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Player-Compatible Equilibrium (PCE) imposes cross-player restrictions on the magnitudes of the players' "trembles" onto different strategies. These restrictions capture the idea that trembles correspond to deliberate experiments by agents…
Learning natural and diverse behaviors from human motion datasets remains challenging in physics-based character control. Existing conditional adversarial models often suffer from tight and biased embedding distributions where embeddings…
Generalization and adaptation of learned skills to novel situations is a core requirement for intelligent autonomous robots. Although contextual reinforcement learning provides a principled framework for learning and generalization of…
This work explores learning agent-agnostic synthetic environments (SEs) for Reinforcement Learning. SEs act as a proxy for target environments and allow agents to be trained more efficiently than when directly trained on the target…
Speech enhancement (SE) performance has improved considerably owing to the use of deep learning models as a base function. Herein, we propose a perceptual contrast stretching (PCS) approach to further improve SE performance. The PCS is…
Students in online courses generate large amounts of data that can be used to personalize the learning process and improve quality of education. In this paper, we present the Latent Skill Embedding (LSE), a probabilistic model of students…
In multi-agent games, the complexity of the environment can grow exponentially as the number of agents increases, so it is particularly challenging to learn good policies when the agent population is large. In this paper, we introduce…
In the trial-and-error mechanism of reinforcement learning (RL), a notorious contradiction arises when we expect to learn a safe policy: how to learn a safe policy without enough data and prior model about the dangerous region? Existing…
Skill libraries enable large language model agents to reuse experience from past interactions, but most existing libraries store skills as isolated entries and retrieve them only by semantic similarity. This leads to two key challenges for…
In recent years, epidemic policy-making models are increasingly being used to provide reference for governors on prevention and control policies against catastrophic epidemics such as SARS, H1N1 and COVID-19. Existing studies are currently…
Reinforcement learning has shown great promise in robotics thanks to its ability to develop efficient robotic control procedures through self-training. In particular, reinforcement learning has been successfully applied to solving the…
Agent skills today are static artifact: authored once -- by human curation or one-shot generation from parametric knowledge -- and then consumed unchanged, with no mechanism to improve from real use. We propose \textbf{SkillEvolver}, a…
End-to-end deep reinforcement learning has enabled agents to learn with little preprocessing by humans. However, it is still difficult to learn stably and efficiently because the learning method usually uses a nonlinear function…
Evaluating the step-by-step reliability of large language model (LLM) reasoning, such as Chain-of-Thought, remains challenging due to the difficulty and cost of obtaining high-quality step-level supervision. In this paper, we introduce…
Continual Learning (CL) aims at incrementally learning new tasks without forgetting the knowledge acquired from old ones. Experience Replay (ER) is a simple and effective rehearsal-based strategy, which optimizes the model with current…
Scalability issue plays a crucial role in productionizing modern recommender systems. Even lightweight architectures may suffer from high computational overload due to intermediate calculations, limiting their practicality in real-world…
Reinforcement learning has been explored for many problems, from video games with deterministic environments to portfolio and operations management in which scenarios are stochastic; however, there have been few attempts to test these…
On a 300-persona life-simulation benchmark, pcsp achieves compositional zero-shot persona identification up to 17x above chance, Spearman rho approx 0.73 semantic-behavioral alignment, and 22x faster inference than an LLM-as-policy…
Text-based games are a popular testbed for language-based reinforcement learning (RL). In previous work, deep Q-learning is commonly used as the learning agent. Q-learning algorithms are challenging to apply to complex real-world domains…
This paper describes an architecture for controlling non-player characters (NPC) in the First Person Shooter (FPS) game Unreal Tournament 2004. Specifically, the DRE-Bot architecture is made up of three reinforcement learners, Danger,…