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One of the most important AI research questions is to trade off computation versus performance since ``perfect rationality" exists in theory but is impossible to achieve in practice. Recently, Monte-Carlo tree search (MCTS) has attracted…
Worst-case hardness results for most equilibrium computation problems have raised the need for beyond-worst-case analysis. To this end, we study the smoothed complexity of finding pure Nash equilibria in Network Coordination Games, a…
Entropy Search (ES) and Predictive Entropy Search (PES) are popular and empirically successful Bayesian Optimization techniques. Both rely on a compelling information-theoretic motivation, and maximize the information gained about the…
We examine a type of modified Monte Carlo Tree Search (MCTS) for strategising in combinatorial games. The modifications are derived by analysing simplified strategies and simplified versions of the underlying game and then using the results…
Recently, a so-called E-MS algorithm was developed for model selection in the presence of missing data. Specifically, it performs the Expectation step (E step) and Model Selection step (MS step) alternately to find the minimum point of the…
Weighted-sum energy efficiency (WSEE) is a key performance metric in heterogeneous networks, where the nodes may have different energy efficiency (EE) requirements. Nevertheless, WSEE maximization is a challenging problem due to its…
Feedback delays are inevitable in real-world multi-agent learning. They are known to severely degrade performance, and the convergence rate under delayed feedback is still unclear, even for bilinear games. This paper derives the rate of…
We study the parameterized complexity of several positional games. Our main result is that Short Generalized Hex is W[1]-complete parameterized by the number of moves. This solves an open problem from Downey and Fellows' influential list of…
Weakly-supervised segmentation (WSS) methods, reliant on image-level labels indicating object presence, lack explicit correspondence between labels and regions of interest (ROIs), posing a significant challenge. Despite this, WSS methods…
We present an extension of Monte Carlo Tree Search (MCTS) that strongly increases its efficiency for trees with asymmetry and/or loops. Asymmetric termination of search trees introduces a type of uncertainty for which the standard upper…
Despite their success, deep networks have been shown to be highly susceptible to perturbations, often causing significant drops in accuracy. In this paper, we investigate model robustness on perturbed inputs by studying the performance of…
We consider two-person zero-sum stochastic mean payoff games with perfect information, or BWR-games, given by a digraph $G = (V, E)$, with local rewards $r: E \to \ZZ$, and three types of positions: black $V_B$, white $V_W$, and random…
Lazy search algorithms can efficiently solve problems where edge evaluation is the bottleneck in computation, as is the case for robotic motion planning. The optimal algorithm in this class, LazySP, lazily restricts edge evaluation to only…
Estimating discrete games of complete information is often computationally difficult due to partial identification and the absence of closed-form moment characterizations. This paper proposes computationally tractable approaches to…
This paper presents a technique for approximating, up to any precision, the set of subgame-perfect equilibria (SPE) in discounted repeated games. The process starts with a single hypercube approximation of the set of SPE. Then the initial…
Reward allocation, also known as the credit assignment problem, has been an important topic in economics, engineering, and machine learning. An important concept in reward allocation is the core, which is the set of stable allocations where…
Neural network supported tree-search has shown strong results in a variety of perfect information multi-agent tasks. However, the performance of these methods on partial information games has generally been below competing approaches. Here…
Workforce Scheduling and Routing Problems (WSRP) are very common in many practical domains, and usually, have a number of objectives. Illumination algorithms such as Map-Elites (ME) have recently gained traction in application to {\em…
We study Monte Carlo tree search (MCTS) in zero-sum extensive-form games with perfect information and simultaneous moves. We present a general template of MCTS algorithms for these games, which can be instantiated by various selection…
We propose a class of sieve-based efficient estimators for structural models (SEES), which approximate the solution using a linear combination of basis functions and impose equilibrium conditions as a penalty to determine the best-fitting…