Related papers: Scaling Opponent Shaping to High Dimensional Games
Reinforcement learning has seen increasing applications in real-world contexts over the past few years. However, physical environments are often imperfect and policies that perform well in simulation might not achieve the same performance…
We study the problem of adapting to a known sub-rational opponent during online play while remaining robust to rational opponents. We focus on large imperfect-information (zero-sum) games, which makes it impossible to inspect the whole game…
We introduce Self-supervised Online Reward Shaping (SORS), which aims to improve the sample efficiency of any RL algorithm in sparse-reward environments by automatically densifying rewards. The proposed framework alternates between…
Since real-world training datasets cannot properly sample the long tail of the underlying data distribution, corner cases and rare out-of-domain samples can severely hinder the performance of state-of-the-art models. This problem becomes…
Data augmentation is a major component of many machine learning methods with state-of-the-art performance. Common augmentation strategies work by drawing random samples from a space of transformations. Unfortunately, such sampling…
In this work, we establish near-linear and strong convergence for a natural first-order iterative algorithm that simulates Von Neumann's Alternating Projections method in zero-sum games. First, we provide a precise analysis of Optimistic…
Ability to continuously learn and adapt from limited experience in nonstationary environments is an important milestone on the path towards general intelligence. In this paper, we cast the problem of continuous adaptation into the…
Evolutionary game theory studies populations that change in response to an underlying game. Often, the functional form relating outcome to player attributes or strategy is complex, preventing mathematical progress. In this work, we…
Adversarial examples generated from surrogate models often possess the ability to deceive other black-box models, a property known as transferability. Recent research has focused on enhancing adversarial transferability, with input…
Fictitious play with reinforcement learning is a general and effective framework for zero-sum games. However, using the current deep neural network models, the implementation of fictitious play faces crucial challenges. Neural network model…
We study repeated multi-player vector-valued games in which a player observes a payoff vector each round and evaluates outcomes through linear scalarizations of those vectors. Different from most prior works, the choice of scalarization is…
The advancement of general-purpose intelligent agents is intrinsically linked to the environments in which they are trained. While scaling models and datasets has yielded remarkable capabilities, scaling the complexity, diversity, and…
Nash equilibrium (NE) is a widely adopted solution concept in game theory due to its stability property. However, we observe that the NE strategy might not always yield the best results, especially against opponents who do not adhere to NE…
Effective game-theoretic modeling of defender-attacker behavior is becoming increasingly important. In many domains, the defender functions not only as a player but also the designer of the game's payoff structure. We study Stackelberg…
Multi-agent systems exhibit complex behaviors that emanate from the interactions of multiple agents in a shared environment. In this work, we are interested in controlling one agent in a multi-agent system and successfully learn to interact…
In combination with Reinforcement Learning, Monte-Carlo Tree Search has shown to outperform human grandmasters in games such as Chess, Shogi and Go with little to no prior domain knowledge. However, most classical use cases only feature up…
In many real-world scenarios, reward signal for agents are exceedingly sparse, making it challenging to learn an effective reward function for reward shaping. To address this issue, the proposed approach in this paper performs reward…
Most existing results about \emph{last-iterate convergence} of learning dynamics are limited to two-player zero-sum games, and only apply under rigid assumptions about what dynamics the players follow. In this paper we provide new results…
Application of realism enhancement methods, particularly in real-time and resource-constrained settings, has been frustrated by the expense of existing methods. These achieve high quality results only at the cost of long runtimes and high…
Consider a system in which players at nodes of an underlying graph G repeatedly play Prisoner's Dilemma against their neighbors. The players adapt their strategies based on the past behavior of their opponents by applying the so-called…