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We carry out a game-theoretic analysis of the recursive game "Guts," a variant of poker featuring repeated play with possibly growing stakes. An interesting aspect of such games is the need to account for funds lost to all players if…
In this research, we discuss a problem of calculating the Shapley value in bankruptcy games. We show that the decision problem of computing the Shapley value in bankruptcy games is NP-complete. We also investigate the relationship between…
Counterfactual regret minimization (CFR) algorithms are a foundational class of methods for solving imperfect-information games, with the time average of their iterates converging to a Nash equilibrium in two-player zero-sum games. Prior…
We introduce two-level discounted games played by two players on a perfect-information stochastic game graph. The upper level game is a discounted game and the lower level game is an undiscounted reachability game. Two-level games model…
The combination of Monte-Carlo Tree Search (MCTS) and deep reinforcement learning is state-of-the-art in two-player perfect-information games. In this paper, we describe a search algorithm that uses a variant of MCTS which we enhanced by 1)…
We derive a stochastic gradient algorithm for semidefinite optimization using randomization techniques. The algorithm uses subsampling to reduce the computational cost of each iteration and the subsampling ratio explicitly controls…
Reinforcement learning is concerned with identifying reward-maximizing behaviour policies in environments that are initially unknown. State-of-the-art reinforcement learning approaches, such as deep Q-networks, are model-free and learn to…
We present a systematic investigation of the quantum games, constructed using a novel repeated game protocol, when played repeatedly ad infinitum. We focus on establishing that such repeated games -- by virtue of inherent quantum-mechanical…
This paper proposes and analyzes two neural network methods to solve the master equation for finite-state mean field games (MFGs). Solving MFGs provides approximate Nash equilibria for stochastic, differential games with finite but large…
FAST problem is finding minimum feedback arc set problem in tournaments. In this paper we present some algorithms that are similar to sorting algorithms for FAST problem and we analyze them. We present Pseudo_InsertionSort algorithm for…
We address the problem of building a decision model for a specific bidding situation in the game of Bridge. We propose the following multi-step methodology i) Build a set of examples for the decision problem and use simulations to associate…
This paper suggests a forward-pruning technique for computer chess that uses 'Move Tables', which are like Transposition Tables, but for moves not positions. They use an efficient memory structure and has put the design into the context of…
We design and analyze minimax-optimal algorithms for online linear optimization games where the player's choice is unconstrained. The player strives to minimize regret, the difference between his loss and the loss of a post-hoc benchmark…
This paper provides a comprehensive and detailed derivation of the backpropagation algorithm for graph convolutional neural networks using matrix calculus. The derivation is extended to include arbitrary element-wise activation functions…
In addressing the challenge of exponential scaling with the number of agents we adopt a cluster-based representation to approximately solve asymmetric games of very many players. A cluster groups together agents with a similar "strategic…
Graph games played by two players over finite-state graphs are central in many problems in computer science. In particular, graph games with $\omega$-regular winning conditions, specified as parity objectives, which can express properties…
We study the problem of making predictions of an adversarially chosen high-dimensional state that are unbiased subject to an arbitrary collection of conditioning events, with the goal of tailoring these events to downstream decision makers.…
An almost-perfect chess playing agent has been a long standing challenge in the field of Artificial Intelligence. Some of the recent advances demonstrate we are approaching that goal. In this project, we provide methods for faster training…
We study strategy improvement algorithms for solving parity games. While these algorithms are known to solve parity games using a very small number of iterations, experimental studies have found that a high step complexity causes them to…
Monte-Carlo counterfactual regret minimization (MCCFR) is the state-of-the-art algorithm for solving sequential games that are too large for full tree traversals. It works by using gradient estimates that can be computed via sampling.…