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The donation game is a well-established framework for studying the emergence and evolution of cooperation in multi-agent systems. The cooperative behavior can be influenced by the environmental noise in partially observable settings and by…
The game of monopoly is an adversarial multi-agent domain where there is no fixed goal other than to be the last player solvent, There are useful subgoals like monopolizing sets of properties, and developing them. There is also a lot of…
Multiagent systems appear in most social, economical, and political situations. In the present work we extend the Deep Q-Learning Network architecture proposed by Google DeepMind to multiagent environments and investigate how two agents…
This paper investigates a class of games with large strategy spaces, motivated by challenges in AI alignment and language games. We introduce the hidden game problem, where for each player, an unknown subset of strategies consistently…
Recent work in reinforcement learning demonstrated that learning solely through self-play is not only possible, but could also result in novel strategies that humans never would have thought of. However, optimization methods cast as a game…
MOBA games, e.g., Dota2 and Honor of Kings, have been actively used as the testbed for the recent AI research on games, and various AI systems have been developed at the human level so far. However, these AI systems mainly focus on how to…
We explore a new way to evaluate generative models using insights from evaluation of competitive games between human players. We show experimentally that tournaments between generators and discriminators provide an effective way to evaluate…
To be helpful assistants, AI agents must be aware of their own capabilities and limitations. This includes knowing when to answer from parametric knowledge versus using tools, when to trust tool outputs, and when to abstain or hedge. Such…
Understanding the evolution of human social systems requires flexible formalisms for the emergence of institutions. Although game theory is normally used to model interactions individually, larger spaces of games can be helpful for modeling…
Regulation of advanced technologies such as Artificial Intelligence (AI) has become increasingly important, given the associated risks and apparent ethical issues. With the great benefits promised from being able to first supply such…
We study the dynamics and resulting score distribution of three-agent games where after each competition a single agent wins and scores a point. A single competition is described by a triplet of numbers $p$, $t$ and $q$ denoting the…
Evolutionary Game Theory (EGT) and Artificial Intelligence (AI) are two fields that, at first glance, might seem distinct, but they have notable connections and intersections. The former focuses on the evolution of behaviors (or strategies)…
Cellular automata (CA) captivate researchers due to teh emergent, complex individualized behavior that simple global rules of interaction enact. Recent advances in the field have combined CA with convolutional neural networks to achieve…
This paper presents a new AI challenge, the Tales of Tribute AI Competition (TOTAIC), based on a two-player deck-building card game released with the High Isle chapter of The Elder Scrolls Online. Currently, there is no other AI competition…
Text-based games(TBG) are complex environments which allow users or computer agents to make textual interactions and achieve game goals.In TBG agent design and training process, balancing the efficiency and performance of the agent models…
This paper studies algorithmic decision-making under human's strategic behavior, where a decision maker uses an algorithm to make decisions about human agents, and the latter with information about the algorithm may exert effort…
When solving two-player zero-sum games, multi-agent reinforcement learning (MARL) algorithms often create populations of agents where, at each iteration, a new agent is discovered as the best response to a mixture over the opponent…
Learning to communicate through interaction, rather than relying on explicit supervision, is often considered a prerequisite for developing a general AI. We study a setting where two agents engage in playing a referential game and, from…
In this paper, we evolve a card-choice strategy for the arena mode of Legends of Code and Magic, a programming game inspired by popular collectible card games like Hearthstone or TES: Legends. In the arena game mode, before each match, a…
We study the design of effort-maximizing grading schemes between agents with private abilities. Assuming agents derive value from the information their grade reveals about their ability, we find that more informative grading schemes induce…