Related papers: Width-based Lookaheads with Learnt Base Policies a…
Learning in strategy games (e.g. StarCraft, poker) requires the discovery of diverse policies. This is often achieved by iteratively training new policies against existing ones, growing a policy population that is robust to exploit. This…
We present a generative optimization approach for learning game-playing agents, where policies are represented as Python programs and refined using large language models (LLMs). Our method treats decision-making policies as self-evolving…
The performance of search algorithms for grid-based pathfinding, e.g. A*, critically depends on the heuristic function that is used to focus the search. Recent studies have shown that informed heuristics that take the positions/shapes of…
This paper introduces a novel method for learning how to play the most difficult Atari 2600 games from the Arcade Learning Environment using deep reinforcement learning. The proposed method, human checkpoint replay, consists in using…
Deep reinforcement learning (DRL) has achieved significant breakthroughs in various tasks. However, most DRL algorithms suffer a problem of generalizing the learned policy which makes the learning performance largely affected even by minor…
Efficient exploration remains a challenging research problem in reinforcement learning, especially when an environment contains large state spaces, deceptive local optima, or sparse rewards. To tackle this problem, we present a…
Artificial intelligence (AI) has surpassed top human players in a variety of games. In imperfect information games, these achievements have primarily been driven by Counterfactual Regret Minimization (CFR) and its variants for computing…
Solving robotic navigation tasks via reinforcement learning (RL) is challenging due to their sparse reward and long decision horizon nature. However, in many navigation tasks, high-level (HL) task representations, like a rough floor plan,…
I propose Nonparametric Bayesian Policy Learning (NBPL) as a framework for uncertainty-aware treatment choice. I consider a decision-maker (DM) seeking to select an expected welfare-maximizing treatment rule using observable…
This paper describes a new evolutionary algorithm that is especially well suited to AI-Assisted Game Design. The approach adopted in this paper is to use observations of AI agents playing the game to estimate the game's quality. Some of…
To achieve acceptable performance for AI tasks, one can either use sophisticated feature extraction methods as the first layer in a two-layered supervised learning model, or learn the features directly using a deep (multi-layered) model.…
We consider approximate dynamic programming in $\gamma$-discounted Markov decision processes and apply it to approximate planning with linear value-function approximation. Our first contribution is a new variant of Approximate Policy…
Reinforcement learning is concerned with identifying reward-maximizing behaviour policies in environments that are initially unknown. State-of-the-art reinforcement learning approaches, such as deep Q-networks, are model-free and learn to…
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…
Reinforcement Learning (RL)-based motion planning has recently shown the potential to outperform traditional approaches from autonomous navigation to robot manipulation. In this work, we focus on a motion planning task for an evasive target…
Heuristic forward search is currently the dominant paradigm in classical planning. Forward search algorithms typically rely on a single, relatively simple variation of best-first search and remain fixed throughout the process of solving a…
Very recently proximal policy optimization (PPO) algorithms have been proposed as first-order optimization methods for effective reinforcement learning. While PPO is inspired by the same learning theory that justifies trust region policy…
Large Language Models have become integral to software development, yet they frequently generate vulnerable code. Existing code vulnerability detection benchmarks employ binary classification, lacking the CWE-level specificity required for…
Deep reinforcement learning agents frequently suffer from premature convergence, where early entropy collapse causes the policy to discard exploratory behaviors before discovering globally optimal strategies. We introduce Optimistic Policy…
Curriculum learning (CL) mimics human learning, in which easy samples are learned first, followed by harder samples, and has become an effective method for training deep networks. However, many existing automatic CL methods maintain a…