Related papers: Methods and Mechanisms for Interactive Novelty Han…
In this paper we examine methods for taking game-related information provided in one sensory modality and transforming it to another sensor modality in order to more effectively accommodate sensory-constrained players. We then consider…
This paper presents a framework for enforcing penalties on intelligent agents that do not comply with authorization or obligation policies in a changing environment. A framework is proposed to represent and reason about penalties in plans,…
Multi-agent reinforcement learning (MARL) extends (single-agent) reinforcement learning (RL) by introducing additional agents and (potentially) partial observability of the environment. Consequently, algorithms for solving MARL problems…
Language models are increasingly deployed in interactive online environments, from personal chat assistants to domain-specific agents, raising questions about their cooperative and competitive behavior in multi-party settings. While prior…
This paper presents an architecture for simulating the actions of a norm-aware intelligent agent whose behavior with respect to norm compliance is set, and can later be changed, by a human controller. Updating an agent's behavior mode from…
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…
Understanding the evolution of human social systems requires flexible formalisms for the emergence of institutions. Although game theory is normally used to model interactions individually, larger spaces of games can be helpful for modeling…
In a noncooperative dynamic game, multiple agents operating in a changing environment aim to optimize their utilities over an infinite time horizon. Time-varying environments allow to model more realistic scenarios (e.g., mobile devices…
The vast majority of recommender systems model preferences as static or slowly changing due to observable user experience. However, spontaneous changes in user preferences are ubiquitous in many domains like media consumption and key…
This paper examines a novel type of multi-agent problem, in which an agent makes multiple identical copies of itself in order to achieve a single agent task better or more efficiently. This strategy improves performance if the environment…
Adversarial examples can be useful for identifying vulnerabilities in AI systems before they are deployed. In reinforcement learning (RL), adversarial policies can be developed by training an adversarial agent to minimize a target agent's…
In social dilemmas under weak selection, the capacity for a player to exhibit updating passivity or interact with its own strategy can lead to conflicting outcomes. The central question is which effect is stronger and how their simultaneous…
Agent decision making using Reinforcement Learning (RL) heavily relies on either a model or simulator of the environment (e.g., moving in an 8x8 maze with three rooms, playing Chess on an 8x8 board). Due to this dependence, small changes in…
Open-world novelty--a sudden change in the mechanics or properties of an environment--is a common occurrence in the real world. Novelty adaptation is an agent's ability to improve its policy performance post-novelty. Most reinforcement…
Unambiguous identification of the rewards driving behaviours of entities operating in complex open-ended real-world environments is difficult, partly because goals and associated behaviours emerge endogenously and are dynamically updated as…
In this paper a novelty filter is introduced which allows a robot operating in an un structured environment to produce a self-organised model of its surroundings and to detect deviations from the learned model. The environment is perceived…
We study Bayesian coordination games where agents receive noisy private information over the game's payoff structure, and over each others' actions. If private information over actions is precise, we find that agents can coordinate on…
Two-sided matchings are an important theoretical tool used to model markets and social interactions. In many real life problems the utility of an agent is influenced not only by their own choices, but also by the choices that other agents…
Social dilemmas are situations where groups of individuals can benefit from mutual cooperation but conflicting interests impede them from doing so. This type of situations resembles many of humanity's most critical challenges, and…
Recent superhuman results in games have largely been achieved in a variety of zero-sum settings, such as Go and Poker, in which agents need to compete against others. However, just like humans, real-world AI systems have to coordinate and…