Related papers: Detecting and Adapting to Novelty in Games
We study reinforcement learning (RL) for text-based games, which are interactive simulations in the context of natural language. While different methods have been developed to represent the environment information and language actions,…
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…
This abstract proposes an approach towards goal-oriented modeling of the detection and modeling complex social phenomena in multiparty discourse in an online political strategy game. We developed a two-tier approach that first encodes…
We propose RAPid-Learn: Learning to Recover and Plan Again, a hybrid planning and learning method, to tackle the problem of adapting to sudden and unexpected changes in an agent's environment (i.e., novelties). RAPid-Learn is designed to…
Unambiguous identification of the rewards driving behaviours of entities operating in complex open-ended real-world environments is difficult, partly because goals and associated behaviours emerge endogenously and are dynamically updated as…
Current works in human emotion recognition follow the traditional closed learning approach governed by rigid rules without any consideration of novelty. Classification models are trained on some collected datasets and expected to have the…
Regardless of past learning, an agent in an open world will face unfamiliar events outside of prior experience, existing models, or policies. Further, the agent will sometimes lack relevant knowledge and/or sufficient time to assess the…
Two key challenges within Reinforcement Learning involve improving (a) agent learning within environments with sparse extrinsic rewards and (b) the explainability of agent actions. We describe a curious subgoal focused agent to address both…
Infants are experts at playing, with an amazing ability to generate novel structured behaviors in unstructured environments that lack clear extrinsic reward signals. We seek to mathematically formalize these abilities using a neural network…
Global games form a subclass of games with incomplete information where a set of agents decide actions against a regime with an underlying fundamental $\theta$ representing its power. Each agent has access to an independent noisy…
Playing text-based games requires skills in processing natural language and sequential decision making. Achieving human-level performance on text-based games remains an open challenge, and prior research has largely relied on hand-crafted…
The next generation of autonomous agents must not only learn efficiently but also act reliably and adapt their behavior in open worlds. Standard approaches typically assume fixed tasks and environments with little or no novelty, which…
Though deep reinforcement learning agents have achieved unprecedented success in recent years, their learned policies can be brittle, failing to generalize to even slight modifications of their environments or unfamiliar situations. The…
Reinforcement learning (RL) algorithms update an agent's parameters according to one of several possible rules, discovered manually through years of research. Automating the discovery of update rules from data could lead to more efficient…
We describe GNOME (Generating Novelty in Open-world Multi-agent Environments), an experimental platform that is designed to test the effectiveness of multi-agent AI systems when faced with \emph{novelty}. GNOME separates the development of…
Autonomous robots need to be able to adapt to unforeseen situations and to acquire new skills through trial and error. Reinforcement learning in principle offers a suitable methodological framework for this kind of autonomous learning.…
This paper studies two important signal processing aspects of equilibrium behavior in non-cooperative games arising in social networks, namely, reinforcement learning and detection of equilibrium play. The first part of the paper presents a…
Real-world autonomous decision-making systems, from robots to recommendation engines, must operate in environments that change over time. While deep reinforcement learning (RL) has shown an impressive ability to learn optimal policies in…
Text-based games (TBGs) have become a popular proving ground for the demonstration of learning-based agents that make decisions in quasi real-world settings. The crux of the problem for a reinforcement learning agent in such TBGs is…
Open ad hoc teamwork is the problem of training a single agent to efficiently collaborate with an unknown group of teammates whose composition may change over time. A variable team composition creates challenges for the agent, such as the…