Related papers: To be a fast adaptive learner: using game history …
We propose a novel adversarial learning strategy for mixture models of Hawkes processes, leveraging data augmentation techniques of Hawkes process in the framework of self-paced learning. Instead of learning a mixture model directly from a…
Designing the decision-making processes of artificial agents that are involved in competitive interactions is a challenging task. In a competitive scenario, the agent does not only have a dynamic environment but also is directly affected by…
Consider a two-player game repeated N times. Player 1 can choose between two styles (for interpretability, offensive and defensive), whereas Player 2 uses a single fixed style. Let X N\,:= \#wins -\#losses for Player 1 after N games, and…
Applying neural network (NN) methods in games can lead to various new and exciting game dynamics not previously possible. However, they also lead to new challenges such as the lack of large, clean datasets, varying player skill levels, and…
In the last decade, deep learning has achieved great success in machine learning tasks where the input data is represented with different levels of abstractions. Driven by the recent research in reinforcement learning using deep neural…
In recent years, Reinforcement Learning (RL) has seen increasing popularity in research and popular culture. However, skepticism still surrounds the practicality of RL in modern video game development. In this paper, we demonstrate by…
Asynchronous Advantage Actor Critic (A3C) is an effective Reinforcement Learning (RL) algorithm for a wide range of tasks, such as Atari games and robot control. The agent learns policies and value function through trial-and-error…
Achieving the capability of adapting to ever-changing environments is a critical step towards building fully autonomous robots that operate safely in complicated scenarios. In multiagent competitive scenarios, agents may have to adapt to…
When one agent interacts with a multi-agent environment, it is challenging to deal with various opponents unseen before. Modeling the behaviors, goals, or beliefs of opponents could help the agent adjust its policy to adapt to different…
We derive upper and lower bounds for the policy regret of $T$-round online learning problems with graph-structured feedback, where the adversary is nonoblivious but assumed to have a bounded memory. We obtain upper bounds of $\widetilde…
Dynamic game theory is an increasingly popular tool for modeling multi-agent, e.g. human-robot, interactions. Game-theoretic models presume that each agent wishes to minimize a private cost function that depends on others' actions. These…
Training a high-dimensional simulated agent with an under-specified reward function often leads the agent to learn physically infeasible strategies that are ineffective when deployed in the real world. To mitigate these unnatural behaviors,…
Letting AI agents interact in multi-agent applications adds a layer of complexity to the interpretability and prediction of AI outcomes, with profound implications for their trustworthy adoption in research and society. Game theory offers…
We consider the problem of predicting human players' actions in repeated strategic interactions. Our goal is to predict the dynamic step-by-step behavior of individual players in previously unseen games. We study the ability of neural…
Today's high-stakes adversarial interactions feature attackers who constantly breach the ever-improving security measures. Deception mitigates the defender's loss by misleading the attacker to make suboptimal decisions. In order to formally…
A general approach to knowledge transfer is introduced in which an agent controlled by a neural network adapts how it reuses existing networks as it learns in a new domain. Networks trained for a new domain can improve their performance by…
Adversarial training is wildly considered as one of the most effective way to defend against adversarial examples. However, existing adversarial training methods consume unbearable time, due to the fact that they need to generate…
Complex environments and tasks pose a difficult problem for holistic end-to-end learning approaches. Decomposition of an environment into interacting controllable and non-controllable objects allows supervised learning for non-controllable…
Opponent Modelling tries to predict the future actions of opponents, and is required to perform well in multi-player games. There is a deep literature on learning an opponent model, but much less on how accurate such models must be to be…
As AI technology advances, research in playing text-based games with agents has becomeprogressively popular. In this paper, a novel approach to agent design and agent learning ispresented with the context of reinforcement learning. A model…