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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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4998146195 · Jun 202019922001200920172026
48 results for search game

A game theory study on optimal hiding and searching strategies in discrete locations.

problem Optimal hiding and searching strategies in a two-person zero-sum game between a hider and a searcher.
method Proved the existence of optimal strategies, developed an algorithm to compute them, and compared with a simple strategy.
result Optimal hiding strategy involves hiding in each location with nonzero probability, and optimal searching strategy can be constructed with up to n simple sequences.

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.

JPS improves joint policies for multi-agent collaboration in imperfect information games.

problem Learning good joint policies for multi-agent collaboration with imperfect information.
method Decomposes global changes to localized policy changes, iteratively improving joint policies without re-evaluating the entire game.
result JPS improves solutions provided by unilateral approaches and outperforms algorithms designed for collaborative policy learning.

Monte Carlo Tree Search improves financial derivative hedging efficiency.

problem Optimizing pricing and hedging of derivative contracts in incomplete markets.
method Integrates tree search techniques with Reinforcement Learning for optimal control problems.
result Monte Carlo Tree Search outperforms QQ-learning in sample efficiency and learning speed.

A RL approach finds Nash equilibrium for turn-based zero-sum games.

problem Finding Nash equilibrium in two-player turn-based zero-sum games.
method EIS method combining exploration, policy improvement, and supervised learning.
result EIS method finds an ε-approximate value function of Nash equilibrium in O(ε^(-(d+4))) steps.

Bardo Composer generates tabletop RPG music based on player speech.

problem Creating immersive background music for tabletop RPGs.
method Speech recognition, emotion classification, and music generation using a novel beam search algorithm.
result Generated music pieces can be accurately identified by human subjects as conveying the intended emotion.

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…

2018-05-24abs ↗pdf ↗

This paper studies effective parallelization of MCTS for computer games.

problem Computational expense of MCTS due to many rollouts.
method Examined parallel MCTS performance, identified necessary conditions for desirable parallelization, and proposed BU-UCT algorithm.
result Theoretical foundation for effective parallel MCTS, with BU-UCT outperforming baselines.

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…

2019-08-19abs ↗pdf ↗

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…

2017-06-09abs ↗pdf ↗

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 …

2018-06-06abs ↗pdf ↗

A game-theoretic framework identifies influential hyperparameters for neural networks.

problem Understanding which hyperparameters are most important for neural network performance.
method Employing Shapley Effects for global sensitivity analysis and Pareto front sets for identifying effective configurations.
result Reveals which hyperparameters are most influential for different objectives in neural networks.

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 …

2019-03-21abs ↗pdf ↗

MBExplainer provides explanations for models combining graph embeddings and tabular features.

problem Explaining models using a mix of graph embeddings and tabular features.
method Model-agnostic approach using Shapley values and Monte Carlo Tree Search.
result MBExplainer efficiently finds human-readable explanations for model predictions.

Tab-Shapley identifies top-k anomalies in tabular data quality insights.

problem Challenges in identifying anomalies in unlabeled tabular datasets.
method Cooperative game theory using Shapley values to quantify attribute contributions.
result Efficiently identifies top-k tabular data quality insights using closed-form Shapley values.

Proposes a game-theoretic framework for ML trust regulation.

problem Lack of coordination between ML model builders and regulators.
method Formulates trustworthy ML as a multi-objective multi-agent optimization problem and introduces regulation games and ParetoPlay.
result Enables efficient enforcement of ML model specifications without discouraging participation.

New algorithms improve contextual search in the presence of adversarial corruptions.

problem Improving search accuracy in dynamic pricing settings with corrupted responses.
method Two algorithms based on binary search and gradient descent methods.
result Achieve near-optimal regret in the absence of adversarial corruptions and gracefully degrade with corrupted agents.

LAFF algorithm balances adaptability and non-exploitability in repeated games.

problem Low regret in repeated games against unknown opponent classes.
method LAFF algorithm searches within sub-algorithms optimal for each opponent class and uses a punishment policy for exploitation.
result LAFF guarantees sublinear regret uniformly over possible opponents, except exploitative ones, for which it guarantees linear regret.

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…

2016-02-15abs ↗pdf ↗

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…

2018-05-23abs ↗pdf ↗

Modeling incentives for content creators on algorithm-curated platforms.

problem Maximizing exposure for content creators on algorithmic platforms.
method Formalized exposure game model, proving effects of algorithmic choices on equilibria, proposing tools for finding equilibria.
result Algorithmic choices significantly affect content exposure and creator behavior.

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…

2019-11-19abs ↗pdf ↗

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…

2017-11-21abs ↗pdf ↗

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.…

2007-09-07abs ↗pdf ↗

Paper examines financial engineering problems and introduces AlphaZero for better replication strategies.

problem Replication portfolio construction in incomplete markets with non-convex constraints.
method Introduces AlphaZero-based system to compare with deep hedging method.
result AlphaZero outperforms deep hedging in non-convex environments, finding near-optimal strategies.

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. …

2017-09-01abs ↗pdf ↗

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…

2019-12-28abs ↗pdf ↗

This paper introduces a new system for discovering patterns in morphogenetic systems using modular architecture and unsupervised learning.

problem Discovering novel patterns in morphogenetic systems is challenging and often relies on manual tuning.
method Introduces a hierarchical, modular architecture for unsupervised learning of diverse representations combined with goal exploration algorithms.
result The new system efficiently adapts diversity search towards user preferences with minimal feedback.

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…

2019-02-02abs ↗pdf ↗

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…

2019-07-06abs ↗pdf ↗

BOFiP optimizes high-dimensional functions by distributing them into sub-spaces and using game theory.

problem Optimizing high-dimensional black box functions with computational complexity.
method BOFiP decomposes high-dimensional space into sub-spaces, searches within sub-spaces, and updates beliefs using game theory.
result BOFiP outperforms competitors in high-dimensional optimization problems.