Related papers: First Results from Using Game Refinement Measure a…
Current state-of-the-art supervised deep learning-based segmentation approaches have demonstrated superior performance in medical image segmentation tasks. However, such supervised approaches require fully annotated pixel-level ground-truth…
Learning Games (LGs) are educational environments based on a playful approach to learning. Their use has proven to be promising in many domains, but is at present restricted by the time consuming and costly nature of the developing process.…
Data visualizations are standard tools for assessing and communicating risks. However, it is not always clear which designs are optimal or how encoding choices might influence risk perception and decision-making. In this paper, we report…
Learning in games refers to scenarios where multiple players interact in a shared environment, each aiming to minimize their regret. An equilibrium can be computed at a fast rate of $O(1/T)$ when all players follow the optimistic…
Large Language Models (LLMs) consistently benefit from scaled Chain-of-Thought (CoT) reasoning, but also suffer from heavy computational overhead. To address this issue, efficient reasoning aims to incentivize short yet accurate thinking…
We study variants of a stochastic game inspired by backgammon where players may propose to double the stake, with the game state dictated by a one-dimensional random walk. Our variants allow for different numbers of proposals and different…
Continual learning is inherently a constrained learning problem. The goal is to learn a predictor under a no-forgetting requirement. Although several prior studies formulate it as such, they do not solve the constrained problem explicitly.…
Today's robots are increasingly interacting with people and need to efficiently learn inexperienced user's preferences. A common framework is to iteratively query the user about which of two presented robot trajectories they prefer. While…
Despite the prevalence of retrieval-augmented language models (RALMs), the seamless integration of these models with retrieval mechanisms to enhance performance in document-based tasks remains challenging. While some post-retrieval…
Approachability has become a standard tool in analyzing earning algorithms in the adversarial online learning setup. We develop a variant of approachability for games where there is ambiguity in the obtained reward that belongs to a set,…
In training speech recognition systems, labeling audio clips can be expensive, and not all data is equally valuable. Active learning aims to label only the most informative samples to reduce cost. For speech recognition, confidence scores…
Motivated by the question of how a principal can maximize its utility in repeated interactions with a learning agent, we study repeated games between an principal and an agent employing a mean-based learning algorithm. Prior work has shown…
In reinforcement learning episodes, the rewards and punishments are often non-deterministic, and there are invariably stochastic elements governing the underlying situation. Such stochastic elements are often numerous and cannot be known in…
The ongoing debate on whether reinforcement learning with verifiable rewards (RLVR) expands or shrinks the reasoning capabilities of large language models (LLMs) remains unresolved. Some studies contend that RLVR mainly improves sampling…
Skat is a fascinating combinatorial card game, show-casing many of the intrinsic challenges for modern AI systems such as cooperative and adversarial behaviors (among the players), randomness (in the deal), and partial knowledge (due to…
Scribble-supervised semantic segmentation has gained much attention recently for its promising performance without high-quality annotations. Due to the lack of supervision, confident and consistent predictions are usually hard to obtain.…
The last decade has seen a revival of interest in pebble games in the context of proof complexity. Pebbling has proven a useful tool for studying resolution-based proof systems when comparing the strength of different subsystems, showing…
Continual learning (CL) seeks to mitigate catastrophic forgetting when models are trained with sequential tasks. A common approach, experience replay (ER), stores past exemplars but only sparsely approximates the data distribution, yielding…
Reinforcement learning (RL) promises to expand the capabilities of language models, but it is unclear if current RL techniques promote the discovery of novel behaviors, or simply sharpen those already present in the base model. In this…
The game show Lucky 13 differs from other television game shows in that contestants are required to place a bet on their own knowledge of trivia by selecting a range that contains the number of questions that they answered correctly. We…