Related papers: CAPIR: Collaborative Action Planning with Intentio…
Self-play is a common paradigm for constructing solutions in Markov games that can yield optimal policies in collaborative settings. However, these policies often adopt highly-specialized conventions that make playing with a novel partner…
This paper handles a kind of strategic game called potential games and develops a novel learning algorithm Payoff-based Inhomogeneous Partially Irrational Play (PIPIP). The present algorithm is based on Distributed Inhomogeneous Synchronous…
Game recommendation is an important application of recommender systems. Recommendations are made possible by data sets of historical player and game interactions, and sometimes the data sets include features that describe games or players.…
Currently, in the study of multiagent systems, the intentions of agents are usually ignored. Nonetheless, as pointed out by Theory of Mind (ToM), people regularly reason about other's mental states, including beliefs, goals, and intentions,…
Understanding the mechanisms behind opinion formation is crucial for gaining insight into the processes that shape political beliefs, cultural attitudes, consumer choices, and social movements. This work aims to explore a nuanced model that…
Intention deception involves computing a strategy which deceives the opponent into a wrong belief about the agent's intention or objective. This paper studies a class of probabilistic planning problems with intention deception and…
An interaction system has a finite set of agents that interact pairwise, depending on the current state of the system. Symmetric decomposition of the matrix of interaction coefficients yields the representation of states by self-adjoint…
Individual cooperative strategy influences the surrounding dynamic population, which in turn affects cooperative strategy. To better model this phenomenon, we develop a Markov decision chain based game transitions model and examine the…
There is a high demand for high-quality Non-Player Characters (NPCs) in video games. Hand-crafting their behavior is a labor intensive and error prone engineering process with limited controls exposed to the game designers. We propose to…
Knowledge and skills can transfer from human teachers to human students. However, such direct transfer is often not scalable for physical tasks, as they require one-to-one interaction, and human teachers are not available in sufficient…
Existing approaches to coalition formation often assume that requirements associated with tasks are precisely specified by the human operator. However, prior work has demonstrated that humans, while extremely adept at solving complex…
Network-based systems are inherently interconnected, with the design and performance of subnetworks being interdependent. However, the decisions of self-interested operators may lead to suboptimal outcomes for users and the overall system.…
Player ranking can be used to determine the quality of the contributions of a player to a collaborative community. However, collaborative games with no explicit objectives do not support player ranking, as there is no metric to measure the…
This paper proposes an intent-aware multi-agent planning framework as well as a learning algorithm. Under this framework, an agent plans in the goal space to maximize the expected utility. The planning process takes the belief of other…
This project proposes a methodology for the automatic generation of action models from video game dynamics descriptions, as well as its integration with a planning agent for the execution and monitoring of the plans. Planners use these…
In many multi-agent settings, participants can form teams to achieve collective outcomes that may far surpass their individual capabilities. Measuring the relative contributions of agents and allocating them shares of the reward that…
Human social behavior is structured by relationships. We form teams, groups, tribes, and alliances at all scales of human life. These structures guide multi-agent cooperation and competition, but when we observe others these underlying…
We study the problem of imitation learning from demonstrations of multiple coordinating agents. One key challenge in this setting is that learning a good model of coordination can be difficult, since coordination is often implicit in the…
Assistive agents should make humans' lives easier. Classically, such assistance is studied through the lens of inverse reinforcement learning, where an assistive agent (e.g., a chatbot, a robot) infers a human's intention and then selects…
An important challenge in non-cooperative game theory is coordinating on a single (approximate) equilibrium from many possibilities - a challenge that becomes even more complex when players hold private information. Recommender mechanisms…