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Machine learning techniques are currently used extensively for automating various cybersecurity tasks. Most of these techniques utilize supervised learning algorithms that rely on training the algorithm to classify incoming data into…
Fighting games such as Street Fighter II present unique challenges to reinforcement learning (RL) agents due to their fast-paced, real-time nature. In most RL frameworks, agents are hard-coded to make decisions at a fixed interval,…
We introduce a real-time strategy game environment based on Generals.io, a game with thousands of weekly active players. Our environment is fully compatible with Gymnasium and PettingZoo and is capable of running thousands of frames per…
This research provides a comprehensive overview of adversarial attacks on AI and ML models, exploring various attack types, techniques, and their potential harms. We also delve into the business implications, mitigation strategies, and…
Player modelling is the field of study associated with understanding players. One pursuit in this field is affect prediction: the ability to predict how a game will make a player feel. We present novel improvements to affect prediction by…
Recent advances in adversarial machine learning have shown that defenses considered to be robust are actually susceptible to adversarial attacks which are specifically customized to target their weaknesses. These defenses include Barrage of…
In many real-world games, such as traders repeatedly bargaining with customers, it is very hard for a single AI trader to make good deals with various customers in a few turns, since customers may adopt different strategies even the…
Board games, with the exception of solo games, need at least one other player to play. Because of this, we created Artificial Intelligent (AI) agents to play against us when an opponent is missing. These AI agents are created in a number of…
Jumping has been an important mechanic since its introduction in Donkey Kong. It has taken a variety of forms and shown up in numerous games, with each jump having a different feel. In this paper, we use a modified Nintendo Entertainment…
Autonomous systems have achieved superhuman performance in isolation or simulation, yet they remain brittle in shared, dynamic real-world spaces. This failure stems from the dominant single-agent paradigm for physical applications, where…
Recent advances in Large Language Models (LLMs) have demonstrated their potential as autonomous agents across various tasks. One emerging application is the use of LLMs in playing games. In this work, we explore a practical problem for the…
This paper presents an algorithmic framework for learning robust policies in asymmetric imperfect-information games, where the joint reward could depend on the uncertain opponent type (a private information known only to the opponent itself…
Given the increase in cybercrime, cybersecurity analysts (i.e. Defenders) are in high demand. Defenders must monitor an organization's network to evaluate threats and potential breaches into the network. Adversary simulation is commonly…
The development of deep reinforcement learning (DRL) has benefited from the emergency of a variety type of game environments where new challenging problems are proposed and new algorithms can be tested safely and quickly, such as Board…
Remaining competitive in future conflicts with technologically-advanced competitors requires us to accelerate our research and development in artificial intelligence (AI) for wargaming. More importantly, leveraging machine learning for…
The incredible feats of athleticism demonstrated by humans are made possible in part by a vast repertoire of general-purpose motor skills, acquired through years of practice and experience. These skills not only enable humans to perform…
Generative Adversarial Networks (GANs) are a machine learning approach capable of generating novel example outputs across a space of provided training examples. Procedural Content Generation (PCG) of levels for video games could benefit…
Recent advances in reinforcement learning with social agents have allowed such models to achieve human-level performance on specific interaction tasks. However, most interactive scenarios do not have a version alone as an end goal; instead,…
We prove RE-completeness (and thus undecidability) of several 2D games in the Super Mario Bros. platform video game series: the New Super Mario Bros. series (original, Wii, U, and 2), and both Super Mario Maker games in all five game styles…
Asymmetrical multiplayer (AMP) game is a popular game genre which involves multiple types of agents competing or collaborating with each other in the game. It is difficult to train powerful agents that can defeat top human players in AMP…