Related papers: Learning to Play Imperfect-Information Games by Im…
This paper describes a new algorithm for decision making in two-player real-time video games. As with Monte Carlo Tree Search, the algorithm can be used without heuristics and has been developed for use in general video game AI. The…
We analyze, both analytically and numerically, the self-organization of a system of "selfish" adaptive agents playing an arbitrary iterated pairwise game (defined by a 2X2 payoff matrix). Examples of possible games to play are: the…
We propose an algorithm for computing approximate Nash equilibria of partially observable games using Monte-Carlo tree search based on recent bandit methods. We obtain experimental results for the game of phantom tic-tac-toe, showing that…
Our objective in this paper is to develop a machinery that makes a given organizational strategic plan resilient to the actions of competitor agents (adverse environmental actions). We assume that we are given a goal tree representing…
We present a framework for computing approximate mixed-strategy Nash equilibria of continuous-action games. It is a modification of the traditional double oracle algorithm, extended to multiple players and continuous action spaces. Unlike…
In this article, we present a new machine learning model by imitation based on the linguistic description of complex phenomena. The idea consists of, first, capturing the behaviour of human players by creating a computational perception…
Reinforcement learning has achieved remarkable success in perfect information games such as Go and Atari, enabling agents to compete at the highest levels against human players. However, research in reinforcement learning for imperfect…
Trajectory planning involving multi-agent interactions has been a long-standing challenge in the field of robotics, primarily burdened by the inherent yet intricate interactions among agents. While game-theoretic methods are widely…
We present efficient algorithms for computing optimal or approximately optimal strategies in a zero-sum game for which Player I has n pure strategies and Player II has an arbitrary number of pure strategies. We assume that for any given…
Informative planning seeks a sequence of actions that guide the robot to collect the most informative data to build a large-scale environmental model or learn a dynamical system. Existing work in informative planning mainly focuses on…
To learn good joint policies for multi-agent collaboration with imperfect information remains a fundamental challenge. While for two-player zero-sum games, coordinate-ascent approaches (optimizing one agent's policy at a time, e.g.,…
Operating vehicles in adversarial environments require non-conventional planning techniques. A two-player, zero-sum non-cooperative game is introduced, which is solved via a linear program. An extension is proposed to construct networks…
In addressing the challenge of exponential scaling with the number of agents we adopt a cluster-based representation to approximately solve asymmetric games of very many players. A cluster groups together agents with a similar "strategic…
In this paper, we extend the Descent framework, which enables learning and planning in the context of two-player games with perfect information, to the framework of stochastic games. We propose two ways of doing this, the first way…
We analyze different ways of pairing agents in a bipartite matching problem, with regard to its scaling properties and to the distribution of individual ``satisfactions''. Then we explore the role of partial information and bounded…
We present a novel algorithm for game-theoretic trajectory planning, tailored for settings in which agents can only observe one another in specific regions of the state space. Such problems arise naturally in the context of multi-robot…
People need to internalize the skills of AI agents to improve their own capabilities. Our paper focuses on Mahjong, a multiplayer game involving imperfect information and requiring effective long-term decision-making amidst randomness and…
Matching tile games are an extremely popular game genre. Arguably the most popular iteration, Match-3 games, are simple to understand puzzle games, making them great benchmarks for research. In this paper, we propose developing different…
Reinforcement learning (RL) is successful at learning to play games where the entire environment is visible. However, RL approaches are challenged in complex games like Starcraft II and in real-world environments where the entire…
Policies for partially observed Markov decision processes can be efficiently learned by imitating policies for the corresponding fully observed Markov decision processes. Unfortunately, existing approaches for this kind of imitation…