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Symbolic regression aims to discover concise, interpretable mathematical expressions that satisfy desired objectives, such as fitting data, posing a highly combinatorial optimization problem. While genetic programming has been the dominant…
We consider the following game that has been used as a way of testing claims of extrasensory perception (ESP). One is given a deck of $mn$ cards comprised of $n$ distinct types each of which appears exactly $m$ times: this deck is shuffled…
Two sampling strategies are investigated to enhance efficiency in training a deep learning object detection model. These sampling strategies are employed under the assumption of Lipschitz continuity of deep learning models. The first…
This paper considers the effect of riffle shuffling on decks of cards, allowing for some cards to be indistinguishable from other cards. The dual problem of dealing a game with hands, such as bridge or poker, is also considered. The…
This article describes an application of three well-known statistical methods in the field of game-tree search: using a large number of classified Othello positions, feature weights for evaluation functions with a game-phase-independent…
Various problems of any credit card fraud detection based on machine learning come from the imbalanced aspect of transaction datasets. Indeed, the number of frauds compared to the number of regular transactions is tiny and has been shown to…
A defining feature of collectable card games is the deck building process prior to actual gameplay, in which players form their decks according to some restrictions. Learning to build decks is difficult for players and models alike due to…
We study a posterior sampling approach to efficient exploration in constrained reinforcement learning. Alternatively to existing algorithms, we propose two simple algorithms that are more efficient statistically, simpler to implement and…
As AI technology advances, research in playing text-based games with agents has becomeprogressively popular. In this paper, a novel approach to agent design and agent learning ispresented with the context of reinforcement learning. A model…
Search in test time is often used to improve the performance of reinforcement learning algorithms. Performing theoretically sound search in fully adversarial two-player games with imperfect information is notoriously difficult and requires…
For decades it is known that Quantum Computers might serve as a tool to solve a very specific kind of problems that have long thought to be incalculable. Some of those problems are of a combinatorial nature, with the quantum advantage…
Decision Trees are prominent prediction models for interpretable Machine Learning. They have been thoroughly researched, mostly in the batch setting with a fixed labelled dataset, leading to popular algorithms such as C4.5, ID3 and CART.…
Experience replay is one of the most commonly used approaches to improve the sample efficiency of reinforcement learning algorithms. In this work, we propose an approach to select and replay sequences of transitions in order to accelerate…
Reinforcement learning has the potential to automate the acquisition of behavior in complex settings, but in order for it to be successfully deployed, a number of practical challenges must be addressed. First, in real world settings, when…
Experience replay is a key component in reinforcement learning for stabilizing learning and improving sample efficiency. Its typical implementation samples transitions with replacement from a replay buffer. In contrast, in supervised…
Bridge is a trick-taking card game requiring the ability to evaluate probabilities since it is a game of incomplete information where each player only sees its cards. In order to choose a strategy, a player needs to gather information about…
We introduce a two-player model of reinforcement learning with memory. Past actions of an iterated game are stored in a memory and used to determine player's next action. To examine the behaviour of the model some approximate methods are…
Approximate inference in dynamic systems is the problem of estimating the state of the system given a sequence of actions and partial observations. High precision estimation is fundamental in many applications like diagnosis, natural…
This paper makes two proposals for Monte Carlo Softmax Search, which is a recently proposed method that is classified as a selective search like the Monte Carlo Tree Search. The first proposal separately defines the node-selection and…
In this work, we adapt a training approach inspired by the original AlphaGo system to play the imperfect information game of Reconnaissance Blind Chess. Using only the observations instead of a full description of the game state, we first…