Related papers: Entropy Non-increasing Games for the Improvement o…
Basic relations for the mean length and algorithmic entropy are obtained by solving a new extremal problem. Using this extremal problem, they are obtained in a most simple and general way. The length and entropy are considered as two…
Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…
We propose PESA, a novel approach combining Particle Swarm Optimisation (PSO), Evolution Strategy (ES), and Simulated Annealing (SA) in a hybrid Algorithm, inspired from reinforcement learning. PESA hybridizes the three algorithms by…
The remarkable growth and significant success of machine learning have expanded its applications into programming languages and program analysis. However, a key challenge in adopting the latest machine learning methods is the representation…
Electronic sports (esports) and research on this emerging field are interdisciplinary in nature. By extension, it is essential to understand how to standardize and structure training with the help of existing tools developed by years of…
The entropic fictitious play (EFP) is a recently proposed algorithm that minimizes the sum of a convex functional and entropy in the space of measures -- such an objective naturally arises in the optimization of a two-layer neural network…
Deterministic game-solving algorithms are conventionally analyzed in the light of their average-case complexity against a distribution of random game-trees, where leaf values are independently sampled from a fixed distribution. This…
Hindsight experience replay (HER) is well-known to accelerate goal-based reinforcement learning (RL). While HER is generally applied to off-policy RL algorithms, we previously showed that HER can also accelerate on-policy algorithms, such…
We propose a parametric family of measures of fairness in allocations of TU-cooperative games. Their definition is based on generalized Renyi Entropy, is related to the Cowell-Kuga generalized entropy indices in welfare economics, and aims…
Transfer entropy (TE) is an information theoretic measure that reveals the directional flow of information between processes, providing valuable insights for a wide range of real-world applications. This work proposes Transfer Entropy…
The recent advances in reinforcement learning have led to effective methods able to obtain above human-level performances in very complex environments. However, once solved, these environments become less valuable, and new challenges with…
We present a new paradigm of games, i.e. SwarmPlay, where each playing component is presented by an individual drone that has its own mobility and swarm intelligence to win against a human player. The motivation behind the research is to…
Lower computer system input-to-output latency substantially reduces many task completion times. In fact, literature shows that reduction in targeting task completion time from decreased latency often exceeds the decrease in latency alone.…
We study Sinkhorn EM (sEM), a variant of the expectation maximization (EM) algorithm for mixtures based on entropic optimal transport. sEM differs from the classic EM algorithm in the way responsibilities are computed during the expectation…
Event-stream representation is the first step for many computer vision tasks using event cameras. It converts the asynchronous event-streams into a formatted structure so that conventional machine learning models can be applied easily.…
The recently released AlphaZero algorithm achieves superhuman performance in the games of chess, shogi and Go, which raises two open questions. Firstly, as there is a finite number of possibilities in the game, is there a quantifiable…
The Naming Game is a model of non-equilibrium dynamics for the self-organized emergence of a linguistic convention or a communication system in a population of agents with pairwise local interactions. We present an extensive study of its…
State-of-the-art scene flow algorithms pursue the conflicting targets of accuracy, run time, and robustness. With the successful concept of pixel-wise matching and sparse-to-dense interpolation, we push the limits of scene flow estimation.…
Node classifiers are required to comprehensively reduce prediction errors, training resources, and inference latency in the industry. However, most graph neural networks (GNN) concentrate only on one or two of them. The compromised aspects…
Computing approximate Nash equilibria in multi-player general-sum Markov games is a computationally intractable task. However, multi-player Markov games with certain cooperative or competitive structures might circumvent this…