Related papers: Game-TARS: Pretrained Foundation Models for Scalab…
Underlying relationships among multi-agent systems (MAS) in hazardous scenarios can be represented as Game-theoretic models. We measure the performance of MAS achieving tasks from the perspective of balancing success probability and system…
Pretraining on noisy, internet-scale datasets has been heavily studied as a technique for training models with broad, general capabilities for text, images, and other modalities. However, for many sequential decision domains such as…
Artificial intelligence (AI) agents will need to interact with both other AI agents and humans. Creating models of associates help to predict the modeled agents' actions, plans, and intentions. This work introduces algorithms that predict…
Scaling generalist GUI agents is hindered by the data scalability bottleneck of expensive human demonstrations and the "distillation ceiling" of synthetic teacher supervision. To transcend these limitations, we propose UI-Oceanus, a…
In this work, we introduce a self-supervised behavior cloning transformer for text games, which are challenging benchmarks for multi-step reasoning in virtual environments. Traditionally, Behavior Cloning Transformers excel in such tasks…
Large language models (LLMs) have recently demonstrated remarkable capabilities across domains, tasks, and languages (e.g., ChatGPT and GPT-4), reviving the research of general autonomous agents with human-like cognitive abilities. Such…
Underlying relationships among Multi-Agent Systems (MAS) in hazardous scenarios can be represented as Game-theoretic models. This paper proposes a new hierarchical network-based model called Game-theoretic Utility Tree (GUT), which…
The rise of generalist large-scale models in natural language and vision has made us expect that a massive data-driven approach could achieve broader generalization in other domains such as continuous control. In this work, we explore a…
Multi-agent simulations are versatile tools for exploring interactions among natural and artificial agents, but their development typically demands domain expertise and manual effort. This work introduces the Generative Agents for…
This work-in-progress paper presents SPARC (Systematic Problem Solving and Algorithmic Reasoning for Children), a gamified learning platform designed to enhance engagement and knowledge retention in K-12 STEM education. Traditional…
In many board games and other abstract games, patterns have been used as features that can guide automated game-playing agents. Such patterns or features often represent particular configurations of pieces, empty positions, etc., which may…
Large Language Models (LLMs) often struggle with the precise logic and schema alignment required for complex Text-to-SQL tasks. While current methods rely heavily on static prompting, they lack the ability to dynamically adapt and…
Games on graphs provide a natural and powerful model for reactive systems. In this paper, we consider generalized reachability objectives, defined as conjunctions of reachability objectives. We first prove that deciding the winner in such…
Consider $N$ players and $K$ games taking place simultaneously. Each of these games is modeled as a Tug-of-War (ToW) game where increasing the action of one player decreases the reward for all other players. Each player participates in only…
By formally defining the training processes of large language models (LLMs), which usually encompasses pre-training, supervised fine-tuning, and reinforcement learning with human feedback, within a single and unified machine learning…
Computer use agents automate digital tasks by directly interacting with graphical user interfaces (GUIs) on computers and mobile devices, offering significant potential to enhance human productivity by completing an open-ended space of user…
Reinforcement learning agents must generalize beyond their training experience. Prior work has focused mostly on identical training and evaluation environments. Starting from the recently introduced Crafter benchmark, a 2D open world…
Behavior cloning has seen a resurgence as scaling model and data sizes demonstrate strong performance. In this work, we introduce an open recipe for training a video game playing foundation model designed for inference in realtime on a…
Reinforcement learning solutions have great success in the 2-player general sum setting. In this setting, the paradigm of Opponent Shaping (OS), in which agents account for the learning of their co-players, has led to agents which are able…
Foundation models are pretrained on large-scale corpora to learn generalizable patterns across domains and tasks -- such as contours, textures, and edges in images, or tokens and sentences in text. In contrast, discovering such generalities…