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Recent advances in game AI, such as AlphaZero and Ath\'enan, have achieved superhuman performance across a wide range of board games. While highly powerful, these agents are ill-suited for human-AI interaction, as they consistently…
Real Time Strategy (RTS) games require macro strategies as well as micro strategies to obtain satisfactory performance since it has large state space, action space, and hidden information. This paper presents a novel hierarchical…
LLM-powered applications routinely embed secrets in system prompts, yet models can be tricked into revealing them. We built an adaptive attacker that evolves its strategies over hundreds of rounds and tested it against nine defense…
Deep neural networks are widely used in various fields because of their powerful performance. However, recent studies have shown that deep learning models are vulnerable to adversarial attacks, i.e., adding a slight perturbation to the…
Deep reinforcement learning (RL) policies are known to be vulnerable to adversarial perturbations to their observations, similar to adversarial examples for classifiers. However, an attacker is not usually able to directly modify another…
In order perform a large variety of tasks and to achieve human-level performance in complex real-world environments, Artificial Intelligence (AI) Agents must be able to learn from their past experiences and gain both knowledge and an…
Malicious software (malware) is a major cyber threat that has to be tackled with Machine Learning (ML) techniques because millions of new malware examples are injected into cyberspace on a daily basis. However, ML is vulnerable to attacks…
Multi-turn, multi-agent LLM game evaluations often exhibit substantial run-to-run variance. In long-horizon interactions, small early deviations compound across turns and are amplified by multi-agent coupling. This biases win rate estimates…
The Resistance: Avalon is a partially observable social deduction game. This area of AI game playing is fairly undeveloped. Implementing an AI for this game involves multiple components specific to each phase as well as role in the game. In…
AI Agents can perform complex operations at great speed, but just like all the humans we have ever hired, their intelligence remains fallible. Miscommunications aren't noticed, systemic biases have no counter-action, and inner monologues…
We present an approach for agents to learn representations of a global map from sensor data, to aid their exploration in new environments. To achieve this, we embed procedures mimicking that of traditional Simultaneous Localization and…
Adversary emulation tools facilitate scripting and automated execution of cyber attack chains, thereby reducing costs and manual expert effort required for security testing, cyber exercises, and intrusion detection research. However, due to…
We present Meta MMO, a collection of many-agent minigames for use as a reinforcement learning benchmark. Meta MMO is built on top of Neural MMO, a massively multiagent environment that has been the subject of two previous NeurIPS…
In recent years, agents have become capable of communicating seamlessly via natural language and navigating in environments that involve cooperation and competition, a fact that can introduce social dilemmas. Due to the interleaving of…
Recently, there have been several high-profile achievements of agents learning to play games against humans and beat them. In this paper, we study the problem of training intelligent agents in service of game development. Unlike the agents…
Failure and resilience are important aspects of gameplay. This is especially important for serious and competitive games, where players need to adapt and cope with failure frequently. In such situations, emotion regulation -- the active…
To make AI systems broadly useful for challenging real-world tasks, we need them to learn complex human goals and preferences. One approach to specifying complex goals asks humans to judge during training which agent behaviors are safe and…
Adversarial attacks have exposed a significant security vulnerability in state-of-the-art machine learning models. Among these models include deep reinforcement learning agents. The existing methods for attacking reinforcement learning…
In a facility game one or more facilities are placed in a metric space to serve a set of selfish agents whose addresses are their private information. In a classical facility game, each agent wants to be as close to a facility as possible,…
To enable embodied agents to operate effectively over extended timeframes, it is crucial to develop models that form and access memories to stay contextualized in their environment. In the current paradigm of training transformer-based…