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Currently, deep reinforcement learning (RL) shows impressive results in complex gaming and robotic environments. Often these results are achieved at the expense of huge computational costs and require an incredible number of episodes of…
As a typical open-ended generation task, creative writing lacks verifiable reference answers, which has long constrained reward modeling and automatic evaluation due to high human annotation costs, evaluative bias, and coarse feedback…
Tic Tac Toe is amongst the most well-known games. It has already been shown that it is a biased game, giving more chances to win for the first player leaving only a draw or a loss as possibilities for the opponent, assuming both the players…
Being able to reason in an environment with a large number of discrete actions is essential to bringing reinforcement learning to a larger class of problems. Recommender systems, industrial plants and language models are only some of the…
Solving sparse reward tasks through exploration is one of the major challenges in deep reinforcement learning, especially in three-dimensional, partially-observable environments. Critically, the algorithm proposed in this article uses a…
This paper studies how to efficiently update the saddle-point strategy, or security strategy of one player in a matrix game when the other player develops new actions in the game. It is well known that the saddle-point strategy of one…
Recent advances in reinforcement learning have shown that language models can develop sophisticated reasoning through training on tasks with verifiable rewards, but these approaches depend on human-curated problem-answer pairs and…
This paper documents a case study in agent-driven autonomous reinforcement learning research for quadruped locomotion. The setting was not a fully self-starting research system. A human provided high-level directives through an agentic…
We introduce an approach aimed at enhancing the reasoning capabilities of Large Language Models (LLMs) through an iterative preference learning process inspired by the successful strategy employed by AlphaZero. Our work leverages Monte…
The combination of Monte-Carlo tree search (MCTS) with deep reinforcement learning has led to significant advances in artificial intelligence. However, AlphaZero, the current state-of-the-art MCTS algorithm, still relies on handcrafted…
Sequential reasoning is a complex human ability, with extensive previous research focusing on gaming AI in a single continuous game, round-based decision makings extending to a sequence of games remain less explored. Counter-Strike: Global…
We propose a novel reinforcement learning algorithm, AlphaNPI, that incorporates the strengths of Neural Programmer-Interpreters (NPI) and AlphaZero. NPI contributes structural biases in the form of modularity, hierarchy and recursion,…
This paper introduces Local Learner (2L), an algorithm for providing a set of reference strategies to guide the search for programmatic strategies in two-player zero-sum games. Previous learning algorithms, such as Iterated Best Response…
In this paper, we develop a recommender system for a game that suggests potential items to players based on their interactive behaviors to maximize revenue for the game provider. Our approach is built on a reinforcement learning-based…
Model-based reinforcement learning (RL) is appealing because (i) it enables planning and thus more strategic exploration, and (ii) by decoupling dynamics from rewards, it enables fast transfer to new reward functions. However, learning an…
We develop a model selection approach to tackle reinforcement learning with adversarial corruption in both transition and reward. For finite-horizon tabular MDPs, without prior knowledge on the total amount of corruption, our algorithm…
Self-evaluation, a model's ability to assess the correctness of its own output, is crucial for Large Multimodal Models (LMMs) to achieve self-improvement in multi-turn conversations, yet largely absent in foundation models. Recent work has…
We propose a new model, independent linear Markov game, for multi-agent reinforcement learning with a large state space and a large number of agents. This is a class of Markov games with independent linear function approximation, where each…
Zero-sum games have long guided artificial intelligence research, since they possess both a rich strategy space of best-responses and a clear evaluation metric. What's more, competition is a vital mechanism in many real-world multi-agent…
This paper studies policy optimization algorithms for multi-agent reinforcement learning. We begin by proposing an algorithm framework for two-player zero-sum Markov Games in the full-information setting, where each iteration consists of a…