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The term Procedural Content Generation (PCG) refers to the (semi-)automatic generation of game content by algorithmic means, and its methods are becoming increasingly popular in game-oriented research and industry. A special class of these…
Testing Machine Learning (ML) models and AI-Infused Applications (AIIAs), or systems that contain ML models, is highly challenging. In addition to the challenges of testing classical software, it is acceptable and expected that statistical…
This paper studies the complexity of solving two classes of non-cooperative games in a distributed manner in which the players communicate with a set of system nodes over noisy communication channels. The complexity of solving each game…
Recent successes of game-theoretic formulations in ML have caused a resurgence of research interest in differentiable games. Overwhelmingly, that research focuses on methods and upper bounds on their speed of convergence. In this work, we…
A central challenge in game theory and learning systems such as GANs is understanding which algorithms can efficiently compute equilibria across the heterogeneous landscape of games. Equilibrium computation is typically studied solver by…
Procedural Level Generation via Machine Learning (PLGML), the study of generating game levels with machine learning, has received a large amount of recent academic attention. For certain measures these approaches have shown success at…
It is common to assume that agents will adopt Nash equilibrium strategies; however, experimental studies have demonstrated that Nash equilibrium is often a poor description of human players' behavior in unrepeated normal-form games. In this…
Motivated by the goals of dataset pruning and defect identification, a growing body of methods have been developed to score individual examples within a dataset. These methods, which we call "example difficulty scores", are typically used…
Current safety alignment for Large Language Models (LLMs) implicitly optimizes for a "modal adult user," leaving models vulnerable to distributional shifts in user cognition. We present ChildSafe, a benchmark that quantifies alignment…
Effective security patrol management is critical for ensuring safety in diverse environments such as art galleries, airports, and factories. The behavior of patrols in these situations can be modeled by patrolling games. They simulate the…
In this thesis, we survey techniques and results from the study of Complexity Theory and Games. We then apply these techniques to obtain new results for previously unstudied games. Our contributions in the games Hexiom, Cut the Rope, and…
In this paper, we study the average case complexity of the Unique Games problem. We propose a natural semi-random model, in which a unique game instance is generated in several steps. First an adversary selects a completely satisfiable…
Network games provide a natural machinery to compactly represent strategic interactions among agents whose payoffs exhibit sparsity in their dependence on the actions of others. Besides encoding interaction sparsity, however, real networks…
When a student is asked to perform a given task, her subjective estimate of the difficulty of that task has a strong influence on her performance. There exists a rich literature on the impact of perceived task difficulty on performance and…
Exploration is a key part of many video games. We investigate the using an exploratory agent to provide feedback on the design of procedurally generated game levels, 5 engaging levels and 5 unengaging levels. We expand upon a framework…
Large language models are increasingly deployed as specialized agents that plan, call tools, and take actions over extended horizons. Yet many existing evaluations assume a "clean interface" where dynamics are specified and stable, tools…
This paper provides statistical sample complexity bounds for score-matching and its applications in causal discovery. We demonstrate that accurate estimation of the score function is achievable by training a standard deep ReLU neural…
We study the complexity of computing equilibria in binary public goods games on undirected graphs. In such a game, players correspond to vertices in a graph and face a binary choice of performing an action, or not. Each player's decision…
Automatically generating novel and interesting games is a complex task. Challenges include representing game rules in a computationally workable form, searching through the large space of potential games under most such representations, and…
Many models from a variety of areas involve the computation of an equilibrium or fixed point of some kind. Examples include Nash equilibria in games; market equilibria; computing optimal strategies and the values of competitive games…