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We consider the problem of top-k subset selection in Dueling Bandit problems with score information. Real-world pairwise ranking problems often exhibit a high degree of transitivity and prior work has suggested sampling methods that exploit…
Reinforcement learning, which acquires a policy maximizing long-term rewards, has been actively studied. Unfortunately, this learning type is too slow and difficult to use in practical situations because the state-action space becomes huge…
While reinforcement learning (RL) has been successful in natural language processing (NLP) domains such as dialogue generation and text-based games, it typically faces the problem of sparse rewards that leads to slow or no convergence.…
Deep Reinforcement Learning (DRL) is a trending field of research, showing great promise in challenging problems such as playing Atari, solving Go and controlling robots. While DRL agents perform well in practice we are still lacking the…
We have seen numerous machine learning methods tackle the game of chess over the years. However, one common element in these works is the necessity of a finely optimized look ahead algorithm. The particular interest of this research lies…
Deep Reinforcement Learning combined with Fictitious Play shows impressive results on many benchmark games, most of which are, however, single-stage. In contrast, real-world decision making problems may consist of multiple stages, where the…
In real-time strategy (RTS) game artificial intelligence research, various multi-agent deep reinforcement learning (MADRL) algorithms are widely and actively used nowadays. Most of the research is based on StarCraft II environment because…
Recently, there have been several high-profile achievements of agents learning to play games against humans and beat them. In this paper, we study the problem of training intelligent agents in service of game development. Unlike the agents…
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.…
Consider a card guessing game with complete feedback in which a deck of $n$ cards ordered $1,\dots, n$ is riffle-shuffled once. With the goal to maximize the number of correct guesses, a player guesses cards from the top of the deck one at…
Massive practical works addressed by Deep Q-network (DQN) algorithm have indicated that stochastic policy, despite its simplicity, is the most frequently used exploration approach. However, most existing stochastic exploration approaches…
Reinforcement learning (RL) research focuses on general solutions that can be applied across different domains. This results in methods that RL practitioners can use in almost any domain. However, recent studies often lack the engineering…
This paper provides an estimate for the handicap effect in the go game, a board game widely played in Asia and other parts of the world. The estimation utilizes a unique handicap assignment rule of the game, where the amount of handicaps…
Text-based adventure games provide a platform on which to explore reinforcement learning in the context of a combinatorial action space, such as natural language. We present a deep reinforcement learning architecture that represents the…
Reinforcement learning (RL) has made significant strides in various complex domains. However, identifying an effective policy via RL often necessitates extensive exploration. Imitation learning aims to mitigate this issue by using expert…
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…
Span extraction is an essential problem in machine reading comprehension. Most of the existing algorithms predict the start and end positions of an answer span in the given corresponding context by generating two probability vectors. In…
Understanding the properties of games played under computational constraints remains challenging. For example, how do we expect rational (but computationally bounded) players to play games with a prohibitively large number of states, such…
We propose a novel method applicable in many scene understanding problems that adapts the Monte Carlo Tree Search (MCTS) algorithm, originally designed to learn to play games of high-state complexity. From a generated pool of proposals, our…
Model-based reinforcement learning agents utilizing transformers have shown improved sample efficiency due to their ability to model extended context, resulting in more accurate world models. However, for complex reasoning and planning…