Related papers: Enhanced Rolling Horizon Evolution Algorithm with …
In this paper, we study AI approaches to successfully play a 2-4 players, full information, Bomberman variant published on the CodinGame platform. We compare the behavior of three search algorithms: Monte Carlo Tree Search, Rolling Horizon…
Deep learning has achieved remarkable successes in solving challenging reinforcement learning (RL) problems when dense reward function is provided. However, in sparse reward environment it still often suffers from the need to carefully…
Real-time heuristic search is a popular model of acting and learning in intelligent autonomous agents. Learning real-time search agents improve their performance over time by acquiring and refining a value function guiding the application…
This paper considers the two-stage capacitated facility location problem (TSCFLP) in which products manufactured in plants are delivered to customers via storage depots. Customer demands are satisfied subject to limited plant production and…
Dialogue systems are usually built on either generation-based or retrieval-based approaches, yet they do not benefit from the advantages of different models. In this paper, we propose a Retrieval-Enhanced Adversarial Training (REAT) method…
Federated Learning (FL) in 5G and edge network environments face severe security threats from adversarial clients. Malicious participants can perform label flipping, inject backdoor triggers, or launch Sybil attacks to corrupt the global…
Artificial intelligence and robotic competitions are accompanied by a class of game paradigms in which each player privately commits a strategy to a game system which simulates the game using the collected joint strategy and then returns…
The growing use of large pre-trained models in edge computing has made model inference on mobile clients both feasible and popular. Yet these devices remain vulnerable to adversarial attacks, threatening model robustness and security.…
Learning in general-sum games is unstable and frequently leads to socially undesirable (Pareto-dominated) outcomes. To mitigate this, Learning with Opponent-Learning Awareness (LOLA) introduced opponent shaping to this setting, by…
In this work, we presented a study regarding two important aspects of evolving feature-based game evaluation functions: the choice of genome representation and the choice of opponent used to test the model. We compared three…
Metric aggregation divergence is a hidden confound in agent-based model policy search: when optimization, tournament evaluation, and statistical validation independently implement outcome metric extraction, champion selection reflects…
Dynamic optimization, for which the objective functions change over time, has attracted intensive investigations due to the inherent uncertainty associated with many real-world problems. For its robustness with respect to noise,…
The performance of multiobjective evolutionary algorithms (MOEAs) varies across problems, making it hard to develop new algorithms or apply existing ones to new problems. To simplify the development and application of new multiobjective…
Recent advances in reinforcement learning (RL) heavily rely on a variety of well-designed benchmarks, which provide environmental platforms and consistent criteria to evaluate existing and novel algorithms. Specifically, in multi-agent RL…
Large vision models have been found vulnerable to adversarial examples, emphasizing the need for enhancing their adversarial robustness. While adversarial training is an effective defense for deep convolutional models, it often faces…
Reward modeling has emerged as a promising approach for the scalable alignment of language models. However, contemporary reward models (RMs) often lack robustness, awarding high rewards to low-quality, out-of-distribution (OOD) samples.…
Recent studies have shown that episodic reinforcement learning (RL) is no harder than bandits when the total reward is bounded by $1$, and proved regret bounds that have a polylogarithmic dependence on the planning horizon $H$. However, it…
This paper proposes an optimization algorithm based on how human fight and learn from each duelist. Since this algorithm is based on population, the proposed algorithm starts with an initial set of duelists. The duel is to determine the…
A successful tactic that is followed by the scientific community for advancing AI is to treat games as problems, which has been proven to lead to various breakthroughs. We adapt this strategy in order to study Rocket League, a widely…
In robust optimization problems, the magnitude of perturbations is relatively small. Consequently, solutions within certain regions are less likely to represent the robust optima when perturbations are introduced. Hence, a more efficient…