Related papers: Learning opening books in partially observable gam…
Recent developments in deep reinforcement learning have enabled the creation of agents for solving a large variety of games given a visual input. These methods have been proven successful for 2D games, like the Atari games, or for simple…
In this article, we look at a hat-guessing game, in which each player must guess the color of their own hat while only seeing the hats of the other players. We focus on the case of two hat colors and a countably infinite number of players.…
When there exists uncertainty, AI machines are designed to make decisions so as to reach the best expected outcomes. Expectations are based on true facts about the objective environment the machines interact with, and those facts can be…
Many poker systems, whether created with heuristics or machine learning, rely on the probability of winning as a key input. However calculating the precise probability using combinatorics is an intractable problem, so instead we approximate…
The AI model has surpassed human players in the game of Go, and it is widely believed that the AI model has encoded new knowledge about the Go game beyond human players. In this way, explaining the knowledge encoded by the AI model and…
Across a growing number of domains, human experts are expected to learn from and adapt to AI with superior decision making abilities. But how can we quantify such human adaptation to AI? We develop a simple measure of human adaptation to AI…
Casting machine learning as a type of search, we demonstrate that the proportion of problems that are favorable for a fixed algorithm is strictly bounded, such that no single algorithm can perform well over a large fraction of them. Our…
We propose a multiple-komi modification of the AlphaGo Zero/Leela Zero paradigm. The winrate as a function of the komi is modeled with a two-parameters sigmoid function, so that the neural network must predict just one more variable to…
We study how humans learn from AI, leveraging an introduction of an AI-powered Go program (APG) that unexpectedly outperformed the best professional player. We compare the move quality of professional players to APG's superior solutions…
Modern neural network libraries all take as a hyperparameter a random seed, typically used to determine the initial state of the model parameters. This opinion piece argues that there are some safe uses for random seeds: as part of the…
The game of 2048 is a highly addictive game. It is easy to learn the game, but hard to master as the created game revealed that only about 1% games out of hundreds million ever played have been won. In this paper, we would like to explore…
In two-player finite-state stochastic games of partial observation on graphs, in every state of the graph, the players simultaneously choose an action, and their joint actions determine a probability distribution over the successor states.…
The act of bluffing confounds game designers to this day. The very nature of bluffing is even open for debate, adding further complication to the process of creating intelligent virtual players that can bluff, and hence play, realistically.…
Deep learning technology is making great progress in solving the challenging problems of artificial intelligence, hence machine learning based on artificial neural networks is in the spotlight again. In some areas, artificial intelligence…
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…
We study a version of the minority game in which one agent is allowed to join the game in a random fashion. It is shown that in the crowded regime, i.e., for small values of the memory size $m$ of the agents in the population, the agent…
Games often incorporate random elements in the form of dice or shuffled card decks. This randomness is a key contributor to the player experience and the variety of game situations encountered. There is a tension between a level of…
We introduce a problem set-up we call the Iterated Matching Pennies (IMP) game and show that it is a powerful framework for the study of three problems: adversarial learnability, conventional (i.e., non-adversarial) learnability and…
We study a mixed population of adaptive agents with small and large memories, competing in a minority game. If the agents are sufficiently adaptive, we find that the average winnings per agent can exceed that obtainable in the corresponding…
"Theorem proving is similar to the game of Go. So, we can probably improve our provers using deep learning, like DeepMind built the super-human computer Go program, AlphaGo." Such optimism has been observed among participants of AITP2017.…