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In real-time strategy (RTS) game artificial intelligence research, various multi-agent deep reinforcement learning (MADRL) algorithms are widely and actively used nowadays. Most of the research is based on StarCraft II environment because…
We propose a player rating mechanism for Counter-Strike: Global Offensive (CS ), a popular e-sport, by analyzing players' Plus/Minus values. The Plus/Minus value represents the average point difference between a player's team and the…
We investigate the sample-memory-pass trade-offs for pure exploration in multi-pass streaming multi-armed bandits (MABs) with the *a priori* knowledge of the optimality gap $\Delta_{[2]}$. Here, and throughout, the optimality gap…
Fully convolutional neural networks have made promising progress in joint liver and liver tumor segmentation. Instead of following the debates over 2D versus 3D networks (for example, pursuing the balance between large-scale 2D pretraining…
We explore a class of stochastic multiplayer games where each player in the game aims to optimize its objective under uncertainty and adheres to some expectation constraints. The study employs an offline learning paradigm, leveraging a…
The divide and conquer strategy, which breaks a massive data set into a se- ries of manageable data blocks, and then combines the independent results of data blocks to obtain a final decision, has been recognized as a state-of-the-art…
Data slice finding is an emerging technique for validating machine learning (ML) models by identifying and analyzing subgroups in a dataset that exhibit poor performance, often characterized by distinct feature sets or descriptive metadata.…
We provide a winning strategy for sums of games of MARK-t, an impartial game played on the nonnegative integers where each move consists of subtraction by an integer between 1 and t-1 inclusive, or division by t, rounding down when…
Partitioning large machine learning models across distributed accelerator systems is a complex process, requiring a series of interdependent decisions that are further complicated by internal sharding ambiguities. Consequently, existing…
In many games, moves consist of several decisions made by the player. These decisions can be viewed as separate moves, which is already a common practice in multi-action games for efficiency reasons. Such division of a player move into a…
In an increasing number of domains it has been demonstrated that deep learning models can be trained using relatively large batch sizes without sacrificing data efficiency. However the limits of this massive data parallelism seem to differ…
Deep reinforcement learning (DRL) has effectively enhanced gameplay experiences and game design across various game genres. However, few studies on fighting game agents have focused explicitly on enhancing player enjoyment, a critical…
It is a known phenomenon that adversarial robustness comes at a cost to natural accuracy. To improve this trade-off, this paper proposes an ensemble approach that divides a complex robust-classification task into simpler subtasks.…
Sabotage games are played on a dynamic graph, in which one agent, called a runner, attempts to reach a goal state, while being obstructed by a demon who at each round removes an edge from the graph. Sabotage modal logic was proposed to…
We study the problem of identifying the best arm in a stochastic multi-armed bandit game. Given a set of $n$ arms indexed from $1$ to $n$, each arm $i$ is associated with an unknown reward distribution supported on $[0,1]$ with mean…
Data analytics in sports is crucial to evaluate the performance of single players and the whole team. The literature proposes a number of tools for both offence and defence scenarios. Data coming from tracking location of players, in this…
We investigate an evolutionary multi-objective approach to good micro for real-time strategy games. Good micro helps a player win skirmishes and is one of the keys to developing better real-time strategy game play. In prior work, the same…
In this paper we introduce the novel framework of distributionally robust games. These are multi-player games where each player models the state of nature using a worst-case distribution, also called adversarial distribution. Thus each…
Moves in chess games are usually analyzed on a case-by-case basis by professional players, but thanks to the availability of large game databases, we can envision another approach of the game. Here, we indeed adopt a very different point of…
Multiplayer Online Battle Arena (MOBA) games have received increasing worldwide popularity recently. In such games, players compete in teams against each other by controlling selected game avatars, each of which is designed with different…