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The enactive approach to cognition is typically proposed as a viable alternative to traditional cognitive science. Enactive cognition displaces the explanatory focus from the internal representations of the agent to the direct sensorimotor…
Protecting against adversarial attacks is a common multiagent problem. Attackers in the real world are predominantly human actors, and the protection methods often incorporate opponent models to improve the performance when facing humans.…
Given the recent impact of Deep Reinforcement Learning in training agents to win complex games like StarCraft and DoTA(Defense Of The Ancients) - there has been a surge in research for exploiting learning based techniques for professional…
Reinforcement learning has enabled agents to solve challenging tasks in unknown environments. However, manually crafting reward functions can be time consuming, expensive, and error prone to human error. Competing objectives have been…
This paper addresses the dynamic difficulty adjustment on MOBA games as a way to improve the player's entertainment. Although MOBA is currently one of the most played genres around the world, it is known as a game that offer less autonomy,…
Traditional approaches to training agents have generally involved a single, deterministic environment of minimal complexity to solve various tasks such as robot locomotion or computer vision. However, agents trained in static environments…
Agentic AI systems, specifically LLM-driven agents that plan, invoke tools, maintain persistent memory, and delegate tasks to peer agents via protocols such as MCP and A2A, introduce a threat surface that differs materially from standalone…
Machine learning is a powerful tool enabling full automation of a huge number of tasks without explicit programming. Despite recent progress of machine learning in different domains, these models have shown vulnerabilities when they are…
Autonomously trained agents that are supposed to play video games reasonably well rely either on fast simulation speeds or heavy parallelization across thousands of machines running concurrently. This work explores a third way that is…
Autonomous artificial agents must be able to learn behaviors in complex environments without humans to design tasks and rewards. Designing these functions for each environment is not feasible, thus, motivating the development of intrinsic…
We study multiplayer turn-based timed games with reachability objectives. In particular, we are interested in the notion of subgame perfect equilibrium (SPE). We prove that deciding the constrained existence of an SPE in this setting is…
In this work we give a case study of an embodied machine-learning (ML) powered agent that improves itself via interactions with crowd-workers. The agent consists of a set of modules, some of which are learned, and others heuristic. While…
In a multi-agent system, transitioning from a centralized to a distributed decision-making strategy can introduce vulnerability to adversarial manipulation. We study the potential for adversarial manipulation in a class of graphical…
We introduce a modular harness design for LLM agents that composes of perception, memory, and reasoning components, enabling a single LLM or VLM backbone to tackle a wide spectrum of multi turn gaming environments without domain-specific…
AI-based defensive solutions are necessary to defend networks and information assets against intelligent automated attacks. Gathering enough realistic data for training machine learning-based defenses is a significant practical challenge.…
Powerful artificial intelligence systems are often used in settings where they must interact with agents that are computationally much weaker, for example when they work alongside humans or operate in complex environments where some tasks…
Recent advancements in multi-agent reinforcement learning (MARL) have opened up vast application prospects, such as swarm control of drones, collaborative manipulation by robotic arms, and multi-target encirclement. However, potential…
Text-based games -- in which an agent interacts with the world through textual natural language -- present us with the problem of combinatorially-sized action-spaces. Most current reinforcement learning algorithms are not capable of…
In this work, we adapt a training approach inspired by the original AlphaGo system to play the imperfect information game of Reconnaissance Blind Chess. Using only the observations instead of a full description of the game state, we first…
Self-driving software pipelines include components that are learned from a significant number of training examples, yet it remains challenging to evaluate the overall system's safety and generalization performance. Together with scaling up…