Related papers: Action2Score: An Embedding Approach To Score Playe…
Soccer is a sparse rewarding game: any smart or careless action in critical situations can change the result of the match. Therefore players, coaches, and scouts are all curious about the best action to be performed in critical situations,…
There has been a recent explosion in the capabilities of game-playing artificial intelligence. Many classes of RL tasks, from Atari games to motor control to board games, are now solvable by fairly generic algorithms, based on deep…
Most existing action quality assessment methods rely on the deep features of an entire video to predict the score, which is less reliable due to the non-transparent inference process and poor interpretability. We argue that understanding…
Recent advances in reinforcement learning with social agents have allowed us to achieve human-level performance on some interaction tasks. However, most interactive scenarios do not have as end-goal performance alone; instead, the social…
Diffusion and flow matching have emerged as expressive policy classes in reinforcement learning, but their reliance on multi-step denoising imposes substantial computational overhead at inference time, which is particularly problematic in…
We consider the multi-agent reinforcement learning setting with imperfect information in which each agent is trying to maximize its own utility. The reward function depends on the hidden state (or goal) of both agents, so the agents must…
Text-based games are a popular testbed for language-based reinforcement learning (RL). In previous work, deep Q-learning is commonly used as the learning agent. Q-learning algorithms are challenging to apply to complex real-world domains…
Reinforcement learning (RL), a common tool in decision making, learns control policies from various experiences based on the associated cumulative return/rewards without treating them differently. Humans, on the contrary, often learn to…
A valuation for a player in a game in extensive form is an assignment of numeric values to the players moves. The valuation reflects the desirability moves. We assume a myopic player, who chooses a move with the highest valuation.…
Online competitive games have become increasingly popular. To ensure an exciting and competitive environment, these games routinely attempt to match players with similar skill levels. Matching players is often accomplished through a rating…
From the viewpoint of networks, a ranking system for players or teams in sports is equivalent to a centrality measure for sports networks, whereby a directed link represents the result of a single game. Previously proposed network-based…
We introduce a reinforcement learning environment based on Heroic - Magic Duel, a 1 v 1 action strategy game. This domain is non-trivial for several reasons: it is a real-time game, the state space is large, the information given to the…
Dynamic difficulty adjustment ($DDA$) is a process of automatically changing a game difficulty for the optimization of user experience. It is a vital part of almost any modern game. Most existing DDA approaches concentrate on the experience…
This paper performs the first investigation into depth for large-scale human action recognition in video where the depth cues are estimated from the videos themselves. We develop a new framework called depth2action and experiment thoroughly…
Reinforcement learning combined with deep neural networks has performed remarkably well in many genres of games recently. It has surpassed human-level performance in fixed game environments and turn-based two player board games. However, to…
In strategy games, one of the most important aspects of game design is maintaining a sense of challenge for players. Many mobile titles feature quick gameplay loops that allow players to progress steadily, requiring an abundance of levels…
In social dilemma situations, individual rationality leads to sub-optimal group outcomes. Several human engagements can be modeled as a sequential (multi-step) social dilemmas. However, in contrast to humans, Deep Reinforcement Learning…
Team composition is a central factor in determining the effectiveness of a team. In this paper, we present a large-scale study on the effect of team composition on multiple measures of team effectiveness. We use a dataset from the largest…
Reward shaping (RS) is a powerful method in reinforcement learning (RL) for overcoming the problem of sparse or uninformative rewards. However, RS typically relies on manually engineered shaping-reward functions whose construction is…
Gradient-based learning in multi-agent systems is difficult because the gradient derives from a first-order model which does not account for the interaction between agents' learning processes. LOLA (arXiv:1709.04326) accounts for this by…