Related papers: Clustering Player Strategies from Variable-Length …
We define a new concept of "mistake" strategies and actions for strategic-form and extensive-form games, analyze the relationship to prior main game-theoretic solution concepts, study algorithms for computation, and explore practicality.…
Zero-sum asymmetric games model decision making scenarios involving two competing players who have different information about the game being played. A particular case is that of nested information, where one (informed) player has superior…
Multiplayer games have long been used as testbeds in artificial intelligence research, aptly referred to as the Drosophila of artificial intelligence. Traditionally, researchers have focused on using well-known games to build strong agents.…
We consider a subclass of $n$-player stochastic games, in which players have their own internal state/action spaces while they are coupled through their payoff functions. It is assumed that players' internal chains are driven by independent…
In mobile robotics and autonomous driving, it is natural to model agent interactions as the Nash equilibrium of a noncooperative, dynamic game. These methods inherently rely on observations from sensors such as lidars and cameras to…
We study adaptive learning in a typical p-player game. The payoffs of the games are randomly generated and then held fixed. The strategies of the players evolve through time as the players learn. The trajectories in the strategy space…
Anomaly detection is a method for discovering unusual and suspicious behavior. In many real-world scenarios, the examined events can be directly linked to the actions of an adversary, such as attacks on computer networks or frauds in…
The ability to continuously learn and adapt to new situations is one where humans are far superior compared to AI agents. We propose an approach to knowledge transfer using behavioural strategies as a form of transferable knowledge…
Recent advances in Deep Reinforcement Learning (DRL) have largely focused on improving the performance of agents with the aim of replacing humans in known and well-defined environments. The use of these techniques as a game design tool for…
We introduce a new class of games where each player's aim is to randomise her strategic choices in order to affect the other players' expectations aside from her own. The way each player intends to exert this influence is expressed through…
Non-linear dimensionality reduction can be performed by \textit{manifold learning} approaches, such as Stochastic Neighbour Embedding (SNE), Locally Linear Embedding (LLE) and Isometric Feature Mapping (ISOMAP). These methods aim to produce…
Game-theoretic agents must make plans that optimally gather information about their opponents. These problems are modeled by partially observable stochastic games (POSGs), but planning in fully continuous POSGs is intractable without heavy…
The crossword-like patterns of tiles in Scrabble form connected graphs of occupied sites on a square lattice. We find the most structureless description that reproduces means and covariances observed in real Scrabble games by adapting a…
This paper introduces a reinforcement learning framework that enables controllable and diverse player behaviors without relying on human gameplay data. Existing approaches often require large-scale player trajectories, train separate models…
We consider the problem of finding decentralized strategies for multi-agent perimeter defense games. In this work, we design a graph neural network-based learning framework to learn a mapping from defenders' local perceptions and the…
We consider (random) strategic interactions in a large population consisting of a variety of players. A rational player chooses actions that maximize certain utility functions, while a behavioral player chooses actions based on preferences…
Many autonomous agents, such as intelligent vehicles, are inherently required to interact with one another. Game theory provides a natural mathematical tool for robot motion planning in such interactive settings. However, tractable…
If the influence diagram (ID) depicting a Bayesian game is common knowledge to its players then additional assumptions may allow the players to make use of its embodied irrelevance statements. They can then use these to discover a simpler…
We investigate the win-lose relations between strategies of iterated prisoner's dilemma games by using a directed network concept to display the replicator dynamics results. In the giant strongly-connected component of the win/lose network,…
We present a framework that enables the discovery of diverse and natural-looking motion strategies for athletic skills such as the high jump. The strategies are realized as control policies for physics-based characters. Given a task…