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The semi-random graph process is a single player game in which the player is initially presented an empty graph on $n$ vertices. In each round, a vertex $u$ is presented to the player independently and uniformly at random. The player then…

Combinatorics · Mathematics 2022-02-21 Pu Gao , Calum MacRury , Pawel Pralat

The double oracle algorithm is a popular method of solving games, because it is able to reduce computing equilibria to computing a series of best responses. However, its theoretical properties are not well understood. In this paper, we…

Computer Science and Game Theory · Computer Science 2024-05-14 Brian Hu Zhang , Tuomas Sandholm

The Arcade Learning Environment (ALE) has become an essential benchmark for assessing the performance of reinforcement learning algorithms. However, the computational cost of generating results on the entire 57-game dataset limits ALE's use…

Artificial Intelligence · Computer Science 2022-10-06 Matthew Aitchison , Penny Sweetser , Marcus Hutter

Retrosynthetic planning, which aims to find a reaction pathway to synthesize a target molecule, plays an important role in chemistry and drug discovery. This task is usually modeled as a search problem. Recently, data-driven methods have…

Artificial Intelligence · Computer Science 2022-06-24 Shufang Xie , Rui Yan , Peng Han , Yingce Xia , Lijun Wu , Chenjuan Guo , Bin Yang , Tao Qin

Deducing whodunit proves challenging for LLM agents. In this paper, we implement a text-based multi-agent version of the classic board game Clue as a rule-based testbed for evaluating multi-step deductive reasoning, with six agents drawn…

Artificial Intelligence · Computer Science 2026-03-19 Rebecca Ansell , Autumn Toney-Wails

Trick-taking card games feature a large amount of private information that slowly gets revealed through a long sequence of actions. This makes the number of histories exponentially large in the action sequence length, as well as creating…

Artificial Intelligence · Computer Science 2019-05-28 Douglas Rebstock , Christopher Solinas , Michael Buro , Nathan R. Sturtevant

This paper proposes a new mechanism for pruning a search game-tree in computer chess. The algorithm stores and then reuses chains or sequences of moves, built up from previous searches. These move sequences have a built-in forward-pruning…

Artificial Intelligence · Computer Science 2014-03-05 Kieran Greer

Simple stochastic games are two-player zero-sum stochastic games with turn-based moves, perfect information, and reachability winning conditions. We present two new algorithms computing the values of simple stochastic games. Both of them…

Computer Science and Game Theory · Computer Science 2015-07-01 Hugo Gimbert , Florian Horn

In this paper we study a fully discrete Semi-Lagrangian approximation of a second order Mean Field Game system, which can be degenerate. We prove that the resulting scheme is well posed and, if the state dimension is equals to one, we prove…

Numerical Analysis · Mathematics 2014-04-24 Elisabetta Carlini , Francisco José Silva Álvarez

We consider the trade-off problem between exploration and exploitation under finite discounted Markov Decision Process, where the state transition matrix of the underlying environment stays unknown. We propose a double Thompson sampling…

Machine Learning · Computer Science 2022-03-01 Shuqing Shi , Xiaobin Wang , Zhiyou Yang , Fan Zhang , Hong Qu

We introduce a recursive decomposition algorithm for the Betti diagram of a complete intersection using the diagram of a complete intersection defined by a subset of the original generators. This alternative algorithm is the main tool that…

Commutative Algebra · Mathematics 2022-05-10 Courtney R. Gibbons , Robert Huben , Branden Stone

The problem is to evaluate a polynomial in several variables and its gradient at a power series truncated to some finite degree with multiple double precision arithmetic. To compensate for the cost overhead of multiple double precision and…

Mathematical Software · Computer Science 2021-03-16 Jan Verschelde

The game of Go is more challenging than other board games, due to the difficulty of constructing a position or move evaluation function. In this paper we investigate whether deep convolutional networks can be used to directly represent and…

Machine Learning · Computer Science 2015-04-13 Chris J. Maddison , Aja Huang , Ilya Sutskever , David Silver

A new algorithm, termed subspace evolution and transfer (SET), is proposed for solving the consistent matrix completion problem. In this setting, one is given a subset of the entries of a low-rank matrix, and asked to find one low-rank…

Information Theory · Computer Science 2010-02-03 Wei Dai , Olgica Milenkovic

We present an end-to-end learning method for chess, relying on deep neural networks. Without any a priori knowledge, in particular without any knowledge regarding the rules of chess, a deep neural network is trained using a combination of…

Neural and Evolutionary Computing · Computer Science 2017-11-28 Eli David , Nathan S. Netanyahu , Lior Wolf

Historically applied exclusively to perfect information games, depth-limited search with value functions has been key to recent advances in AI for imperfect information games. Most prominent approaches with strong theoretical guarantees…

Computer Science and Game Theory · Computer Science 2023-11-27 Christopher Solinas , Douglas Rebstock , Nathan R. Sturtevant , Michael Buro

Recent advancements in algorithms for sequential decision-making under imperfect information have shown remarkable success in large games such as limit- and no-limit poker. These algorithms traditionally formalize the games using the…

Computer Science and Game Theory · Computer Science 2023-12-07 Vojtěch Kovařík , David Milec , Michal Šustr , Dominik Seitz , Viliam Lisý

Consider the following one-player game. Take a well-formed sequence of opening and closing brackets. As a move, the player can pair any opening bracket with any closing bracket to its right, erasing them. The goal is to re-pair (erase) the…

Formal Languages and Automata Theory · Computer Science 2019-04-18 Dmitry Chistikov , Mikhail Vyalyi

Monte Carlo Tree Search (MCTS) methods have proven powerful in planning for sequential decision-making problems such as Go and video games, but their performance can be poor when the planning depth and sampling trajectories are limited or…

Artificial Intelligence · Computer Science 2016-04-26 Xiaoxiao Guo , Satinder Singh , Richard Lewis , Honglak Lee

As the complexity of software systems rises, methods for explaining their behaviour are becoming ever-more important. When a system fails, it is critical to determine which of its components are responsible for this failure. Within the…

Formal Languages and Automata Theory · Computer Science 2026-02-23 Christel Baier , Rio Klatt , Sascha Klüppelholz , Max Korn , Johannes Lehmann
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