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We introduce games with probabilistic uncertainty, a natural model for controller synthesis in which the controller observes the state of the system through imprecise sensors that provide correct information about the current state with a…
We consider the problem of inferring an unknown ranking of $n$ items from a random tournament on $n$ vertices whose edge directions are correlated with the ranking. We establish, in terms of the strength of these correlations, the…
In many engineered systems, agents make decisions under incomplete information, creating opportunities for a planner to influence decentralized behavior through signaling. We study how such signaling can be designed in parallel-network,…
We show experimentally that the accuracy of a trained neural network can be predicted surprisingly well by looking only at its weights, without evaluating it on input data. We motivate this task and introduce a formal setting for it. Even…
In this paper, we present a conceptual model game to examine the dynamics of asymmetric interactions in games with imperfect information. The game involves two agents with starkly contrasting capabilities: one agent can take actions but has…
A commonly used technique for managing AI complexity in real-time strategy (RTS) games is to use action and/or state abstractions. High-level abstractions can often lead to good strategic decision making, but tactical decision quality may…
What would you do if you were invited to play a game where you were given \$25 and allowed to place bets for 30 minutes on a coin that you were told was biased to come up heads 60% of the time? This is exactly what we did, gathering 61…
In many real-world settings agents engage in strategic interactions with multiple opposing agents who can employ a wide variety of strategies. The standard approach for designing agents for such settings is to compute or approximate a…
Human preference or taste within any domain is usually a difficult thing to identify or predict with high probability. In the domain of chess problem composition, the same is true. Traditional machine learning approaches tend to focus on…
Do neural networks learn to implement algorithms such as look-ahead or search "in the wild"? Or do they rely purely on collections of simple heuristics? We present evidence of learned look-ahead in the policy network of Leela Chess Zero,…
We study nondeterministic strategies in parity games with the aim of computing a most permissive winning strategy. Following earlier work, we measure permissiveness in terms of the average number/weight of transitions blocked by the…
Machine learning with artificial neural networks is revolutionizing science. The most advanced challenges require discovering answers autonomously. This is the domain of reinforcement learning, where control strategies are improved…
We introduce a two-player model of reinforcement learning with memory. Past actions of an iterated game are stored in a memory and used to determine player's next action. To examine the behaviour of the model some approximate methods are…
With the rapid development of electronic science and technology, the research on wearable devices is constantly updated, but for now, it is not comprehensive for wearable devices to recognize and analyze the movement of specific sports.…
Neural networks are powerful models that solve a variety of complex real-world problems. However, the stochastic nature of training and large number of parameters in a typical neural model makes them difficult to evaluate via inspection.…
We consider a routing game among non-atomic agents where link latency functions are conditional on an uncertain state of the network. The agents have the same prior belief about the state, but only a fixed fraction receive private route…
The problem of discriminating the state of a quantum system among a number of hypothetical states is usually addressed under the assumption that one has perfect knowledge of the possible states of the system. In this thesis, I analyze the…
Werewolf is a popular party game throughout the world, and research on its significance has progressed in recent years. The Werewolf game is based on conversation, and in order to win, participants must use all of their cognitive abilities.…
In many multiagent environments, a designer has some, but limited control over the game being played. In this paper, we formalize this by considering incompletely specified games, in which some entries of the payoff matrices can be chosen…
Standard game theory assumes that the structure of the game is common knowledge among players. We relax this assumption by considering extensive games where agents may be unaware of the complete structure of the game. In particular, they…