Related papers: Policy-Based Self-Competition for Planning Problem…
Online auction scenarios, such as bidding searches on advertising platforms, often require bidders to participate repeatedly in auctions for identical or similar items. Most previous studies have only considered the process by which the…
This work considers a repeated principal-agent bandit game, where the principal can only interact with her environment through the agent. The principal and the agent have misaligned objectives and the choice of action is only left to the…
We present Territory Paint Wars, a minimal competitive multi-agent reinforcement learning environment implemented in Unity, and use it to systematically investigate failure modes of Proximal Policy Optimisation (PPO) under self-play. A…
Policy optimization methods with function approximation are widely used in multi-agent reinforcement learning. However, it remains elusive how to design such algorithms with statistical guarantees. Leveraging a multi-agent performance…
Proficient game agents with diverse play styles enrich the gaming experience and enhance the replay value of games. However, recent advancements in game AI based on reinforcement learning have predominantly focused on improving proficiency,…
In multi-objective optimization, learning all the policies that reach Pareto-efficient solutions is an expensive process. The set of optimal policies can grow exponentially with the number of objectives, and recovering all solutions…
In this work we introduce and study a pursuit-evasion game in which the search is performed by heterogeneous entities. We incorporate heterogeneity into the classical edge search problem by considering edge-labeled graphs: once a search…
Reinforcement learning faces significant challenges when applied to tasks characterized by sparse reward structures. Although imitation learning, within the domain of supervised learning, offers faster convergence, it relies heavily on…
Decision-making agents with planning capabilities have achieved huge success in the challenging domain like Chess, Shogi, and Go. In an effort to generalize the planning ability to the more general tasks where the environment dynamics are…
The largest experiments in machine learning now require resources far beyond the budget of all but a few institutions. Fortunately, it has recently been shown that the results of these huge experiments can often be extrapolated from the…
In multi-agent reinforcement learning, discovering successful collective behaviors is challenging as it requires exploring a joint action space that grows exponentially with the number of agents. While the tractability of independent…
Using a model of the environment, reinforcement learning agents can plan their future moves and achieve superhuman performance in board games like Chess, Shogi, and Go, while remaining relatively sample-efficient. As demonstrated by the…
In this work, the trick-taking game Wizard with a separate bidding and playing phase is modeled by two interleaved partially observable Markov decision processes (POMDP). Deep Q-Networks (DQN) are used to empower self-improving agents,…
Competitive multi-agent reinforcement learning in imperfect-information games requires agents to act under partial observability and against adversarial opponents, necessitating stochastic policies. While self-play reinforcement learning…
Game-theoretic resource allocation on graphs (GRAG) involves two players competing over multiple steps to control nodes of interest on a graph, a problem modeled as a multi-step Colonel Blotto Game (MCBG). Finding optimal strategies is…
Scientific discovery can be modeled as a sequence of probabilistic decisions that map physical problems to numerical solutions. Recent agentic AI systems automate individual scientific tasks by orchestrating LLM-driven planners, solvers,…
In the past few decades, the rapid development of information and internet technologies has spawned massive amounts of data and information. The information explosion drives many enterprises or individuals to seek to rent cloud computing…
Opponent modeling methods typically involve two crucial steps: building a belief distribution over opponents' strategies, and exploiting this opponent model by playing a best response. However, existing approaches typically require…
Policy-Space Response Oracles (PSRO) is a general algorithmic framework for learning policies in multiagent systems by interleaving empirical game analysis with deep reinforcement learning (Deep RL). At each iteration, Deep RL is invoked to…
Many robotic applications, such as search-and-rescue, require multiple agents to search for and perform actions on targets. However, such missions present several challenges, including cooperative exploration, task selection and allocation,…