Related papers: Evaluating Generalisation in General Video Game Pl…
Reinforcement learning agents in complex game environments often suffer from sparse rewards, training instability, and poor sample efficiency. This paper presents a hybrid training approach that combines offline imitation learning with…
Playing repeated matrix games (RMG) while maximizing the cumulative returns is a basic method to evaluate multi-agent learning (MAL) algorithms. Previous work has shown that $UCB$, $M3$, $S$ or $Exp3$ algorithms have good behaviours on…
A growing body of research suggests that embodied gameplay, prevalent not just in human cultures but across a variety of animal species including turtles and ravens, is critical in developing the neural flexibility for creative problem…
Optimizing artificial intelligence (AI) for dynamic environments remains a fundamental challenge in machine learning research. In this paper, we examine evolutionary training methods for optimizing AI to solve the game 2048, a 2D sliding…
We formulate a general framework for competitive gradient-based learning that encompasses a wide breadth of multi-agent learning algorithms, and analyze the limiting behavior of competitive gradient-based learning algorithms using dynamical…
Generalizability of Reinforcement Learning (RL) agents (ability to perform on environments different from the ones they have been trained on) is a key problem as agents have the tendency to overfit to their training environments. In order…
Reinforcement learning has enabled agents to solve challenging tasks in unknown environments. However, manually crafting reward functions can be time consuming, expensive, and error prone to human error. Competing objectives have been…
Reinforcement learning is a general and powerful framework with which to study and implement artificial intelligence. Recent advances in deep learning have enabled RL algorithms to achieve impressive performance in restricted domains such…
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…
Reinforcement learning from verifiable rewards (RLVR) stimulates the thinking processes of large language models (LLMs), substantially enhancing their reasoning abilities on verifiable tasks. It is often assumed that similar gains should…
In value-based reinforcement learning (RL), unlike in supervised learning, the agent faces not a single, stationary, approximation problem, but a sequence of value prediction problems. Each time the policy improves, the nature of the…
Autonomous multi-agent systems such as hospital robots and package delivery drones often operate in highly uncertain environments and are expected to achieve complex temporal task objectives while ensuring safety. While learning-based…
This study examines vulnerabilities in transformer-based automated short-answer grading systems used in medical education, with a focus on how these systems can be manipulated through adversarial gaming strategies. Our research identifies…
Reinforcement learning algorithms can train agents that solve problems in complex, interesting environments. Normally, the complexity of the trained agent is closely related to the complexity of the environment. This suggests that a highly…
Deep Q Network (DQN) firstly kicked the door of deep reinforcement learning (DRL) via combining deep learning (DL) with reinforcement learning (RL), which has noticed that the distribution of the acquired data would change during the…
Reinforcement learning agents learn by encouraging behaviours which maximize their total reward, usually provided by the environment. In many environments, however, the reward is provided after a series of actions rather than each single…
A fundamental trait of intelligence is the ability to achieve goals in the face of novel circumstances, such as making decisions from new action choices. However, standard reinforcement learning assumes a fixed set of actions and requires…
The Elo rating system has been used world wide for individual sports and team sports, as exemplified by the European Go Federation (EGF), International Chess Federation (FIDE), International Federation of Association Football (FIFA), and…
We propose a new General Game Playing (GGP) system called Regular Games (RG). The main goal of RG is to be both computationally efficient and convenient for game design. The system consists of several languages. The core component is a…
The quality of opponent Artificial Intelligence (AI) in fighting videogames is crucial. Some other game genres can rely on their story or visuals, but fighting games are all about the adversarial experience. In this paper, we will introduce…