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This paper discusses the gambling contest introduced in Seel & Strack (Gambling in contests, Discussion Paper Series of SFB/TR 15 Governance and the Efficiency of Economic Systems 375, Mar 2012.) and considers the impact of adding a penalty…
Self-play fine-tuning has demonstrated promising abilities in adapting large language models (LLMs) to downstream tasks with limited real-world data. The basic principle is to iteratively refine the model with real samples and synthetic…
Learning a reward function from demonstrations suffers from low sample-efficiency. Even with abundant data, current inverse reinforcement learning methods that focus on learning from a single environment can fail to handle slight changes in…
A natural goal in multiagent learning besides finding equilibria is to learn rationalizable behavior, where players learn to avoid iteratively dominated actions. However, even in the basic setting of multiplayer general-sum games, existing…
Imbalanced data is a frequently encountered problem in machine learning. Despite a vast amount of literature on sampling techniques for imbalanced data, there is a limited number of studies that address the issue of the optimal sampling…
This paper proposes a novel formulation for reinforcement learning (RL) with large language models, explaining why and under what conditions the true sequence-level reward can be optimized via a surrogate token-level objective in policy…
Skill mastery is a priority for success in all fields. We present a parallel between the development of skill mastery and the process of solving jigsaw puzzles. We show that iterative random sampling solves jigsaw puzzles in two phases: a…
This paper presents an interpretable reward design framework for reinforcement learning based constrained optimal control problems with state and terminal constraints. The problem is formalized within a standard partially observable Markov…
We investigate the effect of reward shaping in improving the performance of reinforcement learning in the context of the real-time strategy, capture-the-flag game. The game is characterized by sparse rewards that are associated with…
It is non-trivial to design engaging and balanced sets of game rules. Modern chess has evolved over centuries, but without a similar recourse to history, the consequences of rule changes to game dynamics are difficult to predict. AlphaZero…
Reinforcement learning is hard in general. Yet, in many specific environments, learning is easy. What makes learning easy in one environment, but difficult in another? We address this question by proposing a simple measure of…
While Nash equilibrium has emerged as the central game-theoretic solution concept, many important games contain several Nash equilibria and we must determine how to select between them in order to create real strategic agents. Several Nash…
Contrastive Learning (CL) has been proved to be a powerful self-supervised approach for a wide range of domains, including computer vision and graph representation learning. However, the incremental learning issue of CL has rarely been…
Recent research in multi-agent reinforcement learning (MARL) has shown success in learning social behavior and cooperation. Social dilemmas between agents in mixed-sum settings have been studied extensively, but there is little research…
Inspired by the Reward-Biased Maximum Likelihood Estimate method of adaptive control, we propose RBMLE -- a novel family of learning algorithms for stochastic multi-armed bandits (SMABs). For a broad range of SMABs including both the…
The paper aims to investigate the degree of cognitive skills required for success in online versions of the popular card game rummy and poker. The study focuses on analyzing the impact of experience and learnable skills on success in the…
Large language models (LLMs) have demonstrated impressive capabilities, but still suffer from inconsistency issues (e.g. LLMs can react differently to disturbances like rephrasing or inconsequential order change). In addition to these…
This report documents the development, test, and application of Large Language Models (LLMs) for automated text analysis, with a specific focus on gambling-like elements in digital games, such as lootboxes. The project aimed not only to…
Recent advances have demonstrated the effectiveness of Reinforcement Learning (RL) in improving the reasoning capabilities of Large Language Models (LLMs). However, existing works inevitably rely on high-quality instructions and verifiable…
The Rubiks Cube, with its vast state space and sparse reward structure, presents a significant challenge for reinforcement learning (RL) due to the difficulty of reaching rewarded states. Previous research addressed this by propagating…