Related papers: Human-Level Competitive Pok\'emon via Scalable Off…
Reinforcement learning combined with deep neural networks has performed remarkably well in many genres of games recently. It has surpassed human-level performance in fixed game environments and turn-based two player board games. However, to…
Attacks in cyber-physical systems (CPS) which manipulate sensor readings can cause enormous physical damage if undetected. Detection of attacks on sensors is crucial to mitigate this issue. We study supervised regression as a means to…
Two-player games on finite graphs provide a rigorous foundation for modeling the strategic interaction between reactive systems and their environment. While concurrent game semantics naturally capture the synchronous interactions…
Collaborative problem solving (CPS) enables student groups to complete learning tasks, construct knowledge, and solve problems. Previous research has argued the importance to examine the complexity of CPS, including its multimodality,…
Recent superhuman results in games have largely been achieved in a variety of zero-sum settings, such as Go and Poker, in which agents need to compete against others. However, just like humans, real-world AI systems have to coordinate and…
Offline Reinforcement Learning (RL) enables policy improvement from fixed datasets without online interactions, making it highly suitable for real-world applications lacking efficient simulators. Despite its success in the single-agent…
Contextual policy search (CPS) is a class of multi-task reinforcement learning algorithms that is particularly useful for robotic applications. A recent state-of-the-art method is Contextual Covariance Matrix Adaptation Evolution Strategies…
Significant progress has been made in AI for games, including board games, MOBA, and RTS games. However, complex agents are typically developed in an embedded manner, directly accessing game state information, unlike human players who rely…
We introduce Pok\'eAI, the first text-based, multi-agent large language model (LLM) framework designed to autonomously play and progress through Pok\'emon Red. Our system consists of three specialized agents-Planning, Execution, and…
Coalitions naturally exist in many real-world systems involving multiple decision makers such as ridesharing, security, and online ad auctions, but the coalition structure among the agents is often unknown. We propose and study an important…
While large language models (LLMs) have emerged as powerful decision-makers across a wide range of single-agent and stationary environments, fewer efforts have been devoted to settings where LLMs must engage in \emph{repeated} and…
Recent progress in artificial intelligence through reinforcement learning (RL) has shown great success on increasingly complex single-agent environments and two-player turn-based games. However, the real-world contains multiple agents, each…
While Artificial Intelligence has successfully outperformed humans in complex combinatorial games (such as chess and checkers), humans have retained their supremacy in social interactions that require intuition and adaptation, such as…
Traditional search engines usually provide identical search results for all users, overlooking individual preferences. To counter this limitation, personalized search has been developed to re-rank results based on user preferences derived…
Since the advent of computers, many tasks which required humans to spend a lot of time and energy have been trivialized by the computers' ability to perform repetitive tasks extremely quickly. Playing chess is one such task. It was one of…
Cyber-physical systems (CPS) encounter a large volume of data which is added to the system gradually in real time and not altogether in advance. As the volume of data increases, the domain of the control strategies also increases, and thus…
Pokemon Red is a long-horizon JRPG with sparse rewards, partial observability, and quirky control mechanics that make it a challenging benchmark for reinforcement learning. While recent work has shown that PPO agents can clear the first two…
This paper describes an AI agent that plays the popular first-person-shooter (FPS) video game `Counter-Strike; Global Offensive' (CSGO) from pixel input. The agent, a deep neural network, matches the performance of the medium difficulty…
Modern chess engines achieve superhuman performance through deep tree search and regressive evaluation, while human players rely on intuition to select candidate moves followed by a shallow search to validate them. To model this…
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…