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Policies for partially observed Markov decision processes can be efficiently learned by imitating policies for the corresponding fully observed Markov decision processes. Unfortunately, existing approaches for this kind of imitation…
The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is played, this paper focuses on generating a gameplay experience…
Persuasion games are fundamental in economics and AI research and serve as the basis for important applications. However, work on this setup assumes communication with stylized messages that do not consist of rich human language. In this…
Games are often designed to shape player behavior in a desired way; however, it can be unclear how design decisions affect the space of behaviors in a game. Designers usually explore this space through human playtesting, which can be…
In practical multi-agent systems, agents often have diverse objectives, which makes the system more complex, as each agent's performance across multiple criteria depends on the joint actions of all agents, creating intricate strategic…
We study the problem of learning policy of an infinite-horizon, discounted cost, Markov decision process (MDP) with a large number of states. We compute the actions of a policy that is nearly as good as a policy chosen by a suitable oracle…
Since the advent of computers, many tasks which required humans to spend a lot of time and energy have been trivialized by the computers' ability to perform repetitive tasks extremely quickly. Playing chess is one such task. It was one of…
We consider the problem of learning in adversarial Markov decision processes [MDPs] with an oblivious adversary in a full-information setting. The agent interacts with an environment during $T$ episodes, each of which consists of $H$…
Planning under partial obervability is essential for autonomous robots. A principled way to address such planning problems is the Partially Observable Markov Decision Process (POMDP). Although solving POMDPs is computationally intractable,…
Textile manufacturing is a typical traditional industry involving high complexity in interconnected processes with limited capacity on the application of modern technologies. Decision-making in this domain generally takes multiple criteria…
We present an approach to generate novel computer game levels that blend different game concepts in an unsupervised fashion. Our primary contribution is an analogical reasoning process to construct blends between level design models learned…
This paper presents a fully automated procedure for controller synthesis for multi-agent systems under the presence of uncertainties. We model the motion of each of the $N$ agents in the environment as a Markov Decision Process (MDP) and we…
In fighting games, individual players of the same skill level often exhibit distinct strategies from one another through their gameplay. Despite this, the majority of AI agents for fighting games have only a single strategy for each "level"…
Game designs often center on the game mechanics---rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and…
In shared autonomy, a critical tension arises when an automated assistant must choose between obeying a human's instruction and deliberately overriding it to prevent harm. This safety-critical behavior is known as intelligent disobedience.…
Strategies for partially observable Markov decision processes (POMDP) typically require memory. One way to represent this memory is via automata. We present a method to learn an automaton representation of a strategy using a modification of…
Moving target defense (MTD) is a proactive defense approach that aims to thwart attacks by continuously changing the attack surface of a system (e.g., changing host or network configurations), thereby increasing the adversary's uncertainty…
The Resistance: Avalon is a partially observable social deduction game. This area of AI game playing is fairly undeveloped. Implementing an AI for this game involves multiple components specific to each phase as well as role in the game. In…
A recent research trend in Artificial Intelligence (AI) is the combination of several programs into one single, stronger, program; this is termed portfolio methods. We here investigate the application of such methods to Game Playing…
Prior work on generating explanations in a planning and decision-making context has focused on providing the rationale behind an AI agent's decision making. While these methods provide the right explanations from the explainer's…