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In this paper we introduce an iterative voting algorithm and then use it to obtain a rating method which is very robust against collusion attacks as well as random and biased raters. Unlike the previous iterative methods, our method is not…
This paper proposes Competing Mechanism Games Played Through Agent (CMGPTA), an extension of the GPTA (Prat and Rustichini (2003)), where a Principal can offer any arbitrary mechanism that specifies a transfer schedule for each agent…
Analysis of invasive sports such as soccer is challenging because the game situation changes continuously in time and space, and multiple agents individually recognize the game situation and make decisions. Previous studies using deep…
Nowadays, rating systems play a crucial role in the attraction of customers for different services. However, as it is difficult to detect a fake rating, attackers can potentially impact the rating's aggregated score unfairly. This malicious…
Progress in fields of machine learning and adversarial planning has benefited significantly from benchmark domains, from checkers and the classic UCI data sets to Go and Diplomacy. In sequential decision-making, agent evaluation has largely…
We formulate a general framework for competitive gradient-based learning that encompasses a wide breadth of multi-agent learning algorithms, and analyze the limiting behavior of competitive gradient-based learning algorithms using dynamical…
While deep reinforcement learning has achieved tremendous successes in various applications, most existing works only focus on maximizing the expected value of total return and thus ignore its inherent stochasticity. Such stochasticity is…
Two player zero sum simultaneous action games are common in video games, financial markets, war, business competition, and many other settings. We first introduce the fundamental concepts of reinforcement learning in two player zero sum…
We propose a new framework for imitation learning -- treating imitation as a two-player ranking-based game between a policy and a reward. In this game, the reward agent learns to satisfy pairwise performance rankings between behaviors,…
Role-playing with large language models is fundamentally a session-level task, requiring agents to sustain character identity and interaction quality across extended multi-turn conversations. Yet existing evaluation and optimization methods…
We consider the problem of using logged data to make predictions about what would happen if we changed the `rules of the game' in a multi-agent system. This task is difficult because in many cases we observe actions individuals take but not…
Accurately modeling opinion change through social interactions is crucial for understanding and mitigating polarization, misinformation, and societal conflict. Recent work simulates opinion dynamics with role-playing LPL agents (RPLAs), but…
Multi-agent reinforcement learning methods have shown remarkable potential in solving complex multi-agent problems but mostly lack theoretical guarantees. Recently, mean field control and mean field games have been established as a…
[Zhang, ICML 2018] provided the first decentralized actor-critic algorithm for multi-agent reinforcement learning (MARL) that offers convergence guarantees. In that work, policies are stochastic and are defined on finite action spaces. We…
In this paper, we study the use of deception for strategic planning in adversarial environments. We model the interaction between the agent (player 1) and the adversary (player 2) as a two-player concurrent game in which the adversary has…
Zero-sum games have long guided artificial intelligence research, since they possess both a rich strategy space of best-responses and a clear evaluation metric. What's more, competition is a vital mechanism in many real-world multi-agent…
Game theory has been developed by scientists as a theory of strategic interaction among players who are supposed to be perfectly rational. These strategic interactions might have been presented in an auction, a business negotiation, a chess…
Standard deep reinforcement learning algorithms use a shared representation for the policy and value function, especially when training directly from images. However, we argue that more information is needed to accurately estimate the value…
The General Video Game AI competitions have been the testing ground for several techniques for game playing, such as evolutionary computation techniques, tree search algorithms, hyper heuristic based or knowledge based algorithms. So far…
Deceptive games are games where the reward structure or other aspects of the game are designed to lead the agent away from a globally optimal policy. While many games are already deceptive to some extent, we designed a series of games in…