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An adversary is essentially an algorithm intent on making a classification system perform in some particular way given an input, e.g., increase the probability of a false negative. Recent work builds adversaries for deep learning systems…
Recent advances in artificial intelligence have been strongly driven by the use of game environments for training and evaluating agents. Games are often accessible and versatile, with well-defined state-transitions and goals allowing for…
In today's rapidly evolving military landscape, advancing artificial intelligence (AI) in support of wargaming becomes essential. Despite reinforcement learning (RL) showing promise for developing intelligent agents, conventional RL faces…
Audio codecs are typically transform-domain based and efficiently code stationary audio signals, but they struggle with speech and signals containing dense transient events such as applause. Specifically, with these two classes of signals…
We introduce a reinforcement learning environment based on Heroic - Magic Duel, a 1 v 1 action strategy game. This domain is non-trivial for several reasons: it is a real-time game, the state space is large, the information given to the…
In typical reinforcement learning (RL), the environment is assumed given and the goal of the learning is to identify an optimal policy for the agent taking actions through its interactions with the environment. In this paper, we extend this…
Recent improvements in deep reinforcement learning have allowed to solve problems in many 2D domains such as Atari games. However, in complex 3D environments, numerous learning episodes are required which may be too time consuming or even…
Learning competitive behaviors in multi-agent settings such as racing requires long-term reasoning about potential adversarial interactions. This paper presents Deep Latent Competition (DLC), a novel reinforcement learning algorithm that…
In this work we apply deep reinforcement learning to the problems of navigating a three-dimensional environment and inferring the locations of human speaker audio sources within, in the case where the only available information is the raw…
Serious games are widely used for learning and training across domains such as healthcare, defense, and education. Persistent challenges remain, however, including static scenario design, authoring bottlenecks, limited learner modeling, and…
As large language models (LLMs) become increasingly integrated into daily life, audio has emerged as a key interface for human-AI interaction. However, this convenience also introduces new vulnerabilities, making audio a potential attack…
This paper presents a deep reinforcement learning algorithm for online accompaniment generation, with potential for real-time interactive human-machine duet improvisation. Different from offline music generation and harmonization, online…
There have been numerous breakthroughs with reinforcement learning in the recent years, perhaps most notably on Deep Reinforcement Learning successfully playing and winning relatively advanced computer games. There is undoubtedly an…
In this paper, we present an Adaptive Ensemble Learning framework that aims to boost the performance of deep neural networks by intelligently fusing features through ensemble learning techniques. The proposed framework integrates ensemble…
Is it better to perform tennis training in a pristine indoor environment or a noisy outdoor one? To model this problem, here we investigate whether shifts in the transition probabilities between the training and testing environments in…
Game environments offer a unique opportunity for training virtual agents due to their interactive nature, which provides diverse play traces and affect labels. Despite their potential, no reinforcement learning framework incorporates human…
This paper addresses the dynamic difficulty adjustment on MOBA games as a way to improve the player's entertainment. Although MOBA is currently one of the most played genres around the world, it is known as a game that offer less autonomy,…
The performance of sound event detection methods can significantly degrade when they are used in unseen conditions (e.g. recording devices, ambient noise). Domain adaptation is a promising way to tackle this problem. In this paper, we…
Given the recent impact of Deep Reinforcement Learning in training agents to win complex games like StarCraft and DoTA(Defense Of The Ancients) - there has been a surge in research for exploiting learning based techniques for professional…
In this paper, we explore the Transformer based architectures for reinforcement learning in both online and offline settings within the Doom game environment. Our investigation focuses on two primary approaches: Deep Transformer Q- learning…