Related papers: Clustering Player Strategies from Variable-Length …
The project's aim is to create an AI agent capable of selecting good actions in a game-playing domain called Battlespace. Sequential domains like Battlespace are important testbeds for planning problems, as such, the Department of Defense…
This paper applies t-SNE, a visualisation technique familiar from Deep Neural Network research to argumentation graphs by applying it to the output of graph embeddings generated using several different methods. It shows that such a…
This study presents a comprehensive analysis of user behavior and clustering in a popular mobile battle royale game, employing temporal and static data mining techniques to uncover distinct player segments. Our methodology encompasses time…
AI algorithms for imperfect-information games are typically compared using performance metrics on individual games, making it difficult to assess robustness across game choices. Card games are a natural domain for imperfect information due…
We introduce a simple, general strategy to manipulate the behavior of a neural decoder that enables it to generate outputs that have specific properties of interest (e.g., sequences of a pre-specified length). The model can be thought of as…
Deep Reinforcement Learning (DRL) is a trending field of research, showing great promise in many challenging problems such as playing Atari, solving Go and controlling robots. While DRL agents perform well in practice we are still missing…
Designing agents that are able to achieve different play-styles while maintaining a competitive level of play is a difficult task, especially for games for which the research community has not found super-human performance yet, like…
We consider clustering player behavior and learning the optimal team composition for multiplayer online games. The goal is to determine a set of descriptive play style groupings and learn a predictor for win/loss outcomes. The predictor…
The development of competitive artificial Poker playing agents has proven to be a challenge, because agents must deal with unreliable information and deception which make it essential to model the opponents in order to achieve good results.…
We describe a preliminary investigation into learning a Chess player's style from game records. The method is based on attempting to learn features of a player's individual evaluation function using the method of temporal differences, with…
We propose a simple, general and effective technique, Reward Randomization for discovering diverse strategic policies in complex multi-agent games. Combining reward randomization and policy gradient, we derive a new algorithm,…
Graph games of infinite length are a natural model for open reactive processes: one player represents the controller, trying to ensure a given specification, and the other represents a hostile environment. The evolution of the system…
The paper presents an application of non-linear stacking ensembles for prediction of Go player attributes. An evolutionary algorithm is used to form a diverse ensemble of base learners, which are then aggregated by a stacking ensemble. This…
In addressing the challenge of exponential scaling with the number of agents we adopt a cluster-based representation to approximately solve asymmetric games of very many players. A cluster groups together agents with a similar "strategic…
Poker is a family of card games that includes many variations. We hypothesize that most poker games can be solved as a pattern matching problem, and propose creating a strong poker playing system based on a unified poker representation. Our…
Quantitative measures of randomness in games are useful for game design and have implications for gambling law. We treat the outcome of a game as a random variable and derive a closed-form expression and estimator for the variance in the…
Distance games are games played on graphs in which the players alternately colour vertices, and which vertices can be coloured only depends on the distance to previously coloured vertices. The polynomial profile encodes the number of…
Among the strategic choices made by today's economic actors are choices about algorithms and computational resources. Different access to computational resources may result in a kind of economic asymmetry analogous to information asymmetry.…
We consider games played on finite graphs, whose goal is to obtain a trace belonging to a given set of winning traces. We focus on those states from which Player 1 cannot force a win. We explore and compare several criteria for establishing…
We consider in discrete time, a general class of sequential stochastic dynamic games with asymmetric information with the following features. The underlying system has Markovian dynamics controlled by the agents' joint actions. Each agent's…