Related papers: Playgol: learning programs through play
Achieving optimal balance in games is essential to their success, yet reliant on extensive manual work and playtesting. To facilitate this process, the Procedural Content Generation via Reinforcement Learning (PCGRL) framework has recently…
It has been established in recent work that Large Language Models (LLMs) can be prompted to "self-play" conversational games that probe certain capabilities (general instruction following, strategic goal orientation, language understanding…
Large language models (LLMs) excel at many supervised tasks but often struggle with structured reasoning in unfamiliar settings. This discrepancy suggests that standard fine-tuning pipelines may instill narrow, domain-specific heuristics…
Papert's constructionism makes it clear that learning is particularly effective when learners create tangible artifacts and share and discuss them in social contexts. Technological progress in recent decades has created numerous…
Ever increasing computational power will require methods for automatic programming. We present an alternative to genetic programming, based on a general model of thinking and learning. The advantage is that evolution takes place in the…
Most recently proposed methods for Neural Program Induction work under the assumption of having a large set of input/output (I/O) examples for learning any underlying input-output mapping. This paper aims to address the problem of data and…
Recently, deep reinforcement learning (DRL) methods have achieved impressive performance on tasks in a variety of domains. However, neural network policies produced with DRL methods are not human-interpretable and often have difficulty…
Proof Blocks is a software tool that provides students with a scaffolded proof-writing experience, allowing them to drag and drop prewritten proof lines into the correct order instead of starting from scratch. In this paper we describe a…
Common criticisms of state-of-the-art machine learning include poor generalisation, a lack of interpretability, and a need for large amounts of training data. We survey recent work in inductive logic programming (ILP), a form of machine…
This work stages Foosball as a versatile platform for advancing scientific research, particularly in the realm of robot learning. We present an automated Foosball table along with its corresponding simulated counterpart, showcasing a…
Strong foundations in basic AI techniques are key to understanding more advanced concepts. We believe that introducing AI techniques, such as search methods, early in higher education helps create a deeper understanding of the concepts seen…
Humans can pursue a near-infinite variety of tasks, but typically can only pursue a small number at the same time. We hypothesize that humans leverage experience on one task to preemptively learn solutions to other tasks that were…
While humans and animals learn incrementally during their lifetimes and exploit their experience to solve new tasks, standard deep reinforcement learning methods specialize to solve only one task at a time. As a result, the information they…
We introduce the framework of performative reinforcement learning where the policy chosen by the learner affects the underlying reward and transition dynamics of the environment. Following the recent literature on performative…
Given a natural language instruction and an input scene, our goal is to train a model to output a manipulation program that can be executed by the robot. Prior approaches for this task possess one of the following limitations: (i) rely on…
When learning to play an imperfect information game, it is often easier to first start with the basic mechanics of the game rules. For example, one can play several example rounds with private cards revealed to all players to better…
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…
Playing two-player games using reinforcement learning and self-play can be challenging due to the complexity of two-player environments and the possible instability in the training process. We propose that a reinforcement learning algorithm…
The use of new technologies in higher education has surprisingly emphasized students' tendency to adopt a passive behavior in class. Participation and interaction of students are essential to improve academic results. This paper describes…
We propose the Thinker algorithm, a novel approach that enables reinforcement learning agents to autonomously interact with and utilize a learned world model. The Thinker algorithm wraps the environment with a world model and introduces new…