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Evaluating agent performance when outcomes are stochastic and agents use randomized strategies can be challenging when there is limited data available. The variance of sampled outcomes may make the simple approach of Monte Carlo sampling…
Recent advances in bandit tools and techniques for sequential learning are steadily enabling new applications and are promising the resolution of a range of challenging related problems. We study the game tree search problem, where the goal…
This study uses stacked generalization, which is a two-step process of combining machine learning methods, called meta or super learners, for improving the performance of algorithms in step one (by minimizing the error rate of each…
Tic Tac Toe is amongst the most well-known games. It has already been shown that it is a biased game, giving more chances to win for the first player leaving only a draw or a loss as possibilities for the opponent, assuming both the players…
Many potential applications of reinforcement learning (RL) are stymied by the large numbers of samples required to learn an effective policy. This is especially true when applying RL to real-world control tasks, e.g. in the sciences or…
Digital collectible card games are not only a growing part of the video game industry, but also an interesting research area for the field of computational intelligence. This game genre allows researchers to deal with hidden information,…
This paper investigates whether shallow neural network agents can master the card game Schnapsen and challenge a strong search-based baseline, RdeepBot, which uses Monte Carlo sampling and lookahead search. Guided by a progressively more…
Annually the gaming industry spends approximately $15 billion in marketing reinvestment. However, this amount is spent without any consideration for the skill and luck of the player. For a casino, an unskilled player could fetch ~4 times…
This paper considers offline multi-agent reinforcement learning. We propose the strategy-wise concentration principle which directly builds a confidence interval for the joint strategy, in contrast to the point-wise concentration principle…
Importance sampling is a technique that is commonly used to speed up Monte Carlo simulation of rare events. However, little is known regarding the design of efficient importance sampling algorithms in the context of queueing networks. The…
Sampled environment transitions are a critical input to deep reinforcement learning (DRL) algorithms. Current DRL benchmarks often allow for the cheap and easy generation of large amounts of samples such that perceived progress in DRL does…
Sampling-based motion planning techniques have emerged as an efficient algorithmic paradigm for solving complex motion planning problems. These approaches use a set of probing samples to construct an implicit graph representation of the…
When to solve math problems, most language models take a sampling strategy to predict next word according conditional probabilities. In the math reasoning step, it may generate wrong answer. Considering math problems are deterministic, we…
In games like chess, strategy evolves dramatically across distinct phases - the opening, middlegame, and endgame each demand different forms of reasoning and decision-making. Yet, many modern chess engines rely on a single neural network to…
Strategy card game is a well-known genre that is demanding on the intelligent game-play and can be an ideal test-bench for AI. Previous work combines an end-to-end policy function and an optimistic smooth fictitious play, which shows…
The reinforcement learning algorithms that focus on how to compute the gradient and choose next actions, are effectively improved the performance of the agents. However, these algorithms are environment-agnostic. This means that the…
This paper studies two important signal processing aspects of equilibrium behavior in non-cooperative games arising in social networks, namely, reinforcement learning and detection of equilibrium play. The first part of the paper presents a…
Reinforcement Learning has suffered from poor reward specification, and issues for reward hacking even in simple enough domains. Preference Based Reinforcement Learning attempts to solve the issue by utilizing binary feedbacks on queried…
Recent times have witnessed sharp improvements in reinforcement learning tasks using deep reinforcement learning techniques like Deep Q Networks, Policy Gradients, Actor Critic methods which are based on deep learning based models and…
In imperfect information games, the game state is generally not fully observable to players. Therefore, good gameplay requires policies that deal with the different information that is hidden from each player. To combat this, effective…