Related papers: Training artificial neural networks to learn a non…
Randomization is a powerful tool that endows algorithms with remarkable properties. For instance, randomized algorithms excel in adversarial settings, often surpassing the worst-case performance of deterministic algorithms with large…
We study a framework where agents have to avoid aversive signals. The agents are given only partial information, in the form of features that are projections of task states. Additionally, the agents have to cope with non-determinism,…
We propose a new model of a distributed game, called an ATS game, which is played on a non-deterministic asynchronous transition system -- a natural distributed finite-state device working on Mazurkiewicz traces. This new…
Humans readily generalize, applying prior knowledge to novel situations and stimuli. Advances in machine learning and artificial intelligence have begun to approximate and even surpass human performance, but machine systems reliably…
Conventional predictive Artificial Neural Networks (ANNs) commonly employ deterministic weight matrices; therefore, their prediction is a point estimate. Such a deterministic nature in ANNs causes the limitations of using ANNs for medical…
We present a method for learning intrinsic reward functions to drive the learning of an agent during periods of practice in which extrinsic task rewards are not available. During practice, the environment may differ from the one available…
Adversarial training, a special case of multi-objective optimization, is an increasingly prevalent machine learning technique: some of its most notable applications include GAN-based generative modeling and self-play techniques in…
Poker is a family of card games that includes many variations. We hypothesize that most poker games can be solved as a pattern matching problem, and propose creating a strong poker playing system based on a unified poker representation. Our…
Mastering the game of Go has remained a long standing challenge to the field of AI. Modern computer Go systems rely on processing millions of possible future positions to play well, but intuitively a stronger and more 'humanlike' way to…
We consider the problem of predicting human players' actions in repeated strategic interactions. Our goal is to predict the dynamic step-by-step behavior of individual players in previously unseen games. We study the ability of neural…
Multiagent systems appear in most social, economical, and political situations. In the present work we extend the Deep Q-Learning Network architecture proposed by Google DeepMind to multiagent environments and investigate how two agents…
Self-trained autonomous agents developed using machine learning are showing great promise in a variety of control settings, perhaps most remarkably in applications involving autonomous vehicles. The main challenge associated with…
To meet the growing interest in Deep Reinforcement Learning (DRL), we sought to construct a DRL-driven Atari Pong agent and accompanying visualization tool. Existing approaches do not support the flexibility required to create an…
We study alternating good-for-games (GFG) automata, i.e., alternating automata where both conjunctive and disjunctive choices can be resolved in an online manner, without knowledge of the suffix of the input word still to be read. We show…
In this paper, we extend the Descent framework, which enables learning and planning in the context of two-player games with perfect information, to the framework of stochastic games. We propose two ways of doing this, the first way…
Meta-learning usually refers to a learning algorithm that learns from other learning algorithms. The problem of uncertainty in the predictions of neural networks shows that the world is only partially predictable and a learned neural…
Continuous, adaptive learning, the ability to adapt to the environment and keep improving performance, is a hallmark of natural intelligence. Biological organisms excel in acquiring, transferring, and retaining knowledge while adapting to…
Dots-and-Boxes is a child's game which remains analytically unsolved. We implement and evolve artificial neural networks to play this game, evaluating them against simple heuristic players. Our networks do not evaluate or predict the final…
We study three levels in a hierarchy of nondeterminism: A nondeterministic automaton $\mathcal{A}$ is determinizable by pruning (DBP) if we can obtain a deterministic automaton equivalent to $\mathcal{A}$ by removing some of its…
We consider the problem of learning a non-deterministic probabilistic system consistent with a given finite set of positive and negative tree samples. Consistency is defined with respect to strong simulation conformance. We propose learning…