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Mastering games is a hard task, as games can be extremely complex, and still fundamentally different in structure from one another. While the AlphaZero algorithm has demonstrated an impressive ability to learn the rules and strategy of a…
While Online Gradient Descent and other no-regret learning procedures are known to efficiently converge to a coarse correlated equilibrium in games where each agent's utility is concave in their own strategy, this is not the case when…
For years, the discourse around poker AI has been dominated by the concept of solvers and the pursuit of unexploitable, machine-perfect play. This paper challenges that orthodoxy. It presents Patrick, an AI built on the contrary philosophy:…
Network congestion games are a convenient model for reasoning about routing problems in a network: agents have to move from a source to a target vertex while avoiding congestion, measured as a cost depending on the number of players using…
Automatic chess problem or puzzle composition typically involves generating and testing various different positions, sometimes using particular piece sets. Once a position has been generated, it is then usually tested for positional…
In domains where agents interact strategically, game theory is applied widely to predict how agents would behave. However, game-theoretic predictions are based on the assumption that agents are fully rational and believe in equilibrium…
For nearly three decades, spatial games have produced a wealth of insights to the study of behavior and its relation to population structure. However, as different rules and factors are added or altered, the dynamics of spatial models often…
A recent body of experimental literature has studied empirical game-theoretical analysis, in which we have partial knowledge of a game, consisting of observations of a subset of the pure-strategy profiles and their associated payoffs to…
In Natural Language Processing (NLP), the Elo rating system, originally designed for ranking players in dynamic games such as chess, is increasingly being used to evaluate Large Language Models (LLMs) through "A vs B" paired comparisons.…
Achieving human-level speed and performance on real world tasks is a north star for the robotics research community. This work takes a step towards that goal and presents the first learned robot agent that reaches amateur human-level…
We study a simple example of a sequential game illustrating problems connected with making rational decisions that are universal for social sciences. The set of chooser's optimal decisions that manifest his preferences in case of a constant…
AI-controlled characters in fighting games are expected to possess reasonably high skills and behave in a believable, human-like manner, exhibiting a diversity of play styles and strategies. Thus, the development of fighting game AI…
The idea of style transfer has largely only been explored in image-based tasks, which we attribute in part to the specific nature of loss functions used for style transfer. We propose a general formulation of style transfer as an extension…
The function that counts the number of ways to place nonattacking identical chess or fairy chess pieces in a rectangular strip of fixed height and variable width, as a function of the width, is a piecewise polynomial which is eventually a…
In the realm of evolutionary game theory, standard frameworks typically presuppose that every player possesses comprehensive knowledge and unrestricted access to the entire strategy space. However, real-world human society inherently…
A commonly used technique for managing AI complexity in real-time strategy (RTS) games is to use action and/or state abstractions. High-level abstractions can often lead to good strategic decision making, but tactical decision quality may…
Chess teaching has evolved through different approaches, however, traditional methodologies, often based on memorization, contrast with the new possibilities offered by generative artificial intelligence, a technology still little explored…
In this paper, we examine the long-run behavior of regularized, no-regret learning in finite games. A well-known result in the field states that the empirical frequencies of no-regret play converge to the game's set of coarse correlated…
Westudy how a planner can design dynamic interventions to overcome status-quo inertia in living temporal games, where strategic agents control their state (active, sleep, partially dead) on a temporal network. Building on the…
Transactions are an important aspect of human social life, and represent dynamic flow of information, intangible values, such as trust, as well as monetary and social capital. Although much research has been conducted on the nature of…