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Generative model-based imitation learning methods have recently achieved strong results in learning high-complexity motor skills from human demonstrations. However, imitation learning of interactive policies that coordinate with humans in…
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…
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…
A central challenge for autonomous vehicles is coordinating with humans. Therefore, incorporating realistic human agents is essential for scalable training and evaluation of autonomous driving systems in simulation. Simulation agents are…
We introduce an online learning algorithm for computing adaptive resource allocation policies against strategic ecological adversaries with unknown behavioral models and partial observability. Our setting addresses a fundamental limitation…
When creating policies, plans, or designs for people, it is challenging for designers to foresee all of the ways in which people may reason and behave. Recently, Large Language Models (LLMs) have been shown to be able to simulate human…
Evolutionary algorithms (EAs) have been successfully applied to optimize the policies for Reinforcement Learning (RL) tasks due to their exploration ability. The recently proposed Negatively Correlated Search (NCS) provides a distinct…
Conversational recommender systems (CRS) have advanced with large language models, showing strong results in domains like movies. These domains typically involve fixed content and passive consumption, where user preferences can be matched…
The ability to continuously acquire new knowledge and skills is crucial for autonomous agents. Existing methods are typically based on either fixed-size models that struggle to learn a large number of diverse behaviors, or growing-size…
Imperfect-information multiplayer games test whether agents can act under hidden information, sparse rewards, and non-stationary opponents. We study these challenges in Big 2, a four-player imperfect-information card game. We develop a…
The ability to capture different levels of abstraction in a system model is especially important for remote integration, testing/verification, and manufacturing of cyber-physical systems (CPSs). However, the complexity of modelling and…
Reinforcement learning algorithms can train agents that solve problems in complex, interesting environments. Normally, the complexity of the trained agent is closely related to the complexity of the environment. This suggests that a highly…
Resource allocation games such as the famous Colonel Blotto (CB) and Hide-and-Seek (HS) games are often used to model a large variety of practical problems, but only in their one-shot versions. Indeed, due to their extremely large strategy…
Resource allocation games such as the famous Colonel Blotto (CB) and Hide-and-Seek (HS) games are often used to model a large variety of practical problems, but only in their one-shot versions. Indeed, due to their extremely large strategy…
Poker is a family of card games that includes many variations. We hypothesize that most poker games can be solved as a pattern matching problem, and propose creating a strong poker playing system based on a unified poker representation. Our…
Large language models (LLMs) have shown success in handling simple games with imperfect information and enabling multi-agent coordination, but their ability to facilitate practical collaboration against other agents in complex, imperfect…
Nearly all simulation-based games have environment parameters that affect incentives in the interaction but are not explicitly incorporated into the game model. To understand the impact of these parameters on strategic incentives, typical…
Humans learn to play video games significantly faster than the state-of-the-art reinforcement learning (RL) algorithms. People seem to build simple models that are easy to learn to support planning and strategic exploration. Inspired by…
Multiagent systems appear in most social, economical, and political situations. In the present work we extend the Deep Q-Learning Network architecture proposed by Google DeepMind to multiagent environments and investigate how two agents…
Conflict-Based Search (CBS) is a state-of-the-art algorithm for multi-agent path finding. At the high level, CBS repeatedly detects conflicts and resolves one of them by splitting the current problem into two subproblems. Previous work…