Related papers: Simplifying imperfect recall games
Incremental Learning (IL) has been a long-standing problem in both vision and Natural Language Processing (NLP) communities. In recent years, as Pre-trained Language Models (PLMs) have achieved remarkable progress in various NLP downstream…
This paper investigates the discrete-time asynchronous games in which noncooperative agents seek to minimize their individual cost functions. Building on the assumption of partial asynchronism, i.e., each agent updates at least once within…
Concavity and its refinements underpin tractability in multiplayer games, where players independently choose actions to maximize their own payoffs which depend on other players' actions. In concave games, where players' strategy sets are…
Learning in multi-player games can model a large variety of practical scenarios, where each player seeks to optimize its own local objective function, which at the same time relies on the actions taken by others. Motivated by the frequent…
In mean-payoff games, the objective of the protagonist is to ensure that the limit average of an infinite sequence of numeric weights is nonnegative. In energy games, the objective is to ensure that the running sum of weights is always…
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…
We study \emph{partial-information} two-player turn-based games on graphs with omega-regular objectives, when the partial-information player has \emph{limited memory}. Such games are a natural formalization for reactive synthesis when the…
Counterfactual regret minimization (CFR) is a family of iterative algorithms that are the most popular and, in practice, fastest approach to approximately solving large imperfect-information games. In this paper we introduce novel CFR…
Neural networks can achieve excellent results in a wide variety of applications. However, when they attempt to sequentially learn, they tend to learn the new task while catastrophically forgetting previous ones. We propose a model that…
We demonstrate implementations of the Eisert-Wilkens-Lewenstein scheme be- yond normal-form games. The scope of our research includes decision problems, i.e., one-player extensive games. The research is based on the examination of their…
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…
The convergence of online learning algorithms in games under self-play is a fundamental question in game theory and machine learning. Among various notions of convergence, last-iterate convergence is particularly desirable, as it reflects…
We consider the problem of learning sparse polymatrix games from observations of strategic interactions. We show that a polynomial time method based on $\ell_{1,2}$-group regularized logistic regression recovers a game, whose Nash…
Applying neural network (NN) methods in games can lead to various new and exciting game dynamics not previously possible. However, they also lead to new challenges such as the lack of large, clean datasets, varying player skill levels, and…
With the capacity of continual learning, humans can continuously acquire knowledge throughout their lifespan. However, computational systems are not, in general, capable of learning tasks sequentially. This long-standing challenge for deep…
We consider regret minimization in repeated games with a very large number of actions. Such games are inherent in the setting of AI Safety via Debate \cite{irving2018ai}, and more generally games whose actions are language-based. Existing…
Model-checking the alternating-time temporal logics ATL and ATL* with incomplete information is undecidable for perfect recall semantics. However, when restricting to memoryless strategies the model-checking problem becomes decidable. In…
Consider a variant of the Mastermind game in which queries are $\ell_p$ distances, rather than the usual Hamming distance. That is, a codemaker chooses a hidden vector $\mathbf{y}\in\{-k,-k+1,\dots,k-1,k\}^n$ and answers to queries of the…
Extensive-form games (EFGs) provide a powerful framework for modeling sequential decision making, capturing strategic interaction under imperfect information, chance events, and temporal structure. Most positive algorithmic and theoretical…
In this paper, we study the average case complexity of the Unique Games problem. We propose a natural semi-random model, in which a unique game instance is generated in several steps. First an adversary selects a completely satisfiable…