method Extend pseudo-Anosov action to non-transitive flows, use group actions on orbit spaces and boundary at infinity.
result Pseudo-Anosov flows in 3-manifolds are determined by their group actions on boundary at infinity.
New model of vague knowledge without strict partitions or transitivity.
problem Standard economic models of information fail to capture real-world vague knowledge.
method Relaxing assumptions of transitivity and partition structure to formalize vague knowledge.
result Vague knowledge can distinguish some states but not partition the state space.
A Markov Chain approach for aligning generative models from pairwise human preferences.
problem Aligning generative models from pairwise human preferences.
method Markov Chain from Human Feedback (MCHF)
result MCHF converges geometrically fast to the stationary distribution.
Let M be a most singular orbit of the isotropy representation of a simple symmetric space. Let (νi,Φi) be an irreducible factor of the normal holonomy representation (νpM,Φ(p)). We prove that there exists a basis of a section Σi⊂νi of Φi such that the corresponding shape operators have rational…
In this paper we complete the study of the normal holonomy groups of complex submanifolds (non nec. complete) of Cn or CPn. We show that irreducible but non transitive normal holonomies are exactly the Hermitian s-representations of [CD09, Table 1] (see Corollary 1.1). For each one of them we construct a non necessaril…
This paper is a continuation of Part I where the general setup was developed. Here we discuss the general equivalence problem for geometric structures and provide criteria for the equivalence, local and global, of transitive structures. Cartan's Flag Systems illustrate the theory as a major example and, finally, some a…
This paper is devoted to higher dimensional Anosov flows and consists of two parts. In the first part, we investigate fiberwise Anosov flows on affine torus bundles which fiber over 3-dimensional Anosov flows. We provide a dichotomy result for such flows --- they are either suspensions of Anosov diffeomorphisms or the …
We study the control system of a Riemannian manifold M of dimension n rolling on the sphere Sn. The controllability of this system is described in terms of the holonomy of a vector bundle connection which, we prove, is isomorphic to the Riemannian holonomy group of the cone C(M) of M. Using Berger's list, we…
This thesis extends Yang-Mills theory to Lie groupoids and algebroids, overcoming integrability and transitivity constraints.
problem Generalizing Yang-Mills theory to non-integrable and non-transitive settings.
method Introduces multiplicative Ehresmann connections and develops the theory of connections on Lie groupoids and algebroids.
result Extends Yang-Mills theory to a non-integrable and non-transitive setting, providing a pair of equations for gauge fields.
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.
Extends Yang-Mills theory to non-integrable Lie algebroids.
problem Developing a Yang-Mills theory for non-integrable Lie algebroids.
method Generalized Yang-Mills theory to Lie algebroids, introducing multiplicative Ehresmann connections.
result Derived self-dual solutions (instantons) in 4 and 5 dimensions.
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…
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.
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.
Functional dimension varies in ReLU networks, with implications for symmetry and connectivity.
problem Understanding the functional dimension of ReLU neural networks.
method Careful definition and analysis of functional dimension, study of quotient space and fibers.
result Functional dimension is inhomogeneous and can be non-constant, with implications for symmetry and connectivity.
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…
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 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.
Combinatorial two-player games have recently been applied to knot theory. Examples of this include the Knotting-Unknotting Game and the Region Unknotting Game, both of which are played on knot shadows. These are turn-based games played by two players, where each player has a separate goal to achieve in order to win the…
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.
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 …
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.
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. 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.
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.
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 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.
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.
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 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…
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.