Related papers: Learning to Bluff
Artificial intelligence systems increasingly involve continual learning to enable flexibility in general situations that are not encountered during system training. Human interaction with autonomous systems is broadly studied, but research…
The game of bridge consists of two stages: bidding and playing. While playing is proved to be relatively easy for computer programs, bidding is very challenging. During the bidding stage, each player knowing only his/her own cards needs to…
The challenge of developing powerful and general Reinforcement Learning (RL) agents has received increasing attention in recent years. Much of this effort has focused on the single-agent setting, in which an agent maximizes a predefined…
Many challenges remain before AI agents can be deployed in real-world environments. However, one virtue of such environments is that they are inherently multi-agent and contain human experts. Using advanced social intelligence in such an…
We argue that 3-D first-person video games are a challenging environment for real-time multi-modal reasoning. We first describe our dataset of human game-play, collected across a large variety of 3-D first-person games, which is both…
Most existing approaches for goal-oriented dialogue policy learning used reinforcement learning, which focuses on the target agent policy and simply treat the opposite agent policy as part of the environment. While in real-world scenarios,…
This paper introduces a framework for Planning while Learning where an agent is given a goal to achieve in an environment whose behavior is only partially known to the agent. We discuss the tractability of various plan-design processes. We…
Reinforcement learning is a powerful technique to train an agent to perform a task. However, an agent that is trained using reinforcement learning is only capable of achieving the single task that is specified via its reward function. Such…
We study an online linear classification problem, in which the data is generated by strategic agents who manipulate their features in an effort to change the classification outcome. In rounds, the learner deploys a classifier, and an…
When deploying autonomous agents in the real world, we need effective ways of communicating objectives to them. Traditional skill learning has revolved around reinforcement and imitation learning, each with rigid constraints on the format…
Recent advancements in Large Language Models (LLMs) have not only showcased impressive creative capabilities but also revealed emerging agentic behaviors that exploit linguistic ambiguity in adversarial settings. In this study, we…
Many learning algorithms are known to converge to an equilibrium for specific classes of games if the same learning algorithm is adopted by all agents. However, when the agents are self-interested, a natural question is whether agents have…
This study proposes a method to improve the performance of Werewolf agents by switching between predefined strategies based on the attitudes of other players and the context of conversations. While prior works of Werewolf agents using…
Deceptive games are games where the reward structure or other aspects of the game are designed to lead the agent away from a globally optimal policy. While many games are already deceptive to some extent, we designed a series of games in…
Language agents powered by large language models (LLMs) have seen exploding development. Their capability of using language as a vehicle for thought and communication lends an incredible level of flexibility and versatility. People have…
The Treacherous Turn refers to the scenario where an artificial intelligence (AI) agent subtly, and perhaps covertly, learns to perform a behavior that benefits itself but is deemed undesirable and potentially harmful to a human supervisor.…
We present a general framework for evolutionary learning to emergent unbiased state representation without any supervision. Evolutionary frameworks such as self-play converge to bad local optima in case of multi-agent reinforcement learning…
We study how a decision-maker can acquire more information from an agent by reducing her own ability to observe what the agent transmits. In a large class of binary-action games, opacity design is just as good as full commitment to actions…
AI agents are increasingly used in consumer-facing applications to assist with tasks such as product search, negotiation, and transaction execution. In this paper, we explore a future scenario where both consumers and merchants authorize AI…
We propose a two-agent game wherein a questioner must be able to conjure discerning questions between sentences, incorporate responses from an answerer, and keep track of a hypothesis state. The questioner must be able to understand the…