Related papers: Dynamic Difficulty Adjustment on MOBA Games
As the complexity and scope of games increase, game testing, also called playtesting, becomes an essential activity to ensure the quality of video games. Yet, the manual, ad-hoc nature of game testing leaves space for automation. In this…
Quality diversity (QD) is a branch of evolutionary computation that seeks high-quality and behaviorally diverse solutions to a problem. While adversarial problems are common, classical QD cannot be easily applied to them, as both the…
Players of coevolutionary games may update not only their strategies but also their networks of interaction. Based on interpreting the payoff of players as fitness, dynamic landscape models are proposed. The modeling procedure is carried…
Learning in smooth games fundamentally differs from standard minimization due to rotational dynamics, which invalidate classical hyperparameter tuning strategies. Despite their practical importance, effective methods for tuning in games…
This paper presents a new safety specification method that is robust against errors in the probability distribution of disturbances. Our proposed distributionally robust safe policy maximizes the probability of a system remaining in a…
Commitment devices are powerful tools that can influence and incentivise certain behaviours by linking them to rewards or punishments. These devices are particularly useful in decision-making, as they can steer individuals towards specific…
Within the context of video games the notion of perfectly rational agents can be undesirable as it leads to uninteresting situations, where humans face tough adversarial decision makers. Current frameworks for stochastic games and…
An approach for game bot detection in MMORPGs is proposed based on the analysis of game playing behavior. Since MMORPGs are large scale games, users can play in various ways. This variety in playing behavior makes it hard to detect game…
In research and practice into the accessibility of digital games, much of the work has focused on how to make games accessible to people with disa- bilities. With an increasing number of people with disabilities playing main- stream…
In this paper, a novel anti-jamming mechanism is proposed to analyze and enhance the security of adversarial Internet of Battlefield Things (IoBT) systems. In particular, the problem is formulated as a dynamic psychological game between a…
When a game involves many agents or when communication between agents is not possible, it is useful to resort to distributed learning where each agent acts in complete autonomy without any information on the other agents' situations.…
With the development of artificial intelligence, human beings are increasingly interested in human-agent collaboration, which generates a series of problems about the relationship between agents and humans, such as trust and cooperation.…
Advanced Persistent Threats (APTs) have recently emerged as a significant security challenge for a cyber-physical system due to their stealthy, dynamic and adaptive nature. Proactive dynamic defenses provide a strategic and holistic…
We study the evolution of two mutually interacting games with both pairwise games as well as the public goods game on different topologies. On 2d square lattices, we reveal that the game-game interaction can promote the cooperation…
We study the control of a linear dynamical system with adversarial disturbances (as opposed to statistical noise). The objective we consider is one of regret: we desire an online control procedure that can do nearly as well as that of a…
Learning how to adapt to complex and dynamic environments is one of the most important factors that contribute to our intelligence. Endowing artificial agents with this ability is not a simple task, particularly in competitive scenarios. In…
Considering uncertainties and disturbances is an important, yet challenging, step in successful decision making. The problem becomes more challenging in safety-constrained environments. In this paper, we propose a robust and safe trajectory…
Since Polyak's pioneering work, heavy ball (HB) momentum has been widely studied in minimization. However, its role in min-max games remains largely unexplored. As a key component of practical min-max algorithms like Adam, this gap limits…
Reinforcement learning algorithms can train agents that solve problems in complex, interesting environments. Normally, the complexity of the trained agent is closely related to the complexity of the environment. This suggests that a highly…
Protecting against adversarial attacks is a common multiagent problem. Attackers in the real world are predominantly human actors, and the protection methods often incorporate opponent models to improve the performance when facing humans.…