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Deep Q Network (DQN) has several limitations when applied in planning a path in environment with a number of dilemmas according to our experiment. The reward function may be hard to model, and successful experience transitions are difficult…
This paper introduces a user-driven evolutionary algorithm based on Quality Diversity (QD) search. During a design session, the user iteratively selects among presented alternatives and their selections affect the upcoming results. We aim…
Modern day computer games have extremely large state and action spaces. To detect bugs in these games' models, human testers play the games repeatedly to explore the game and find errors in the games. Such gameplay is exhaustive and time…
Real-world design problems are a messy combination of constraints, objectives, and features. Exploring these problem spaces can be defined as a Multi-Criteria Exploration (MCX) problem, whose goals are to produce a set of diverse solutions…
This paper introduces a novel class of multi-stage resource allocation games that model real-world scenarios in which profitability depends on the balance between supply and demand, and where higher resource investment leads to greater…
In this paper, we consider the problem of path finding for a set of homogeneous and autonomous agents navigating a previously unknown stochastic environment. In our problem setting, each agent attempts to maximize a given utility function…
Robots have become increasingly prevalent in dynamic and crowded environments such as airports and shopping malls. In these scenarios, the critical challenges for robot navigation are reliability and timely arrival at predetermined…
This paper develops a game-theoretic decision-making framework for autonomous driving in multi-agent scenarios. A novel hierarchical game-based decision framework is developed for the ego vehicle. This framework features an interaction…
Can we build an artificial system that would be able to generate endless surprises if ran "forever" in Minecraft? While there is not a single path toward solving that grand challenge, this article presents what we believe to be some working…
The research community lacks a middle ground between StarCraft IIs full game and its mini-games. The full-games sprawling state-action space renders reward signals sparse and noisy, but in mini-games simple agents saturate performance. This…
Reinforcement learning algorithms rely on carefully engineering environment rewards that are extrinsic to the agent. However, annotating each environment with hand-designed, dense rewards is not scalable, motivating the need for developing…
Virtual Reality (VR) can cause an unprecedented immersion and feeling of presence yet a lot of users experience motion sickness when moving through a virtual environment. Rollercoaster rides are popular in Virtual Reality but have to be…
Recommender ecosystems are an emerging subject of research. Such research examines how the characteristics of algorithms, recommendation consumers, and item providers influence system dynamics and long-term outcomes. One architectural…
The study of the evolution of cooperative behaviours --which provide benefits to others-- and altruism --which provides benefits to others at a cost to oneself-- has been on the core of the evolutionary game theoretical framework since its…
Games are widely used as research environments for multi-agent reinforcement learning (MARL), but they pose three significant challenges: limited customization, high computational demands, and oversimplification. To address these issues, we…
Exploration in high-dimensional, continuous spaces with sparse rewards is an open problem in reinforcement learning. Artificial curiosity algorithms address this by creating rewards that lead to exploration. Given a reinforcement learning…
Distributed clusters like the Grid and PlanetLab enable the same statistical multiplexing efficiency gains for computing as the Internet provides for networking. One major challenge is allocating resources in an economically efficient and…
Diverse, top-k, and top-quality planning are concerned with the generation of sets of solutions to sequential decision problems. Previously this area has been the domain of classical planners that require a symbolic model of the problem…
Machine learning (ML) models often require large amounts of data to perform well. When the available data is limited, model trainers may need to acquire more data from external sources. Often, useful data is held by private entities who are…
Many fields use search algorithms, which automatically explore a search space to find high-performing solutions: chemists search through the space of molecules to discover new drugs; engineers search for stronger, cheaper, safer designs,…