Related papers: First Results from Using Game Refinement Measure a…
We introduce a quantitative framework for separating skill and chance in games by modeling them as complementary sources of control over stochastic decision trees. We define the Skill-Luck Index S(G) in [-1, 1] by decomposing game outcomes…
We introduce the notion of a reproducible algorithm in the context of learning. A reproducible learning algorithm is resilient to variations in its samples -- with high probability, it returns the exact same output when run on two samples…
Scribble-based weakly supervised semantic segmentation leverages only a few annotated pixels as labels to train a segmentation model, presenting significant potential for reducing the human labor involved in the annotation process. This…
Self-supervised contrastive learning (CL) has achieved state-of-the-art performance in representation learning by minimizing the distance between positive pairs while maximizing that of negative ones. Recently, it has been verified that the…
The use of children's drawings to examining their conceptual understanding has been proven to be an effective method, but there are two major problems with previous research: 1. The content of the drawings heavily relies on the task, and…
We study how reasoning evolves in a language model -- from supervised fine-tuning (SFT) to reinforcement learning (RL) -- by analyzing how a set of theoretically-inspired datasets influences language model performance in chess. We find that…
Machine learning has achieved remarkable success across a wide range of applications, yet many of its most effective methods rely on access to large amounts of labeled data or extensive online interaction. In practice, acquiring…
We examine the problem of regret minimization when the learner is involved in a continuous game with other optimizing agents: in this case, if all players follow a no-regret algorithm, it is possible to achieve significantly lower regret…
We introduce Coarse Q-learning (CQL), a reinforcement-learning model for bandit problems with stochastically varying menus. Alternatives are exogenously partitioned into similarity classes, and feedback from sampled alternatives is pooled…
Figurative drawing is a skill that takes time to learn, and evolves during different childhood phases that begin with scribbling and end with representational drawing. Between these phases, it is difficult to assess when and how children…
In imperfect information games, the evaluation of a game state not only depends on the observable world but also relies on hidden parts of the environment. As accessing the obstructed information trivialises state evaluations, one approach…
This paper discusses the effects of social learning in training of game playing agents. The training of agents in a social context instead of a self-play environment is investigated. Agents that use the reinforcement learning algorithms are…
Contrastive learning, along with its variations, has been a highly effective self-supervised learning method across diverse domains. Contrastive learning measures the distance between representations using cosine similarity and uses…
A fundamental challenge in interactive learning and decision making, ranging from bandit problems to reinforcement learning, is to provide sample-efficient, adaptive learning algorithms that achieve near-optimal regret. This question is…
Learning processes in games explain how players grapple with one another in seeking an equilibrium. We study a natural model of learning based on individual gradients in two-player continuous games. In such games, the arguably natural…
The aim of this study is to construct and compose an instructional design in combinatorial learning, particularly in the concept of counting. A composed design is expected to optimize students' combinatorial-thinking skill. This research…
While reinforcement learning (RL) has been successful in natural language processing (NLP) domains such as dialogue generation and text-based games, it typically faces the problem of sparse rewards that leads to slow or no convergence.…
Reinforcement learning with verifiable rewards (RLVR) scales the reasoning ability of large language models (LLMs) but remains bottlenecked by limited labeled samples for continued data scaling. Reinforcement learning with intrinsic rewards…
As evaluation designs of large language models may shape our trajectory toward artificial general intelligence, comprehensive and forward-looking assessment is essential. Existing benchmarks primarily assess static knowledge, while…
Optimizing data movements during program executions is essential for achieving high performance in modern computing systems. This has been classically modeled with the Red-Blue Pebble Game and its variants. In existing models, it is…