Related papers: Deceptive Games
While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game…
Large Language Model (LLM) agents are increasingly used in many applications, raising concerns about their safety. While previous work has shown that LLMs can deceive in controlled tasks, less is known about their ability to deceive using…
The General Video Game AI (GVGAI) competition and its associated software framework provides a way of benchmarking AI algorithms on a large number of games written in a domain-specific description language. While the competition has seen…
Differential game logic (dGL) is a logic for specifying and verifying properties of hybrid games, i.e. games that combine discrete, continuous, and adversarial dynamics. Unlike hybrid systems, hybrid games allow choices in the system…
In the theory of multi-agent systems, deception refers to the strategic manipulation of information to influence the behavior of other agents, ultimately altering the long-term dynamics of the entire system. Recently, this concept has been…
There is an increasing need for young people to become critically AI literate, understanding not only how AI works but also its limitations and ethical nuances. Yet, designing learning experiences that make such complex, serious topics…
Deceptive patterns, dark patterns, and manipulative user interfaces (UI) are a widely used design strategy that manipulates users to act against their own interests in pursuit of shareholder aims. These patterns may particularly affect…
The growing popularity of social deduction games has created an increasing need for intelligent frameworks where humans can collaborate with AI agents, particularly in post-pandemic contexts with heightened psychological and social…
Deceptive patterns are often used in interface design to manipulate users into taking actions they would not otherwise take, such as consenting to excessive data collection. We present Trickery, a narrative serious game that incorporates…
This paper proposes Competing Mechanism Games Played Through Agent (CMGPTA), an extension of the GPTA (Prat and Rustichini (2003)), where a Principal can offer any arbitrary mechanism that specifies a transfer schedule for each agent…
Letting AI agents interact in multi-agent applications adds a layer of complexity to the interpretability and prediction of AI outcomes, with profound implications for their trustworthy adoption in research and society. Game theory offers…
An increasingly common socio-technical problem is people being taken in by offers that sound ``too good to be true'', where persuasion and trust shape decision-making. This paper investigates how \abr{ai} can help detect these deceptive…
Although General Game Playing (GGP) systems can facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often computationally inefficient and somewhat specialised to a specific class of games. However, since…
With the increasing sophistication of attacks on cyber-physical systems, deception has emerged as an effective tool to improve system security and safety by obfuscating the attacker's perception. In this paper, we present a solution to the…
The task of managing general game playing in a multi-agent system is the problem addressed in this paper. It is considered to be done by an agent. There are many reasons for constructing such an agent, called general game management agent.…
Deception is prevalent in human social settings. However, studies into the effect of deception on reinforcement learning algorithms have been limited to simplistic settings, restricting their applicability to complex real-world problems.…
Many games often share common ideas or aspects between them, such as their rules, controls, or playing area. However, in the context of General Game Playing (GGP) for board games, this area remains under-explored. We propose to formalise…
Large language models now possess human-level linguistic abilities in many contexts. This raises the concern that they can be used to deceive and manipulate on unprecedented scales, for instance spreading political misinformation on social…
Guessing games are a prototypical instance of the "learning by interacting" paradigm. This work investigates how well an artificial agent can benefit from playing guessing games when later asked to perform on novel NLP downstream tasks such…
Deceptive patterns are design practices embedded in digital platforms to manipulate users, representing a widespread and long-standing issue in the web and mobile software development industry. Legislative actions highlight the urgency of…