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Recent large language model (LLM) reasoning, despite its success, suffers from limited domain knowledge, susceptibility to hallucinations, and constrained reasoning depth, particularly in small-scale models deployed in resource-constrained…
Generative adversarial networks (GANs) are a family of generative models that do not minimize a single training criterion. Unlike other generative models, the data distribution is learned via a game between a generator (the generative…
We propose a new technique that boosts the convergence of training generative adversarial networks. Generally, the rate of training deep models reduces severely after multiple iterations. A key reason for this phenomenon is that a deep…
Developing reasoning capabilities in multimodal large language models (MLLMs) remains challenging. Motivated by literature suggesting that gameplay promotes transferable reasoning skills, we propose a novel post-training method, Visual Game…
We present the technical side of reasoning in Regular Boardgames (RBG) language -- a universal General Game Playing (GGP) formalism for the class of finite deterministic games with perfect information, encoding rules in the form of regular…
One of the training strategies of generative models is to minimize the Jensen--Shannon divergence between the model distribution and the data distribution. Since data distribution is unknown, generative adversarial networks (GANs) formulate…
Generative Adversarial Networks (GANs) have seen steep ascension to the peak of ML research zeitgeist in recent years. Mostly catalyzed by its success in the domain of image generation, the technique has seen wide range of adoption in a…
We develop the fictitious play algorithm in the context of the linear programming approach for mean field games of optimal stopping and mean field games with regular control and absorption. This algorithm allows to approximate the mean…
The success of minimax learning problems of generative adversarial networks (GANs) has been observed to depend on the minimax optimization algorithm used for their training. This dependence is commonly attributed to the convergence speed…
Generative adversarial imitation learning (GAIL) demonstrates tremendous success in practice, especially when combined with neural networks. Different from reinforcement learning, GAIL learns both policy and reward function from expert…
The study of nonconvex minimax games has gained significant momentum in machine learning and decision science communities due to their fundamental connections to adversarial training scenarios. This work develops a primal-dual alternating…
Generative Adversarial Networks (GAN) have become one of the most successful frameworks for unsupervised generative modeling. As GANs are difficult to train much research has focused on this. However, very little of this research has…
Motivated by the pursuit of a systematic computational and algorithmic understanding of Generative Adversarial Networks (GANs), we present a simple yet unified non-asymptotic local convergence theory for smooth two-player games, which…
We consider the problem of training generative models with a Generative Adversarial Network (GAN). Although GANs can accurately model complex distributions, they are known to be difficult to train due to instabilities caused by a difficult…
Continual Graph Learning (CGL) enables models to incrementally learn from streaming graph-structured data without forgetting previously acquired knowledge. Experience replay is a common solution that reuses a subset of past samples during…
We examine online safe multi-agent reinforcement learning using constrained Markov games in which agents compete by maximizing their expected total rewards under a constraint on expected total utilities. Our focus is confined to an episodic…
Generative Adversarial Networks (GANs) are a machine learning approach capable of generating novel example outputs across a space of provided training examples. Procedural Content Generation (PCG) of levels for video games could benefit…
We propose a new General Game Playing (GGP) system called Regular Games (RG). The main goal of RG is to be both computationally efficient and convenient for game design. The system consists of several languages. The core component is a…
Many problems encountered in science and engineering can be formulated as estimating a low-rank object (e.g., matrices and tensors) from incomplete, and possibly corrupted, linear measurements. Through the lens of matrix and tensor…
Many tasks in modern machine learning can be formulated as finding equilibria in \emph{sequential} games. In particular, two-player zero-sum sequential games, also known as minimax optimization, have received growing interest. It is…