Related papers: Statistical Tree-based Population Seeding for Roll…
There has been a growing interest in using AI to model human behavior, particularly in domains where humans interact with this technology. While most existing work models human behavior at an aggregate level, our goal is to model behavior…
We develop a method that integrates the tree of thoughts and multi-agent framework to enhance the capability of pre-trained language models in solving complex, unfamiliar games. The method decomposes game-solving into four incremental tasks…
When trying to maximize the adoption of a behavior in a population connected by a social network, it is common to strategize about where in the network to seed the behavior, often with an element of randomness. Selecting seeds uniformly at…
The game of Go has a long history in East Asian countries, but the field of Computer Go has yet to catch up to humans until the past couple of years. While the rules of Go are simple, the strategy and combinatorics of the game are immensely…
Monte Carlo Tree Search (MCTS) is a powerful approach to designing game-playing bots or solving sequential decision problems. The method relies on intelligent tree search that balances exploration and exploitation. MCTS performs random…
We integrate dual-process theories of human cognition with evolutionary game theory to study the evolution of automatic and controlled decision-making processes. We introduce a model where agents who make decisions using either automatic or…
Chance constrained optimization problems allow to model problems where constraints involving stochastic components should only be violated with a small probability. Evolutionary algorithms have been applied to this scenario and shown to…
Generative Adversarial Networks (GANs) are popular tools for generative modeling. The dynamics of their adversarial learning give rise to convergence pathologies during training such as mode and discriminator collapse. In machine learning,…
Intelligent techniques are urged to achieve automatic allocation of the computing resource in Open Radio Access Network (O-RAN), to save computing resource, increase utilization rate of them and decrease the delay. However, the existing…
The Beagle framework, through GPU-based Genetic Programming, enables population dynamics previously unattainable (within practical time frames) by CPU-constrained Genetic Programming systems. This work explores how GPU-enabled population…
This paper describes a method for generative player modeling and its application to the automatic testing of game content using archetypal player models called procedural personas. Theoretically grounded in psychological decision theory,…
Studying strategy update rules in the framework of evolutionary game theory, one can differentiate between imitation processes and aspiration-driven dynamics. In the former case, individuals imitate the strategy of a more successful peer.…
The representation used for solutions in optimization can have a significant impact on the performance of the optimization method. Traditional population based evolutionary methods have homogeneous populations where all solutions use the…
Combining a set of phylogenetic trees into a single phylogenetic network that explains all of them is a fundamental challenge in evolutionary studies. Existing methods are computationally expensive and can either handle only small numbers…
General Video Game Playing (GVGP) is a field of Artificial Intelligence where agents play a variety of real-time video games that are unknown in advance. This limits the use of domain-specific heuristics. Monte-Carlo Tree Search (MCTS) is a…
We study the problem of training a Reinforcement Learning (RL) agent that is collaborative with humans without using any human data. Although such agents can be obtained through self-play training, they can suffer significantly from…
Evolutionary Game Theory (EGT) and Artificial Intelligence (AI) are two fields that, at first glance, might seem distinct, but they have notable connections and intersections. The former focuses on the evolution of behaviors (or strategies)…
This paper introduces an information-theoretic method for selecting a subset of problems which gives the most information about a group of problem-solving algorithms. This method was tested on the games in the General Video Game AI (GVGAI)…
Nowadays, we are immersed in tens of newly-proposed evolutionary and swam-intelligence metaheuristics, which makes it very difficult to choose a proper one to be applied on a specific optimization problem at hand. On the other hand, most of…
Evolutionary game dynamics in finite populations provides a new framework to understand the selection of traits with frequency-dependent fitness. Recently, a simple but fundamental law of evolutionary dynamics, which we call {\sigma} law,…