Related papers: Simplifying imperfect recall games
For future learning systems, incremental learning is desirable because it allows for: efficient resource usage by eliminating the need to retrain from scratch at the arrival of new data; reduced memory usage by preventing or limiting the…
Learning in games considers how multiple agents maximize their own rewards through repeated games. Memory, an ability that an agent changes his/her action depending on the history of actions in previous games, is often introduced into…
The ability to learn more and more concepts over time from incrementally arriving data is essential for the development of a life-long learning system. However, deep neural networks often suffer from forgetting previously learned concepts…
Zielonka's classic recursive algorithm for solving parity games is perhaps the simplest among the many existing parity game algorithms. However, its complexity is exponential, while currently the state-of-the-art algorithms have…
The current state of the art in playing many important perfect information games, including Chess and Go, combines planning and deep reinforcement learning with self-play. We extend this approach to imperfect information games and present…
An imperfect-information game is a type of game with asymmetric information. It is more common in life than perfect-information game. Artificial intelligence (AI) in imperfect-information games, such like poker, has made considerable…
This paper identifies a manifold in the space of bimatrix games which contains games that are strategically equivalent to rank-1 games through a positive affine transformation. It also presents an algorithm that can compute, in polynomial…
Most machine learning approaches to scientific discovery frame hypotheses as end-to-end predictions, obscuring the incremental structure of scientific reasoning. We propose The Hypothesis Game, a symbolic formalism for hypothesis refinement…
Catastrophic forgetting in continual learning is a common destructive phenomenon in gradient-based neural networks that learn sequential tasks, and it is much different from forgetting in humans, who can learn and accumulate knowledge…
Prioritized experience replay is a reinforcement learning technique whereby agents speed up learning by replaying useful past experiences. This usefulness is quantified as the expected gain from replaying the experience, a quantity often…
Determining a Nash equilibrium in a $2$-player non-zero sum game is known to be PPAD-hard (Chen and Deng (2006), Chen, Deng and Teng (2009)). The problem, even when restricted to win-lose bimatrix games, remains PPAD-hard (Abbott, Kane and…
In continual learning, a system learns from non-stationary data streams or batches without catastrophic forgetting. While this problem has been heavily studied in supervised image classification and reinforcement learning, continual…
In the past few years, deep reinforcement learning has been proven to solve problems which have complex states like video games or board games. The next step of intelligent agents would be able to generalize between tasks, and using prior…
We consider regret minimization in repeated games with non-convex loss functions. Minimizing the standard notion of regret is computationally intractable. Thus, we define a natural notion of regret which permits efficient optimization and…
Simple games cover voting systems in which a single alternative, such as a bill or an amendment, is pitted against the status quo. A simple game or a yes-no voting system is a set of rules that specifies exactly which collections of ``yea''…
Multi-agent influence diagrams (MAIDs) are a popular game-theoretic model based on Bayesian networks. In some settings, MAIDs offer significant advantages over extensive-form game representations. Previous work on MAIDs has assumed that…
Memory-based learning, keeping full memory of learning material, appears a viable approach to learning NLP tasks, and is often superior in generalisation accuracy to eager learning approaches that abstract from learning material. Here we…
In repeated interactions between individuals, we do not expect that exactly the same situation will occur from one time to another. Contrary to what is common in models of repeated games in the literature, most real situations may differ a…
Multiplayer games with selfish agents naturally occur in the design of distributed and embedded systems. As the goals of selfish agents are usually neither equivalent nor antagonistic to each other, such games are non zero-sum games. We…
The optimal value computation for turned-based stochastic games with reachability objectives, also known as simple stochastic games, is one of the few problems in $NP \cap coNP$ which are not known to be in $P$. However, there are some…