Related papers: High-Level Strategy Selection under Partial Observ…
Adequate strategizing of agents behaviors is essential to solving cooperative MARL problems. One intuitively beneficial yet uncommon method in this domain is predicting agents future behaviors and planning accordingly. Leveraging this…
Reinforcement learning (RL) is an area of research that has blossomed tremendously in recent years and has shown remarkable potential for artificial intelligence based opponents in computer games. This success is primarily due to the vast…
We propose a multi-agent distributed reinforcement learning algorithm that balances between potentially conflicting short-term reward and sparse, delayed long-term reward, and learns with partial information in a dynamic environment. We…
A reinforcement learning environment with adversary agents is proposed in this work for pursuit-evasion game in the presence of fog of war, which is of both scientific significance and practical importance in aerospace applications. One of…
This paper introduces SC2LE (StarCraft II Learning Environment), a reinforcement learning environment based on the StarCraft II game. This domain poses a new grand challenge for reinforcement learning, representing a more difficult class of…
The application of artificial intelligence to simulate air-to-air combat scenarios is attracting increasing attention. To date the high-dimensional state and action spaces, the high complexity of situation information (such as imperfect and…
In this work, we point out the problem of observed adversaries for deep policies. Specifically, recent work has shown that deep reinforcement learning is susceptible to adversarial attacks where an observed adversary acts under…
In the future, powerful AI systems may be deployed in high-stakes settings, where a single failure could be catastrophic. One technique for improving AI safety in high-stakes settings is adversarial training, which uses an adversary to…
We study stochastic evolution of optional games on simple graphs. There are two strategies, A and B, whose interaction is described by a general payoff matrix. In addition there are one or several possibilities to opt out from the game by…
In strategic classification, the standard supervised learning setting is extended to support the notion of strategic user behavior in the form of costly feature manipulations made in response to a classifier. While standard learning…
Long-term planning, as in reinforcement learning (RL), involves finding strategies: actions that collectively work toward a goal rather than individually optimizing their immediate outcomes. As part of a strategy, some actions are taken at…
In two-player finite-state stochastic games of partial observation on graphs, in every state of the graph, the players simultaneously choose an action, and their joint actions determine a probability distribution over the successor states.…
The ability of an AI agent to assist other agents, such as humans, is an important and challenging goal, which requires the assisting agent to reason about the behavior and infer the goals of the assisted agent. Training such an ability by…
Recent work from the reinforcement learning community has shown that Evolution Strategies are a fast and scalable alternative to other reinforcement learning methods. In this paper we show that Evolution Strategies are a special case of…
Learning generalizable skills in robotic manipulation has long been challenging due to real-world sized observation and action spaces. One method for addressing this problem is attention focus -- the robot learns where to attend its sensors…
A key task in Artificial Intelligence is learning effective policies for controlling agents in unknown environments to optimize performance measures. Off-policy learning methods, like Q-learning, allow learners to make optimal decisions…
In an unfamiliar setting, a model-based reinforcement learning agent can be limited by the accuracy of its world model. In this work, we present a novel, training-free approach to improving the performance of such agents separately from…
Learning in strategy games (e.g. StarCraft, poker) requires the discovery of diverse policies. This is often achieved by iteratively training new policies against existing ones, growing a policy population that is robust to exploit. This…
In trick-taking card games, a two-step process of state sampling and evaluation is widely used to approximate move values. While the evaluation component is vital, the accuracy of move value estimates is also fundamentally linked to how…
Large multi-agent systems such as real-time strategy games are often driven by collective behavior of agents. For example, in StarCraft II, human players group spatially near agents into a team and control the team to defeat opponents. In…