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We present a new class of vertex cover and set cover games. The price of anarchy bounds match the best known constant factor approximation guarantees for the centralized optimization problems for linear and also for submodular costs -- in…
Recently, various auxiliary tasks have been proposed to accelerate representation learning and improve sample efficiency in deep reinforcement learning (RL). However, existing auxiliary tasks do not take the characteristics of RL problems…
This paper addresses the problem of learning an equilibrium efficiently in general-sum Markov games through decentralized multi-agent reinforcement learning. Given the fundamental difficulty of calculating a Nash equilibrium (NE), we…
Advances in deep reinforcement learning have allowed autonomous agents to perform well on Atari games, often outperforming humans, using only raw pixels to make their decisions. However, most of these games take place in 2D environments…
Active learning (AL) is a training paradigm for selecting unlabeled samples for annotation to improve model performance on a test set, which is useful when only a limited number of samples can be annotated. These algorithms often work by…
Recent studies have shown that reinforcement learning (RL) models are vulnerable in various noisy scenarios. For instance, the observed reward channel is often subject to noise in practice (e.g., when rewards are collected through sensors),…
Humans can flexibly generalize knowledge across domains by leveraging structured relational representations. While prior research has shown how such representations support analogical reasoning, less is known about how they are recruited to…
Going from research to production, especially for large and complex software systems, is fundamentally a hard problem. In large-scale game production, one of the main reasons is that the development environment can be very different from…
Return caching is a recent strategy that enables efficient minibatch training with multistep estimators (e.g. the {\lambda}-return) for deep reinforcement learning. By precomputing return estimates in sequential batches and then storing the…
Several recent works have studied the societal effects of AI; these include issues such as fairness, robustness, and safety. In many of these objectives, a learner seeks to minimize its worst-case loss over a set of predefined distributions…
StarCraft II (SC2) poses a grand challenge for reinforcement learning (RL), of which the main difficulties include huge state space, varying action space, and a long time horizon. In this work, we investigate a set of RL techniques for the…
We introduce the first version of the AI Consumer Index (ACE), a benchmark for assessing whether frontier AI models can perform everyday consumer tasks. ACE contains a hidden heldout set of 400 test cases, split across four consumer…
Reinforcement Learning (RL) algorithms have led to recent successes in solving complex games, such as Atari or Starcraft, and to a huge impact in real-world applications, such as cybersecurity or autonomous driving. In the side of the…
Motivated by the challenge of achieving rapid learning in physical environments, this paper presents the development and training of a robotic system designed to navigate and solve a labyrinth game using model-based reinforcement learning…
A natural goal in multiagent learning besides finding equilibria is to learn rationalizable behavior, where players learn to avoid iteratively dominated actions. However, even in the basic setting of multiplayer general-sum games, existing…
Current approximate Coarse Correlated Equilibria (CCE) algorithms struggle with equilibrium approximation for games in large stochastic environments but are theoretically guaranteed to converge to a strong solution concept. In contrast,…
Offline methods for reinforcement learning have a potential to help bridge the gap between reinforcement learning research and real-world applications. They make it possible to learn policies from offline datasets, thus overcoming concerns…
In imperfect information games, the evaluation of a game state not only depends on the observable world but also relies on hidden parts of the environment. As accessing the obstructed information trivialises state evaluations, one approach…
A key task in Artificial Intelligence is learning effective policies for controlling agents in unknown environments to optimize performance measures. Off-policy learning methods, like Q-learning, allow learners to make optimal decisions…
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…