Related papers: ToriLLE: Learning Environment for Hand-to-Hand Com…
The advent of deep reinforcement learning (DRL) has significantly advanced the field of robotics, particularly in the control and coordination of quadruped robots. However, the complexity of real-world tasks often necessitates the…
Games are widely used as research environments for multi-agent reinforcement learning (MARL), but they pose three significant challenges: limited customization, high computational demands, and oversimplification. To address these issues, we…
MiBoard (Multiplayer Interactive Board Game) is an online, turn-based board game, which is a supplement of the iSTART (Interactive Strategy Training for Active Reading and Thinking) application. MiBoard is developed to test the hypothesis…
The development of deep reinforcement learning (DRL) has benefited from the emergency of a variety type of game environments where new challenging problems are proposed and new algorithms can be tested safely and quickly, such as Board…
The quality of opponent Artificial Intelligence (AI) in fighting videogames is crucial. Some other game genres can rely on their story or visuals, but fighting games are all about the adversarial experience. In this paper, we will introduce…
Designing the decision-making processes of artificial agents that are involved in competitive interactions is a challenging task. In a competitive scenario, the agent does not only have a dynamic environment but also is directly affected by…
The design of environments plays a critical role in shaping the development and evaluation of cooperative multi-agent reinforcement learning (MARL) algorithms. While existing benchmarks highlight critical challenges, they often lack the…
Multi-Agent Systems (MAS) is the study of multi-agent interactions in a shared environment. Communication for cooperation is a fundamental construct for sharing information in partially observable environments. Cooperative Multi-Agent…
There has been a recent explosion in the capabilities of game-playing artificial intelligence. Many classes of tasks, from video games to motor control to board games, are now solvable by fairly generic algorithms, based on deep learning…
We introduce Autoverse, an evolvable, domain-specific language for single-player 2D grid-based games, and demonstrate its use as a scalable training ground for Open-Ended Learning (OEL) algorithms. Autoverse uses cellular-automaton-like…
Reliable real-world deployment of reinforcement learning (RL) methods requires a nuanced understanding of their strengths and weaknesses and how they compare to those of humans. Human-machine systems are becoming more prevalent and the…
We introduce PokeLLMon, the first LLM-embodied agent that achieves human-parity performance in tactical battle games, as demonstrated in Pokemon battles. The design of PokeLLMon incorporates three key strategies: (i) In-context…
Consider $N$ players and $K$ games taking place simultaneously. Each of these games is modeled as a Tug-of-War (ToW) game where increasing the action of one player decreases the reward for all other players. Each player participates in only…
In typical reinforcement learning (RL), the environment is assumed given and the goal of the learning is to identify an optimal policy for the agent taking actions through its interactions with the environment. In this paper, we extend this…
This paper discusses the effects of social learning in training of game playing agents. The training of agents in a social context instead of a self-play environment is investigated. Agents that use the reinforcement learning algorithms are…
Game environments offer a unique opportunity for training virtual agents due to their interactive nature, which provides diverse play traces and affect labels. Despite their potential, no reinforcement learning framework incorporates human…
Acquiring complex behaviors is essential for artificially intelligent agents, yet learning these behaviors in high-dimensional settings poses a significant challenge due to the vast search space. Traditional reinforcement learning (RL)…
While AI systems have equaled or surpassed human performance in a wide variety of games such as Chess, Go, or Dota 2, describing these systems as truly "human-like" remains far-fetched. Despite their success, they fail to replicate the…
In this paper, we report our experience with ``TuringHotel'', a novel extension of the Turing Test based on interactions within mixed communities of Large Language Models (LLMs) and human participants. The classical one-to-one interaction…
We propose an interactive multimodal framework for language learning. Instead of being passively exposed to large amounts of natural text, our learners (implemented as feed-forward neural networks) engage in cooperative referential games…