Related papers: Game Intelligence: Theory and Computation
In this work, we build recent advances in distributional reinforcement learning to give a state-of-art distributional variant of the model based on the IQN. We achieve this by using the GAN model's generator and discriminator function with…
We present an algorithm that identifies the reasoning patterns of agents in a game, by iteratively examining the graph structure of its Multi-Agent Influence Diagram (MAID) representation. If the decision of an agent participates in no…
Using Japanese professional chess (Shogi) players records in the novel setting, this paper examines how and the extent to which the emergence of technological changes influences the ageing and innate ability of players winning probability.…
The General Video Game AI competitions have been the testing ground for several techniques for game playing, such as evolutionary computation techniques, tree search algorithms, hyper heuristic based or knowledge based algorithms. So far…
Contemporary artificial intelligence (AI) development largely centers on rational decision-making, valued for its measurability and suitability for objective evaluation. Yet in real-world contexts, an intelligent agent's decisions are…
Machine learning relies on the assumption that unseen test instances of a classification problem follow the same distribution as observed training data. However, this principle can break down when machine learning is used to make important…
Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…
In shared autonomy, a critical tension arises when an automated assistant must choose between obeying a human's instruction and deliberately overriding it to prevent harm. This safety-critical behavior is known as intelligent disobedience.…
We consider concurrent games played on graphs. At every round of a game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety…
Suppose some cleverness score parameter is sufficiently interesting to be defined and then measured, perhaps for different strata of specialists or for the broader population. Such phenomena could have Gaussian distributions, when it comes…
AI systems that can capture human-like behavior are becoming increasingly useful in situations where humans may want to learn from these systems, collaborate with them, or engage with them as partners for an extended duration. In order to…
Moves in chess games are usually analyzed on a case-by-case basis by professional players, but thanks to the availability of large game databases, we can envision another approach of the game. Here, we indeed adopt a very different point of…
Stackelberg equilibrium is a solution concept that describes optimal strategies to commit: Player 1 (the leader) first commits to a strategy that is publicly announced, then Player 2 (the follower) plays a best response to the leader's…
The advent of machine learning models that surpass human decision-making ability in complex domains has initiated a movement towards building AI systems that interact with humans. Many building blocks are essential for this activity, with a…
Strategy card game is a well-known genre that is demanding on the intelligent game-play and can be an ideal test-bench for AI. Previous work combines an end-to-end policy function and an optimistic smooth fictitious play, which shows…
We study a continuous-time stochastic Stackelberg game in which a leader seeks to accomplish a primary objective while inferring a hidden parameter of a rational follower. The follower solves an entropy-regularized tracking problem and…
The General Video Game Artificial Intelligence (GVGAI) competition has been running for several years with various tracks. This paper focuses on the challenge of the GVGAI learning track in which 3 games are selected and 2 levels are given…
Chess engines passed human strength years ago, but they still don't play like humans. A grandmaster under clock pressure blunders in ways a club player on a hot streak never would. Conventional engines capture none of this. This paper…
We present insights from "Intelligence Rising", a scenario exploration exercise about possible AI futures. Drawing on the experiences of facilitators who have overseen 43 games over a four-year period, we illuminate recurring patterns,…
This paper explores successor features for knowledge transfer in zero-sum, complete-information, and turn-based games. Prior research in single-agent systems has shown that successor features can provide a ``jump start" for agents when…