Related papers: First Results from Using Game Refinement Measure a…
Reward-biased maximum likelihood estimation (RBMLE) is a classic principle in the adaptive control literature for tackling explore-exploit trade-offs. This paper studies the stochastic contextual bandit problem with general bounded reward…
Games can be a powerful tool for learning about statistical methodology. Effective game design involves a fine balance between caricature and realism, to simultaneously illustrate salient concepts in a controlled setting and serve as a…
Rehearsal is one of the key techniques for mitigating catastrophic forgetting and has been widely adopted in continual learning algorithms due to its simplicity and practicality. However, the theoretical understanding of how rehearsal scale…
What makes a good Large Language Model (LLM)? That it performs well on the relevant benchmarks -- which hopefully measure, with some validity, the presence of capabilities that are also challenged in real application. But what makes the…
Scholastic trivia competitions test knowledge and intelligence through mastery of question answering. Modern question answering benchmarks are one variant of the Turing test. Specifically, answering a set of questions as well as a human is…
This paper focuses on procedurally generating rules and communicating them to players to adjust the difficulty. This is part of a larger project to collect and adapt games in educational games for young children using a digital puzzle game…
A problem faced by many instructors is that of designing exams that accurately assess the abilities of the students. Typically these exams are prepared several days in advance, and generic question scores are used based on rough…
Spiro, Surya and Zeng (Electron. J. Combin. 2023; arXiv:2207.11272) recently studied a semi-restricted variant of the well-known game Rock, Paper, Scissors; in this variant the game is played for $3n$ rounds, but one of the two players is…
In this paper, we propose a method for class-incremental learning of potentially overlapping sounds for solving a sequence of multi-label audio classification tasks. We design an incremental learner that learns new classes independently of…
Continual learning, the setting where a learning agent is faced with a never ending stream of data, continues to be a great challenge for modern machine learning systems. In particular the online or "single-pass through the data" setting…
LLM self-play algorithms are notable in that, in principle, nothing bounds their learning: a Conjecturer model creates problems for a Solver, and both improve together. However, in practice, existing LLM self-play methods do not scale well…
We examine three evaluation paradigms: standard benchmarks (e.g., MMLU and BBH), interactive games (e.g., Signalling Games or Taboo), and cognitive tests (e.g., for working memory or theory of mind). First, we investigate which of the…
Conveying complex objectives to reinforcement learning (RL) agents often requires meticulous reward engineering. Preference-based RL methods are able to learn a more flexible reward model based on human preferences by actively incorporating…
Instruction-following is a fundamental capability of language models, requiring the model to recognize even the most subtle requirements in the instructions and accurately reflect them in its output. Such an ability is well-suited for and…
With the constraint of a no regret follower, will the players in a two-player Stackelberg game still reach Stackelberg equilibrium? We first show when the follower strategy is either reward-average or transform-reward-average, the two…
We study a class of constrained reinforcement learning (RL) problems in which multiple constraint specifications are not identified before training. It is challenging to identify appropriate constraint specifications due to the undefined…
Defining and measuring decision-making styles, also known as playstyles, is crucial in gaming, where these styles reflect a broad spectrum of individuality and diversity. However, finding a universally applicable measure for these styles…
Imperfect-Information Extensive-Form Games (IIEFGs) is a prevalent model for real-world games involving imperfect information and sequential plays. The Extensive-Form Correlated Equilibrium (EFCE) has been proposed as a natural solution…
We developed a self-assessment tool for computing students in higher education to measure their Creative Problem Solving skills. Our survey encompasses 7 dimensions of creativity, based on existing validated scales and conducted focus…
Reinforcement learning methods have recently been very successful at performing complex sequential tasks like playing Atari games, Go and Poker. These algorithms have outperformed humans in several tasks by learning from scratch, using only…