Related papers: Developing a Successful Bomberman Agent
A two-player game-theoretic problem on resilient graphs in a multiagent consensus setting is formulated. An attacker is capable to disable some of the edges of the network with the objective to divide the agents into clusters by emitting…
As AI technology advances, research in playing text-based games with agents has becomeprogressively popular. In this paper, a novel approach to agent design and agent learning ispresented with the context of reinforcement learning. A model…
This work introduces an online Bayesian game-theoretic method for behavior identification in multi-agent dynamical systems. By casting Hamilton-Jacobi-Bellman optimality conditions as linear-in-parameter residuals, the method enables fast…
Recent developments in deep reinforcement learning have enabled the creation of agents for solving a large variety of games given a visual input. These methods have been proven successful for 2D games, like the Atari games, or for simple…
In fighting games, individual players of the same skill level often exhibit distinct strategies from one another through their gameplay. Despite this, the majority of AI agents for fighting games have only a single strategy for each "level"…
Reinforcement learning agents in complex game environments often suffer from sparse rewards, training instability, and poor sample efficiency. This paper presents a hybrid training approach that combines offline imitation learning with…
Automated testing of computer games is a challenging problem, especially when lengthy scenarios have to be tested. Automating such a scenario boils down to finding the right sequence of interactions given an abstract description of the…
The discovery of Behavior Trees (BTs) impacted the field of Artificial Intelligence (AI) in games, by providing flexible and natural representation of non-player characters (NPCs) logic, manageable by game-designers. Nevertheless, increased…
Recent advances in bandit tools and techniques for sequential learning are steadily enabling new applications and are promising the resolution of a range of challenging related problems. We study the game tree search problem, where the goal…
The project's aim is to create an AI agent capable of selecting good actions in a game-playing domain called Battlespace. Sequential domains like Battlespace are important testbeds for planning problems, as such, the Department of Defense…
Currently the Dempster-Shafer based algorithm and Uniform Random Probability based algorithm are the preferred method of resolving security games, in which defenders are able to identify attackers and only strategy remained ambiguous.…
We introduce Pok\'eAI, the first text-based, multi-agent large language model (LLM) framework designed to autonomously play and progress through Pok\'emon Red. Our system consists of three specialized agents-Planning, Execution, and…
Recent work from the reinforcement learning community has shown that Evolution Strategies are a fast and scalable alternative to other reinforcement learning methods. In this paper we show that Evolution Strategies are a special case of…
AI agents have the potential to significantly alter the cybersecurity landscape. Here, we introduce the first framework to capture offensive and defensive cyber-capabilities in evolving real-world systems. Instantiating this framework with…
The game of Chinese Checkers is a challenging traditional board game of perfect information that differs from other traditional games in two main aspects: first, unlike Chess, all checkers remain indefinitely in the game and hence the…
Games, including abstract board games, constitute a convenient ground to create, design, and improve new AI methods. In this field, Monte Carlo Tree Search is a popular algorithm family, aiming to build game trees and explore them…
We present a Monte-Carlo simulation algorithm for real-time policy improvement of an adaptive controller. In the Monte-Carlo simulation, the long-term expected reward of each possible action is statistically measured, using the initial…
In this paper, we consider a robust action selection problem in multi-agent systems where performance must be guaranteed when the system suffers a worst-case attack on its agents. Specifically, agents are tasked with selecting actions from…
The domain of text-based adventure games has been recently established as a new challenge of creating the agent that is both able to understand natural language, and acts intelligently in text-described environments. In this paper, we…
In multi-agent search planning for a randomly moving and camouflaging target, we examine heterogeneous searchers that differ in terms of their endurance level, travel speed, and detection ability. This leads to a convex mixed-integer…