Related papers: Improving Search with Supervised Learning in Trick…
Poker is a family of card games that includes many variations. We hypothesize that most poker games can be solved as a pattern matching problem, and propose creating a strong poker playing system based on a unified poker representation. Our…
Text-based games provide an interactive way to study natural language processing. While deep reinforcement learning has shown effectiveness in developing the game playing agent, the low sample efficiency and the large action space remain to…
We study the performance of the gradient play algorithm for stochastic games (SGs), where each agent tries to maximize its own total discounted reward by making decisions independently based on current state information which is shared…
Credit card fraud detection remains a critical challenge in financial security, with machine learning models like XGBoost(eXtreme gradient boosting) emerging as powerful tools for identifying fraudulent transactions. However, the inherent…
Reachability games are two-player games played on a graph, where the objective of $\texttt{REACH}$ player is to reach the target set whereas the objective of $\texttt{SAFE}$ player is to stay away from the target set. Reachability games…
Meta reinforcement learning (meta RL), as a combination of meta-learning ideas and reinforcement learning (RL), enables the agent to adapt to different tasks using a few samples. However, this sampling-based adaptation also makes meta RL…
Multi-agent reinforcement learning has shown promise in learning cooperative behaviors in team-based environments. However, such methods often demand extensive training time. For instance, the state-of-the-art method TiZero takes 40 days to…
In this paper, we settle the sampling complexity of solving discounted two-player turn-based zero-sum stochastic games up to polylogarithmic factors. Given a stochastic game with discount factor $\gamma\in(0,1)$ we provide an algorithm that…
Machine Learning techniques have been used to teach computer programs how to play games as complicated as Chess and Go. These were achieved using powerful tools such as Neural Networks and Parallel Computing on Supercomputers. In this…
Imitation learning is a data-driven approach to acquiring skills that relies on expert demonstrations to learn a policy that maps observations to actions. When performing demonstrations, experts are not always consistent and might…
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…
To keep card sorting with a lot of cards concise, a common strategy for gauging mental models involves presenting participants with fewer randomly selected cards instead of the full set. This is a decades-old practice, but its effects…
Deep reinforcement learning (DRL) has made great achievements since proposed. Generally, DRL agents receive high-dimensional inputs at each step, and make actions according to deep-neural-network-based policies. This learning mechanism…
Two-player complete-information game trees are perhaps the simplest possible setting for studying general-sum games and the computational problem of finding equilibria. These games admit a simple bottom-up algorithm for finding subgame…
Deep reinforcement learning (DRL) has significantly advanced the field of combinatorial optimization (CO). However, its practicality is hindered by the necessity for a large number of reward evaluations, especially in scenarios involving…
In machine learning tasks, especially in the tasks of prediction, scientists tend to rely solely on available historical data and disregard unproven insights, such as experts' opinions, polls, and betting odds. In this paper, we propose a…
State-space models have been used in many applications, including econometrics, engineering, medical research, etc. The maximum likelihood estimation (MLE) of the static parameter of general state-space models is not straightforward because…
We demonstrate two sampling procedures assisted by machine learning models via regression and classification. The main objective is the use of a neural network to suggest points likely inside regions of interest, reducing the number of…
This paper discusses the effects of social learning in training of game playing agents. The training of agents in a social context instead of a self-play environment is investigated. Agents that use the reinforcement learning algorithms are…
Designing agents that are able to achieve different play-styles while maintaining a competitive level of play is a difficult task, especially for games for which the research community has not found super-human performance yet, like…