A game theory study on optimal hiding and searching strategies in discrete locations.
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The game of Chinese Checkers is a challenging traditional board game of perfect information that differs from other traditional games in two main aspects: first, unlike Chess, all checkers remain indefinitely in the game and hence the branching factor of the search tree does not decrease as the game progresses; second,…
This paper improves self-play learning in games by manipulating experience distributions.
JPS improves joint policies for multi-agent collaboration in imperfect information games.
Monte Carlo Tree Search improves financial derivative hedging efficiency.
A RL approach finds Nash equilibrium for turn-based zero-sum games.
Bardo Composer generates tabletop RPG music based on player speech.
Early stopping method saves up to 75% computation time in policy search tasks.
Adversarial self-play in two-player games has delivered impressive results when used with reinforcement learning algorithms that combine deep neural networks and tree search. Algorithms like AlphaZero and Expert Iteration learn tabula-rasa, producing highly informative training data on the fly. However, the self-play t…
A core novelty of Alpha Zero is the interleaving of tree search and deep learning, which has proven very successful in board games like Chess, Shogi and Go. These games have a discrete action space. However, many real-world reinforcement learning domains have continuous action spaces, for example in robotic control, na…
New method uses MCTS only at test time for faster game learning.
Deep reinforcement learning has learned to play many games well, but failed on others. To better characterize the modes and reasons of failure of deep reinforcement learners, we test the widely used Asynchronous Actor-Critic (A2C) algorithm on four deceptive games, which are specially designed to provide challenges to …
ConQUR tackles delusional bias in deep Q-learning, improving performance in Atari games.
We introduce a new virtual environment for simulating a card game known as "Big 2". This is a four-player game of imperfect information with a relatively complicated action space (being allowed to play 1,2,3,4 or 5 card combinations from an initial starting hand of 13 cards). As such it poses a challenge for many curre…
This paper studies effective parallelization of MCTS for computer games.
Monte Carlo Tree Search (MCTS) algorithms perform simulation-based search to improve policies online. During search, the simulation policy is adapted to explore the most promising lines of play. MCTS has been used by state-of-the-art programs for many problems, however a disadvantage to MCTS is that it estimates the va…
Stackelberg Games are gaining importance in the last years due to the raise of Adversarial Machine Learning (AML). Within this context, a new paradigm must be faced: in classical game theory, intervening agents were humans whose decisions are generally discrete and low dimensional. In AML, decisions are made by algorit…
Recent advances in bandit tools and techniques for sequential learning are steadily enabling new applications and are promising the resolution of a range of challenging related problems. We study the game tree search problem, where the goal is to quickly identify the optimal move in a given game tree by sequentially sa…
The General Video Game AI (GVGAI) competition and its associated software framework provides a way of benchmarking AI algorithms on a large number of games written in a domain-specific description language. While the competition has seen plenty of interest, it has so far focused on online planning, providing a forward …
A game-theoretic framework identifies influential hyperparameters for neural networks.
In recent years, state-of-the-art game-playing agents often involve policies that are trained in self-playing processes where Monte Carlo tree search (MCTS) algorithms and trained policies iteratively improve each other. The strongest results have been obtained when policies are trained to mimic the search behaviour of…
This paper proposes using a linear function approximator, rather than a deep neural network (DNN), to bias a Monte Carlo tree search (MCTS) player for general games. This is unlikely to match the potential raw playing strength of DNNs, but has advantages in terms of generality, interpretability and resources (time and …
ISMCTS-BR learns best responses in large games, approximating worst-case performance.
MBExplainer provides explanations for models combining graph embeddings and tabular features.
Tab-Shapley identifies top-k anomalies in tabular data quality insights.
Proposes a game-theoretic framework for ML trust regulation.
New algorithms improve contextual search in the presence of adversarial corruptions.
LAFF algorithm balances adaptability and non-exploitability in repeated games.
We study an original problem of pure exploration in a strategic bandit model motivated by Monte Carlo Tree Search. It consists in identifying the best action in a game, when the player may sample random outcomes of sequentially chosen pairs of actions. We propose two strategies for the fixed-confidence setting: Maximin…
RL teaches agents to make decisions through trial and error.
We present an extension of Monte Carlo Tree Search (MCTS) that strongly increases its efficiency for trees with asymmetry and/or loops. Asymmetric termination of search trees introduces a type of uncertainty for which the standard upper confidence bound (UCB) formula does not account. Our first algorithm (MCTS-T), whic…
Modeling incentives for content creators on algorithm-curated platforms.
Constructing agents with planning capabilities has long been one of the main challenges in the pursuit of artificial intelligence. Tree-based planning methods have enjoyed huge success in challenging domains, such as chess and Go, where a perfect simulator is available. However, in real-world problems the dynamics gove…
This paper demonstrates the use of genetic algorithms for evolving: 1) a grandmaster-level evaluation function, and 2) a search mechanism for a chess program, the parameter values of which are initialized randomly. The evaluation function of the program is evolved by learning from databases of (human) grandmaster games…
New method learns optimal prediction strategies in adversarial games.
We study the solution's existence for a generalized Dynkin game of switching type which is shown to be the natural representation for general defaultable OTC contract with contingent CSA. This is a theoretical counterparty risk mitigation mechanism that allows the counterparty of a general OTC contract to switch from z…
The search for more realistic modeling of financial time series reveals several stylized facts of real markets. In this work we focus on the multifractal properties found in price and index signals. Although the usual Minority Game (MG) models do not exhibit multifractality, we study here one of its variants that does.…
Despite the improved accuracy of deep neural networks, the discovery of adversarial examples has raised serious safety concerns. In this paper, we study two variants of pointwise robustness, the maximum safe radius problem, which for a given input sample computes the minimum distance to an adversarial example, and the …
Paper examines financial engineering problems and introduces AlphaZero for better replication strategies.
We investigate the use of attentional neural network layers in order to learn a `behavior characterization' which can be used to drive novelty search and curiosity-based policies. The space is structured towards answering a particular distribution of questions, which are used in a supervised way to train the attentiona…
We propose a new algorithm, Mean Actor-Critic (MAC), for discrete-action continuous-state reinforcement learning. MAC is a policy gradient algorithm that uses the agent's explicit representation of all action values to estimate the gradient of the policy, rather than using only the actions that were actually executed. …
Neural Architecture Search (NAS) is an exciting new field which promises to be as much as a game-changer as Convolutional Neural Networks were in 2012. Despite many great works leading to substantial improvements on a variety of tasks, comparison between different methods is still very much an open issue. While most al…
This paper introduces a new system for discovering patterns in morphogenetic systems using modular architecture and unsupervised learning.
Minimax optimization has found extensive applications in modern machine learning, in settings such as generative adversarial networks (GANs), adversarial training and multi-agent reinforcement learning. As most of these applications involve continuous nonconvex-nonconcave formulations, a very basic question arises---"w…
We study the system of heterogeneous interbank lending and borrowing based on the relative average of log-capitalization given by the linear combination of the average within groups and the ensemble average and describe the evolution of log-capitalization by a system of coupled diffusions. The model incorporates a game…
Transformers learn to predict chess moves with surprising accuracy and strength.
BOFiP optimizes high-dimensional functions by distributing them into sub-spaces and using game theory.
The Pommerman simulation was recently developed to mimic the classic Japanese game Bomberman, and focuses on competitive gameplay in a multi-agent setting. We focus on the 22 team version of Pommerman, developed for a competition at NeurIPS 2018. Our methodology involves training an agent initially through imit…