Related papers: Generalized Nested Rollout Policy Adaptation
This paper describes a new algorithm for decision making in two-player real-time video games. As with Monte Carlo Tree Search, the algorithm can be used without heuristics and has been developed for use in general video game AI. The…
In the realm of competitive gaming, 3D first-person shooter (FPS) games have gained immense popularity, prompting the development of game AI systems to enhance gameplay. However, deploying game AI in practical scenarios still poses…
We model online recommendation systems using the hidden Markov multi-state restless multi-armed bandit problem. To solve this we present Monte Carlo rollout policy. We illustrate numerically that Monte Carlo rollout policy performs better…
We study the problem of learning exploration-exploitation strategies that effectively adapt to dynamic environments, where the task may change over time. While RNN-based policies could in principle represent such strategies, in practice…
Among the great successes of Reinforcement Learning (RL), self-play algorithms play an essential role in solving competitive games. Current self-play algorithms optimize the agent to maximize expected win-rates against its current or…
Multi-Agent Proximal Policy Optimization (MAPPO) is a variant of the Proximal Policy Optimization (PPO) algorithm, specifically tailored for multi-agent reinforcement learning (MARL). MAPPO optimizes cooperative multi-agent settings by…
Recent advances in reinforcement learning (RL) have significantly enhanced the agentic capabilities of large language models (LLMs). In long-term and multi-turn agent tasks, existing approaches driven solely by outcome rewards often suffer…
Genetic Network Programming (GNP) is an evolutionary algorithm that extends Genetic Programming (GP). It is typically used in agent control problems. In contrast to GP, which employs a tree structure, GNP utilizes a directed graph…
We introduce a sequential estimator for continuous time dynamic discrete choice models (single-agent models and games) by adapting the nested pseudo likelihood (NPL) estimator of Aguirregabiria and Mira (2002, 2007), developed for discrete…
A major challenge in multi-agent systems is that the system complexity grows dramatically with the number of agents as well as the size of their action spaces, which is typical in real world scenarios such as autonomous vehicles, robotic…
In this paper we consider infinite horizon discounted dynamic programming problems with finite state and control spaces, partial state observations, and a multiagent structure. We discuss and compare algorithms that simultaneously or…
Multi-objective Neural Architecture Search (NAS) aims to discover novel architectures in the presence of multiple conflicting objectives. Despite recent progress, the problem of approximating the full Pareto front accurately and efficiently…
The combination of Monte-Carlo Tree Search (MCTS) and deep reinforcement learning is state-of-the-art in two-player perfect-information games. In this paper, we describe a search algorithm that uses a variant of MCTS which we enhanced by 1)…
This paper introduces a new Negotiating Agent for automated negotiation on continuous domains and without considering a specified deadline. The agent bidding strategy relies on Monte Carlo Tree Search, which is a trendy method since it has…
In single-agent Markov decision processes, an agent can optimize its policy based on the interaction with environment. In multi-player Markov games (MGs), however, the interaction is non-stationary due to the behaviors of other players, so…
In this work, we consider the problem of finding a set of tours to a traveling salesperson problem (TSP) instance maximizing diversity, while satisfying a given cost constraint. This study aims to investigate the effectiveness of applying…
Policy gradient and actor-critic algorithms form the basis of many commonly used training techniques in deep reinforcement learning. Using these algorithms in multiagent environments poses problems such as nonstationarity and instability.…
We investigate improving Monte Carlo Tree Search based solvers for Partially Observable Markov Decision Processes (POMDPs), when applied to adaptive sampling problems. We propose improvements in rollout allocation, the action exploration…
With the proliferation of distributed generators and energy storage systems, traditional passive consumers in power systems have been gradually evolving into the so-called "prosumers", i.e., proactive consumers, which can both produce and…
We study the classical problem of matching $n$ agents to $n$ objects, where the agents have ranked preferences over the objects. We focus on two popular desiderata from the matching literature: Pareto optimality and rank-maximality. Instead…