Related papers: Simulation-Driven Balancing of Competitive Game Le…
Through multi-agent competition and the sparse high-level objective of winning a race, we find that both agile flight (e.g., high-speed motion pushing the platform to its physical limits) and strategy (e.g., overtaking or blocking) emerge…
We address the problem of game level repair, which consists of taking a designed but non-functional game level and making it functional. This might consist of ensuring the completeness of the level, reachability of objects, or other…
We propose a multi-agent distributed reinforcement learning algorithm that balances between potentially conflicting short-term reward and sparse, delayed long-term reward, and learns with partial information in a dynamic environment. We…
In decision-dependent games, multiple players optimize their decisions under a data distribution that shifts with their joint actions, creating complex dynamics in applications like market pricing. A practical consequence of these dynamics…
The open-ended generation in LLMs usually requires multi-dimensional rubrics to adequately assess quality and guide the improvement of reinforcement learning. However, a critical dilemma inherent in this training paradigm is the imbalanced…
Game level blending via machine learning, the process of combining features of game levels to create unique and novel game levels using Procedural Content Generation via Machine Learning (PCGML) techniques, has gained increasing popularity…
Deep reinforcement learning (DRL) has effectively enhanced gameplay experiences and game design across various game genres. However, few studies on fighting game agents have focused explicitly on enhancing player enjoyment, a critical…
Reinforcement learning (RL) has recently achieved tremendous successes in many artificial intelligence applications. Many of the forefront applications of RL involve multiple agents, e.g., playing chess and Go games, autonomous driving, and…
Generative Adversarial Networks (GANs) are a machine learning approach capable of generating novel example outputs across a space of provided training examples. Procedural Content Generation (PCG) of levels for video games could benefit…
In this paper, we present a new methodology that employs tester agents to automate video game testing. We introduce two types of agents -synthetic and human-like- and two distinct approaches to create them. Our agents are derived from…
Smart balancing, also called passive balancing, is the intentional introduction of active power schedule deviations by balance responsible parties (BRPs) to receive a remuneration through the imbalance settlement mechanism. From a system…
Self-play reinforcement learning trains language models on their own generated tasks, co-evolving a proposer and solver without human labels. Recent systems report strong reasoning gains, but collapse and instability are widely observed and…
Multi-agent Inverse Reinforcement Learning (MAIRL) aims to recover agent reward functions from expert demonstrations. We characterize the feasible reward set in Markov games, identifying all reward functions that rationalize a given…
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…
Recent advances in Deep Reinforcement Learning (DRL) have largely focused on improving the performance of agents with the aim of replacing humans in known and well-defined environments. The use of these techniques as a game design tool for…
We present the first reinforcement-learning model to self-improve its reward-modulated training implemented through a continuously improving "intuition" neural network. An agent was trained how to play the arcade video game Pong with two…
Multi-agent reinforcement learning (MARL) lies at the heart of a plethora of applications involving the interaction of a group of agents in a shared unknown environment. A prominent framework for studying MARL is Markov games, with the goal…
This paper presents an algorithmic framework for learning robust policies in asymmetric imperfect-information games, where the joint reward could depend on the uncertain opponent type (a private information known only to the opponent itself…
This paper introduces LLM-MARL, a unified framework that incorporates large language models (LLMs) into multi-agent reinforcement learning (MARL) to enhance coordination, communication, and generalization in simulated game environments. The…
The development of deep reinforcement learning (DRL) has benefited from the emergency of a variety type of game environments where new challenging problems are proposed and new algorithms can be tested safely and quickly, such as Board…