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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.

169,051 papers · 148 categories

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1.4%2.7%4.1%5.5% · Jul 201819922001200920172026
48 results for video game

A framework disentangles controllable objects from visual signals for improved RL.

problem Improving sample efficiency and game performance in vision-based RL.
method Action-conditioned video prediction to disentangle controllable objects.
result Improved sample efficiency and game performance in Atari games.

Deep reinforcement learning achieves superhuman performance in a range of video game environments, but requires that a designer manually specify a reward function. It is often easier to provide demonstrations of a target behavior than to design a reward function describing that behavior. Inverse reinforcement learning …

2018-10-24abs ↗pdf ↗

Hybrid SAC improves RL for video games with discrete, continuous actions.

problem Improving RL performance in video games with practical constraints.
method Extension of Soft Actor-Critic (SAC) for handling discrete, continuous, and parameterized actions.
result Hybrid SAC successfully solves a high-speed driving task and is competitive on parameterized actions benchmarks.

Predicting which players will convert to paying users in video games.

problem Retaining premium players in free-to-play games.
method Survival analysis techniques, Cox regression, random survival forest, conditional inference survival ensembles.
result Conditional inference survival ensembles method corrects bias in RSF models and predicts conversion.

Video-game players generate huge amounts of data, as everything they do within a game is recorded. In particular, among all the stored actions and behaviors, there is information on the in-game purchases of virtual products. Such information is of critical importance in modern free-to-play titles, where gamers can sele…

2018-06-13abs ↗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 ↗

PredNet excels at natural videos but fails on artificial rules, suggesting a trade-off.

problem Generalization of neural network performance across different datasets.
method Evaluation of PredNet on natural and artificial video datasets.
result PredNet's high performance on natural videos is incompatible with its inability to learn artificial rules.

Recent advances in deep generative models have lead to remarkable progress in synthesizing high quality images. Following their successful application in image processing and representation learning, an important next step is to consider videos. Learning generative models of video is a much harder task, requiring a mod…

2018-12-03abs ↗pdf ↗

The study explores when parametric models enhance reinforcement learning, validating a hypothesis on Atari games.

problem When and how to use parametric models in reinforcement learning.
method Comparison of parametric models and experience replay, validating a hypothesis on Atari games.
result Replay-based algorithms can be competitive or superior to model-based algorithms under suitable conditions.

The emergence of mobile games has caused a paradigm shift in the video-game industry. Game developers now have at their disposal a plethora of information on their players, and thus can take advantage of reliable models that can accurately predict player behavior and scale to huge datasets. Churn prediction, a challeng…

2017-10-06abs ↗pdf ↗

LeagueAI generates synthetic data for better object detection in video games.

problem Laborious work of gathering large amounts of hand-labeled data for machine vision applications.
method Automatic synthetic dataset generation using game 3D models and background.
result Models trained on synthetic data outperformed those on hand-labeled data in precision and reliability.

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 ↗

Procedural terrain generation for video games has been traditionally been done with smartly designed but handcrafted algorithms that generate heightmaps. We propose a first step toward the learning and synthesis of these using recent advances in deep generative modelling with openly available satellite imagery from NAS…

2017-07-11abs ↗pdf ↗

In this report, we present a new reinforcement learning (RL) benchmark based on the Sonic the Hedgehog (TM) video game franchise. This benchmark is intended to measure the performance of transfer learning and few-shot learning algorithms in the RL domain. We also present and evaluate some baseline algorithms on the new…

2018-04-10abs ↗pdf ↗

Paper tackles multiplayer symmetric games, securing equal share for n players.

problem Multiplayer games lack unique equilibria, making guarantees unreliable.
method Identifies conditions for equal share, designs efficient algorithms inspired by no-regret learning.
result Proves algorithms achieve approximate equal share across various settings.

Rogue is a famous dungeon-crawling video-game of the 80ies, the ancestor of its gender. Rogue-like games are known for the necessity to explore partially observable and always different randomly-generated labyrinths, preventing any form of level replay. As such, they serve as a very natural and challenging task for rei…

2018-04-23abs ↗pdf ↗

Deep reinforcement learning methods traditionally struggle with tasks where environment rewards are particularly sparse. One successful method of guiding exploration in these domains is to imitate trajectories provided by a human demonstrator. However, these demonstrations are typically collected under artificial condi…

2018-05-29abs ↗pdf ↗

Reinforcement learning algorithms rely on carefully engineering environment rewards that are extrinsic to the agent. However, annotating each environment with hand-designed, dense rewards is not scalable, motivating the need for developing reward functions that are intrinsic to the agent. Curiosity is a type of intrins…

2018-08-13abs ↗pdf ↗

TrackNet tracks tiny balls in sports videos with high precision.

problem Accurately tracking tiny and fast-moving objects like tennis balls in sports videos.
method Developed a heatmap-based deep learning network, TrackNet, trained on public and additional labeled videos.
result Achieved high precision (99.7%) in ball tracking on public domain videos.