Related papers: Randomized fast no-loss expert system to play tic …
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…
Ultimate Tic-Tac-Toe is a variant of the popular Tic-Tac-Toe game. Two players compete to win three aligned "fields," with each field constituting its own miniature tic-tac-toe game. Each move determines which field the next player must…
Speculative decoding accelerates LLMs by using a lightweight draft model to generate tokens autoregressively before verifying them in parallel with a larger target model. However, determining the optimal number of tokens to draft remains a…
This paper describes a new evolutionary algorithm that is especially well suited to AI-Assisted Game Design. The approach adopted in this paper is to use observations of AI agents playing the game to estimate the game's quality. Some of…
Decision Trees are prominent prediction models for interpretable Machine Learning. They have been thoroughly researched, mostly in the batch setting with a fixed labelled dataset, leading to popular algorithms such as C4.5, ID3 and CART.…
This paper proposes a rapidly-exploring random trees (RRT) algorithm to solve the motion planning problem for hybrid systems. At each iteration, the proposed algorithm, called HyRRT, randomly picks a state sample and extends the search tree…
We present a novel and systematic method, called Superfast Selection, for selecting the "optimal split" for decision tree and feature selection algorithms over tabular data. The method speeds up split selection on a single feature by…
Min-max optimization arises in many domains such as game theory, adversarial machine learning, etc. For these problems, gradient-based methods are well understood and enjoy strong guarantees. However, in the absence of convexity or…
We study Stackelberg equilibria in finitely repeated games, where the leader commits to a strategy that picks actions in each round and can be adaptive to the history of play (i.e. they commit to an algorithm). In particular, we study…
Monte Carlo Tree Search (MCTS) is a sampling best-first method to search for optimal decisions. The MCTS's popularity is based on its extraordinary results in the challenging two-player based game Go, a game considered much harder than…
Expert Iteration (ExIt) is an effective framework for learning game-playing policies from self-play. ExIt involves training a policy to mimic the search behaviour of a tree search algorithm - such as Monte-Carlo tree search - and using the…
Sequential decision making problems, such as structured prediction, robotic control, and game playing, require a combination of planning policies and generalisation of those plans. In this paper, we present Expert Iteration (ExIt), a novel…
We study stochastic multi-armed bandits with many players. The players do not know the number of players, cannot communicate with each other and if multiple players select a common arm they collide and none of them receive any reward. We…
Ultimate Tic-Tac-Toe is a variant of the well known tic-tac-toe (noughts and crosses) board game. Two players compete to win three aligned "fields", each of them being a tic-tac-toe game. Each move determines which field the next player…
Tree-form sequential decision making (TFSDM) extends classical one-shot decision making by modeling tree-form interactions between an agent and a potentially adversarial environment. It captures the online decision-making problems that each…
We consider a deterministic game with alternate moves and complete information, of which the issue is always the victory of one of the two opponents. We assume that this game is the realization of a random model enjoying some independence…
We propose $\tt RandUCB$, a bandit strategy that builds on theoretically derived confidence intervals similar to upper confidence bound (UCB) algorithms, but akin to Thompson sampling (TS), it uses randomization to trade off exploration and…
We design and analyze minimax-optimal algorithms for online linear optimization games where the player's choice is unconstrained. The player strives to minimize regret, the difference between his loss and the loss of a post-hoc benchmark…
Monte Carlo Tree Search (MCTS), most famously used in game-play artificial intelligence (e.g., the game of Go), is a well-known strategy for constructing approximate solutions to sequential decision problems. Its primary innovation is the…
Online minimization of an unknown convex function over the interval $[0,1]$ is considered under first-order stochastic bandit feedback, which returns a random realization of the gradient of the function at each query point. Without knowing…