Related papers: General Game Heuristic Prediction Based on Ludeme …
We present the second in a series of three academic essays which deal with the question of how to build a generalized player model. We begin with a proposition: a general model of players requires parameters for the subjective experience of…
Learning problems commonly exhibit an interesting feedback mechanism wherein the population data reacts to competing decision makers' actions. This paper formulates a new game theoretic framework for this phenomenon, called "multi-player…
Implementing board games in code can be a time-consuming task. However, Large Language Models (LLMs) have been proven effective at generating code for domain-specific tasks with simple contextual information. We aim to investigate whether…
When a prediction algorithm serves a collection of users, disparities in prediction quality are likely to emerge. If users respond to accurate predictions by increasing engagement, inviting friends, or adopting trends, repeated learning…
We introduce the notion of universal graphs as a tool for constructing algorithms solving games of infinite duration such as parity games and mean payoff games. In the first part we develop the theory of universal graphs, with two goals:…
Mean Field Game systems describe equilibrium configurations in differential games with infinitely many infinitesimal interacting agents. We introduce a learning procedure (similar to the Fictitious Play) for these games and show its…
We investigate a variety of cut and choose games, their relationship with (generic) large cardinals, and show that they can be used to characterize a number of properties of ideals and of partial orders: certain notions of distributivity,…
This paper gives a critical account of the minority game literature. The minority game is a simple congestion game: players need to choose between two options, and those who have selected the option chosen by the minority win. The learning…
Deep reinforcement learning can match or exceed human performance in stable contexts, but with minor changes to the environment artificial networks, unlike humans, often cannot adapt. Humans rely on a combination of heuristics to simplify…
This article describes the first implementation of the GADEL system : a Genetic Algorithm for Default Logic. The goal of GADEL is to compute extensions in Reiter's default logic. It accepts every kind of finite propositional default…
We conducted a laboratory experiment involving human subjects to test the theoretical hypothesis that equilibrium selection can be impacted by manipulating the games dynamics process, by using modern control theory. Our findings indicate…
This article describes an application of three well-known statistical methods in the field of game-tree search: using a large number of classified Othello positions, feature weights for evaluation functions with a game-phase-independent…
Game-playing AI research has focused for a long time on learning to play video games from visual input or symbolic information. However, humans benefit from a wider array of sensors which we utilise in order to navigate the world around us.…
This paper explores a PAC (probably approximately correct) learning model in cooperative games. Specifically, we are given $m$ random samples of coalitions and their values, taken from some unknown cooperative game; can we predict the…
Over the past two decades, Machine Learning (ML) techniques have been increasingly utilized for the purpose of predicting outcomes in sport. In this paper, we provide a review of studies that have used ML for predicting results in team…
In this paper we introduce the novel framework of distributionally robust games. These are multi-player games where each player models the state of nature using a worst-case distribution, also called adversarial distribution. Thus each…
Current approaches for learning for planning have yet to achieve competitive performance against classical planners in several domains, and have poor overall performance. In this work, we construct novel graph representations of lifted…
Historically, games of all kinds have often been the subject of study in scientific works of Computer Science, including the field of machine learning. By using machine learning techniques and applying them to a game with defined rules or a…
Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a…
This paper introduces a system used to generate game feature suggestions based on a text prompt. Trained on the game descriptions of almost 60k games, it uses the word embeddings of a small GLoVe model to extract features and entities found…