Related papers: Taking the Scenic Route: Automatic Exploration for…
Effective exploration in reinforcement learning requires not only tracking where an agent has been, but also understanding how the agent perceives and represents the world. To learn powerful representations, an agent should actively explore…
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.…
In this paper, we propose a method that, given a partial grid map of an indoor environment built by an autonomous mobile robot, estimates the amount of the explored area represented in the map, as well as whether the uncovered part is still…
Path planning over spatiotemporal models can be applied to a variety of applications such as UAVs searching for spreading wildfire in mountains or network of balloons in time-varying atmosphere deployed for inexpensive internet service. A…
What do humans do when confronted with a common challenge: we know where we want to go but we are not yet sure the best way to get there, or even if we can. This is the problem posed to agents during spatial navigation and pathfinding, and…
Classic evaluation methods of believable agents are time-consuming because they involve many human to judge agents. They are well suited to validate work on new believable behaviours models. However, during the implementation, numerous…
The rapid development of technology has introduced new formats of human-computer interaction, which have in turn produced many new forms of media and a whole new field of interactive multimedia. One of the major mediums that has grown in…
This paper introduces an information-theoretic method for selecting a subset of problems which gives the most information about a group of problem-solving algorithms. This method was tested on the games in the General Video Game AI (GVGAI)…
We propose a way of extracting and aggregating per-move evaluations from sets of Go game records. The evaluations capture different aspects of the games such as played patterns or statistic of sente/gote sequences. Using machine learning…
The infamous exploration-exploitation dilemma is one of the oldest and most important problems in reinforcement learning (RL). Deliberate and effective exploration is necessary for RL agents to succeed in most environments. However, until…
We propose a novel method for effective retrieval of multi-agent spatiotemporal tracking data. Retrieval of spatiotemporal tracking data offers several unique challenges compared to conventional text-based retrieval settings. Most notably,…
The ability to estimate human intentions and interact with human drivers intelligently is crucial for autonomous vehicles to successfully achieve their objectives. In this paper, we propose a game theoretic planning algorithm that models…
Many popular video games use pseudorandom number generators to create randomly distributed locations for game objects as highly unpredictable as possible. Some scenarios like game competition also need reproducible randomness, namely the…
Autonomous driving has been the subject of increased interest in recent years both in industry and in academia. Serious efforts are being pursued to address legal, technical and logistical problems and make autonomous cars a viable option…
Analyzing large volumes of real-world driving data is essential for providing meaningful and reliable insights into real-world trips, scenarios, and human driving behaviors. To this end, we developed a multi-level data processing approach…
Routing games are used to to understand the impact of individual users' decisions on network efficiency. Most prior work on routing games uses a simplified model of network flow where all flow exists simultaneously, and users care about…
In games, as in and many other domains, design validation and testing is a huge challenge as systems are growing in size and manual testing is becoming infeasible. This paper proposes a new approach to automated game validation and testing.…
We study a class of stochastic dynamic games that exhibit strategic complementarities between players; formally, in the games we consider, the payoff of a player has increasing differences between her own state and the empirical…
We formalise and study multi-agent timed models MAPTs (Multi-Agent with timed Periodic Tasks), where each agent is associated to a regular timed schema upon which all possibles actions of the agent rely. MAPTs allow for an accelerated…
We consider a ubiquitous scenario in the Internet economy when individual decision-makers (henceforth, agents) both produce and consume information as they make strategic choices in an uncertain environment. This creates a three-way…