Related papers: Policy Based Inference in Trick-Taking Card Games
While reinforcement learning algorithms provide automated acquisition of optimal policies, practical application of such methods requires a number of design decisions, such as manually designing reward functions that not only define the…
LLM-based multi-agent systems (MAS) show promise on complex tasks but remain prone to coordination failures such as goal drift, error cascades, and misaligned behaviors. We propose Explicit Trait Inference (ETI), a psychologically grounded…
To infer a function value on a specific point $x$, it is essential to assign higher weights to the points closer to $x$, which is called local polynomial / multivariable regression. In many practical cases, a limited sample size may ruin…
The paper aims to investigate the degree of cognitive skills required for success in online versions of the popular card game rummy and poker. The study focuses on analyzing the impact of experience and learnable skills on success in the…
Actively inferring user preferences, for example by asking good questions, is important for any human-facing decision-making system. Active inference allows such systems to adapt and personalize themselves to nuanced individual preferences.…
We present a new multiplayer game model for the interaction and the flow of information in a distributed system. The players are tokens on a Petri net. As long as the players move in independent parts of the net, they do not know of each…
A central question in multi-agent strategic games deals with learning the underlying utilities driving the agents' behaviour. Motivated by the increasing availability of large data-sets, we develop an unifying data-driven technique to…
Computer modeling of human decision making is of large importance for, e.g., sustainable transport, urban development, and online recommendation systems. In this paper we present a model for predicting the behavior of an individual during a…
In this work, we explore how probabilistic programs can be used to represent policies in sequential decision problems. In this formulation, a probabilistic program is a black-box stochastic simulator for both the problem domain and the…
Feint behaviors refer to a set of deceptive behaviors in a nuanced manner, which enable players to obtain temporal and spatial advantages over opponents in competitive games. Such behaviors are crucial tactics in most competitive…
The game industry is challenged to cope with increasing growth in demand and game complexity while maintaining acceptable quality standards for released games. Classic approaches solely depending on human efforts for quality assurance and…
Understanding the impact of the most effective policies or treatments on a response variable of interest is desirable in many empirical works in economics, statistics and other disciplines. Due to the widespread winner's curse phenomenon,…
We construct a statistical ensemble of games, where in each independent subensemble we have two players playing the same game. We derive the mean payoffs per move of the representative players of the game, and we evaluate all the…
Prediction-powered inference (PPI) enables valid statistical inference by combining experimental data with machine learning predictions. When a sufficient number of high-quality predictions is available, PPI results in more accurate…
We present a method for active inference with partial observations in stochastic systems through incentive design, also known as the leader-follower game. Consider a leader agent who aims to infer a follower agent's type given a finite set…
Prioritized experience replay is a reinforcement learning technique whereby agents speed up learning by replaying useful past experiences. This usefulness is quantified as the expected gain from replaying the experience, a quantity often…
If the influence diagram (ID) depicting a Bayesian game is common knowledge to its players then additional assumptions may allow the players to make use of its embodied irrelevance statements. They can then use these to discover a simpler…
Real-time Decision algorithms are a class of incremental resource-bounded [Horvitz, 89] or anytime [Dean, 93] algorithms for evaluating influence diagrams. We present a test domain for real-time decision algorithms, and the results of…
Children learn though play. We introduce the analogous idea of learning programs through play. In this approach, a program induction system (the learner) is given a set of tasks and initial background knowledge. Before solving the tasks,…
Reciprocity is an important feature of human social interaction and underpins our cooperative nature. What is more, simple forms of reciprocity have proved remarkably resilient in matrix game social dilemmas. Most famously, the tit-for-tat…