Related papers: SAI, a Sensible Artificial Intelligence that plays…
In order perform a large variety of tasks and to achieve human-level performance in complex real-world environments, Artificial Intelligence (AI) Agents must be able to learn from their past experiences and gain both knowledge and an…
The balancing process for game levels in a competitive two-player context involves a lot of manual work and testing, particularly in non-symmetrical game levels. In this paper, we propose an architecture for automated balancing of…
Recent work in deep reinforcement learning has allowed algorithms to learn complex tasks such as Atari 2600 games just from the reward provided by the game, but these algorithms presently require millions of training steps in order to…
We study online reinforcement learning in average-reward stochastic games (SGs). An SG models a two-player zero-sum game in a Markov environment, where state transitions and one-step payoffs are determined simultaneously by a learner and an…
Model-free reinforcement learning (RL) can be used to learn effective policies for complex tasks, such as Atari games, even from image observations. However, this typically requires very large amounts of interaction -- substantially more,…
This paper investigates multimodal agents, in particular, OpenAI's Computer-User Agent (CUA), trained to control and complete tasks through a standard computer interface, similar to humans. We evaluated the agent's performance on the New…
Deploying large language model (LLM) agents in shared environments introduces a fundamental tension between individual alignment and collective stability: locally rational decisions can impose negative externalities that degrade…
Reinforcement learning has exceeded human-level performance in game playing AI with deep learning methods according to the experiments from DeepMind on Go and Atari games. Deep learning solves high dimension input problems which stop the…
In many board games and other abstract games, patterns have been used as features that can guide automated game-playing agents. Such patterns or features often represent particular configurations of pieces, empty positions, etc., which may…
The balancing process for game levels in competitive two-player contexts involves a lot of manual work and testing, particularly for non-symmetrical game levels. In this work, we frame game balancing as a procedural content generation task…
In this paper, a novel racing environment for OpenAI Gym is introduced. This environment operates with continuous action- and state-spaces and requires agents to learn to control the acceleration and steering of a car while navigating a…
Artificial Intelligence frameworks should allow for ever more autonomous and general systems in contrast to very narrow and restricted (human pre-defined) domain systems, in analogy to how the brain works. Self-constructive Artificial…
Multiplayer Online Battle Arena (MOBA) is one of the most successful game genres. MOBA games such as League of Legends have competitive environments where players race for their rank. In most MOBA games, a player's rank is determined by the…
The use of reward functions to structure AI learning and decision making is core to the current reinforcement learning paradigm; however, without careful design of reward functions, agents can learn to solve problems in ways that may be…
Large language model (LLM) agents deployed in unknown environments must learn task structure at test time, but current approaches require thousands of interactions to form useful hypotheses. We present Sensi, an LLM agent architecture for…
Reinforcement learning has shown an outstanding performance in the applications of games, particularly in Atari games as well as Go. Based on these successful examples, we attempt to apply one of the well-known reinforcement learning…
The study of learning in games typically assumes that each player always has access to all of their actions. However, in many practical scenarios, players' available actions might be restricted due to exogenous stochasticity. To model this…
When training artificial intelligence for games encompassing multiple roles, the development of a generalized model capable of controlling any character within the game presents a viable option. This strategy not only conserves…
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…
Deep reinforcement learning has generated superhuman AI in competitive games such as Go and StarCraft. Can similar learning techniques create a superior AI teammate for human-machine collaborative games? Will humans prefer AI teammates that…