Related papers: Simplifying imperfect recall games
Two-player win/lose games of infinite duration are involved in several disciplines including computer science and logic. If such a game has deterministic winning strategies, one may ask how simple such strategies can get. The answer may…
We consider learning to play multiplayer imperfect-information games with simultaneous moves and large state-action spaces. Previous attempts to tackle such challenging games have largely focused on model-free learning methods, often…
For common notions of correlated equilibrium in extensive-form games, computing an optimal (e.g., welfare-maximizing) equilibrium is NP-hard. Other equilibrium notions -- communication (Forges 1986) and certification (Forges & Koessler…
AlphaZero-style reinforcement learning (RL) algorithms have achieved superhuman performance in many complex board games such as Chess, Shogi, and Go. However, we showcase that these algorithms encounter significant and fundamental…
Mastermind game is a two players zero sum game of imperfect information. The first player, called codemaker, chooses a secret code and the second player, called codebreaker, tries to break the secret code by making as few guesses as…
We study the iteration complexity of decentralized learning of approximate correlated equilibria in incomplete information games. On the negative side, we prove that in $\mathit{extensive}$-$\mathit{form}$ $\mathit{games}$, assuming…
We study the problem of finding Stackelberg equilibria in games with a massive number of players. So far, the only known game instances in which the problem is solved in polynomial time are some particular congestion games. However, a…
Dull, weak and nested solitaire games are important classes of parity games, capturing, among others, alternation-free mu-calculus and ECTL* model checking problems. These classes can be solved in polynomial time using dedicated algorithms.…
Counterfactual Regret Minimization (CFR) is an efficient no-regret learning algorithm for decision problems modeled as extensive games. CFR's regret bounds depend on the requirement of perfect recall: players always remember information…
Memory refinements are designed below to detect those sequences of actions that have been repeated a given number n. Subsequently such sequences are permitted to run without CPU involvement. This mimics human learning. Actions are rehearsed…
Shortest-path games are two-player zero-sum games played on a graph equipped with integer weights. One player, that we call Min, wants to reach a target set of states while minimising the total weight, and the other one has an antagonistic…
Dominance is a fundamental concept in game theory. In normal-form games dominated strategies can be identified in polynomial time. As a consequence, iterative removal of dominated strategies can be performed efficiently as a preprocessing…
Motivated by the sequence form formulation of Koller et al. (GEB'96), this paper defines {\em bilinear games}, and proposes efficient algorithms for its rank based subclasses. Bilinear games are two-player non-cooperative single-shot games…
The ability to learn tasks in a sequential fashion is crucial to the development of artificial intelligence. Neural networks are not, in general, capable of this and it has been widely thought that catastrophic forgetting is an inevitable…
The ability of artificial agents to increment their capabilities when confronted with new data is an open challenge in artificial intelligence. The main challenge faced in such cases is catastrophic forgetting, i.e., the tendency of neural…
People learn throughout life. However, incrementally updating conventional neural networks leads to catastrophic forgetting. A common remedy is replay, which is inspired by how the brain consolidates memory. Replay involves fine-tuning a…
We consider turn-based stochastic two-player games with a combination of a parity condition that must hold surely, that is in all possible outcomes, and of a parity condition that must hold almost-surely, that is with probability 1. The…
Alternating-time Temporal Logic (ATL*) is a central logic for multiagent systems. Its extension to the imperfect information setting (ATL*i ) is well known to have an undecidable model-checking problem when agents have perfect recall.…
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…
This paper reconsiders the problem of the absent-minded driver who must choose between alternatives with different payoff with imperfect recall and varying degrees of knowledge of the system. The classical absent-minded driver problem…