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We introduce a real-time strategy game environment based on Generals.io, a game with thousands of weekly active players. Our environment is fully compatible with Gymnasium and PettingZoo and is capable of running thousands of frames per…

Machine Learning · Computer Science 2025-07-11 Matej Straka , Martin Schmid

Games are often designed to shape player behavior in a desired way; however, it can be unclear how design decisions affect the space of behaviors in a game. Designers usually explore this space through human playtesting, which can be…

Artificial Intelligence · Computer Science 2019-08-06 Alexander Zook , Brent Harrison , Mark O. Riedl

Many hierarchical reinforcement learning algorithms utilise a series of independent skills as a basis to solve tasks at a higher level of reasoning. These algorithms don't consider the value of using skills that are cooperative instead of…

Machine Learning · Computer Science 2022-05-12 Jordan Erskine , Chris Lehnert

Models and games are simplified representations of the world. There are many different kinds of models, all differing in complexity and which aspect of the world they allow us to further our understanding of. In this paper we focus on a…

Artificial Intelligence · Computer Science 2022-04-07 Joseph Christian G. Noel

We propose InfoChess, a symmetric adversarial game that elevates competitive information acquisition to the primary objective. There is no piece capture, removing material incentives that would otherwise confound the role of information.…

Multiagent Systems · Computer Science 2026-04-20 Kieran A. Murphy

The emergence of large language models (LLMs) has spurred economists to study how humans and LLMs behave in strategic settings. We organized a series of round-robin tournaments in the Colonel Blotto game. This game attracts game theorists'…

General Economics · Economics 2026-05-22 Dmitry Dagaev , Egor Ivanov , Petr Parshakov , Alexey Savvateev , Gleb Vasiliev

Remaining competitive in future conflicts with technologically-advanced competitors requires us to accelerate our research and development in artificial intelligence (AI) for wargaming. More importantly, leveraging machine learning for…

Machine Learning · Computer Science 2024-02-13 Scotty Black , Christian Darken

While multi-agent reinforcement learning (MARL) has been proven effective across both collaborative and competitive tasks, existing algorithms often struggle to scale to large populations of agents. Recent advancements in mean-field (MF)…

Multiagent Systems · Computer Science 2026-02-16 Bhavini Jeloka , Yue Guan , Panagiotis Tsiotras

A co-evolving and adaptive Rock (R)-Paper (P)-Scissors (S) game (ARPS) in which an agent uses one of three cyclically dominating strategies is proposed and studied numerically and analytically. An agent takes adaptive actions to achieve a…

Physics and Society · Physics 2016-05-12 Chi Wun Choi , Chen Xu , Pak Ming Hui

In fighting games, individual players of the same skill level often exhibit distinct strategies from one another through their gameplay. Despite this, the majority of AI agents for fighting games have only a single strategy for each "level"…

Machine Learning · Computer Science 2022-11-08 Emily Halina , Matthew Guzdial

Reinforcement learning (RL) algorithms have proven transformative in a range of domains. To tackle real-world domains, these systems often use neural networks to learn policies directly from pixels or other high-dimensional sensory input.…

Machine Learning · Computer Science 2025-10-02 Nishil Patel , Sebastian Lee , Stefano Sarao Mannelli , Sebastian Goldt , Andrew Saxe

We develop a new continual meta-learning method to address challenges in sequential multi-task learning. In this setting, the agent's goal is to achieve high reward over any sequence of tasks quickly. Prior meta-reinforcement learning…

Machine Learning · Computer Science 2021-12-09 Glen Berseth , Zhiwei Zhang , Grace Zhang , Chelsea Finn , Sergey Levine

Cyber-Physical Systems (CPS) continuously interact with their physical environments through software controllers that observe the environments and determine actions. Engineers can verify to what extent the CPS under analysis can achieve…

Software Engineering · Computer Science 2022-04-15 Yong-Jun Shin , Donghwan Shin , Doo-Hwan Bae

We introduce and study an evolutionary complementarity game where in each round a player of population 1 is paired with a member of population 2. The game is symmetric, and each player tries to obtain an advantageous deal, but when one of…

Adaptation and Self-Organizing Systems · Physics 2015-06-26 Juergen Jost , Wei Li

This paper introduces a novel framework for modeling interacting humans in a multi-stage game. This "iterated semi network-form game" framework has the following desirable characteristics: (1) Bounded rational players, (2) strategic players…

Multiagent Systems · Computer Science 2012-07-05 Ritchie Lee , David H. Wolpert , James Bono , Scott Backhaus , Russell Bent , Brendan Tracey

We study rational agents with different perception capabilities in strategic games. We focus on a class of one-shot limited-perception games. These games extend simultaneous-move normal-form games by presenting each player with an…

Computer Science and Game Theory · Computer Science 2024-05-28 Kai Jia , Martin Rinard

We introduce a new virtual environment for simulating a card game known as "Big 2". This is a four-player game of imperfect information with a relatively complicated action space (being allowed to play 1,2,3,4 or 5 card combinations from an…

Machine Learning · Computer Science 2018-09-03 Henry Charlesworth

In many security applications of cyber-physical systems, a system designer must guarantee that critical missions are satisfied against attacks in the sensors and actuators of the CPS. Traditional security design of CPSs often assume that…

Computer Science and Game Theory · Computer Science 2024-12-04 Sumukha Udupa , Ahmed Hemida , Charles A. Kamhoua , Jie Fu

In this paper, we introduce a skill-balancing mechanism for adversarial non-player characters (NPCs), called Skilled Experience Catalogue (SEC). The objective of this mechanism is to approximately match the skill level of an NPC to an…

Artificial Intelligence · Computer Science 2018-11-12 Frank G. Glavin , Michael G. Madden

Recent advances in reinforcement learning with social agents have allowed such models to achieve human-level performance on specific interaction tasks. However, most interactive scenarios do not have a version alone as an end goal; instead,…

Artificial Intelligence · Computer Science 2022-08-23 Pablo Barros , Ozge Nilay Yalcın , Ana Tanevska , Alessandra Sciutti
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