Related papers: Evolving Evaluation Functions for Collectible Card…
We present a general way of defining various reduction games on \omega\ which "represent" corresponding topologically defined classes of functions. In particular, we will show how to construct games for piecewise defined functions, for…
AI has surpassed humans across a variety of tasks such as image classification, playing games (e.g., go, "Starcraft" and poker), and protein structure prediction. However, at the same time, AI is also bearing serious controversies. Many…
Purpose: We propose a model to present a possible mechanism for obtaining sizeable behavioural structures by simulating an agent based on the evolutionary public good game with available social learning. Methods: The model considered a…
Over the past few decades, many works have studied the evolutionary dynamics of continuous games. However, previous works have primarily focused on two-player games with pairwise interactions. Indeed, group interactions rather than pairwise…
The current state-of-the-art Scrabble agents are not learning-based but depend on truncated Monte Carlo simulations and the quality of such agents is contingent upon the time available for running the simulations. This thesis takes steps…
Appearance-based gaze estimation, which uses only a regular camera to estimate human gaze, is important in various application fields. While the technique faces data bias issues, data collection protocol is often demanding, and collecting…
Skat is a fascinating combinatorial card game, show-casing many of the intrinsic challenges for modern AI systems such as cooperative and adversarial behaviors (among the players), randomness (in the deal), and partial knowledge (due to…
The project's aim is to create an AI agent capable of selecting good actions in a game-playing domain called Battlespace. Sequential domains like Battlespace are important testbeds for planning problems, as such, the Department of Defense…
Recent advances in game informatics have enabled us to find strong strategies across a diverse range of games. However, these strategies are usually difficult for humans to interpret. On the other hand, research in Explainable Artificial…
We study stochastic evolution of optional games on simple graphs. There are two strategies, A and B, whose interaction is described by a general payoff matrix. In addition there are one or several possibilities to opt out from the game by…
Feedback-evolving games is a framework that models the co-evolution between payoff functions and an environmental state. It serves as a useful tool to analyze many social dilemmas such as natural resource consumption, behaviors in…
A $p$-beauty contest is a wide class of games of guessing the most popular strategy among other players. In particular, guessing a fraction of a mean of numbers chosen by all players is a classic behavioral experiment designed to test…
In 2016, 2017, and 2018 at the IEEE Conference on Computational Intelligence in Games, the authors of this paper ran a competition for agents that can play classic text-based adventure games. This competition fills a gap in existing game AI…
Most learning algorithms are not invariant to the scale of the function that is being approximated. We propose to adaptively normalize the targets used in learning. This is useful in value-based reinforcement learning, where the magnitude…
We study an evolutionary game of chance in which the probabilities for different outcomes (e.g., heads or tails) depend on the amount wagered on those outcomes. The game is perhaps the simplest possible probabilistic game in which…
Adversarial machine learning, i.e., increasing the robustness of machine learning algorithms against so-called adversarial examples, is now an established field. Yet, newly proposed methods are evaluated and compared under unrealistic…
In this report, we inspect the application of an evolutionary approach to the game of Rack'O, which is a card game revolving around the notion of decision making. We first apply the evolutionary technique for obtaining a set of rules over…
This paper introduces a geometric framework for analyzing power relations in games, independent of their strategic form. We define a canonical preference space where each player's relational stance is a normalized vector. This model…
In this paper we introduce some simple models, based on rolling dice, to explore mechanisms proposed to explain planetary habitability. The idea is to study these selection mechanisms in an analytically tractable setting, isolating their…
A variety of recent papers discuss the application of Shapley values, a concept for explaining coalitional games, for feature attribution in machine learning. However, the correct way to connect a machine learning model to a coalitional…