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Self-play post-training methods has emerged as an effective approach for finetuning large language models and turn the weak language model into strong language model without preference data. However, the theoretical foundations for…
Recent research on vulnerabilities of deep reinforcement learning (RL) has shown that adversarial policies adopted by an adversary agent can influence a target RL agent (victim agent) to perform poorly in a multi-agent environment. In…
Joint improvisation is observed to emerge spontaneously among humans performing joint action tasks, and has been associated with high levels of movement synchrony and enhanced sense of social bonding. Exploring the underlying cognitive and…
Fictitious play with reinforcement learning is a general and effective framework for zero-sum games. However, using the current deep neural network models, the implementation of fictitious play faces crucial challenges. Neural network model…
Balancing game difficulty in video games is a key task to create interesting gaming experiences for players. Mismatching the game difficulty and a player's skill or commitment results in frustration or boredom on the player's side, and…
Although current deep learning techniques have yielded superior performance on various computer vision tasks, yet they are still vulnerable to adversarial examples. Adversarial training and its variants have been shown to be the most…
In this paper, we study the problem of mobile user profiling, which is a critical component for quantifying users' characteristics in the human mobility modeling pipeline. Human mobility is a sequential decision-making process dependent on…
Training agents in multi-agent competitive games presents significant challenges due to their intricate nature. These challenges are exacerbated by dynamics influenced not only by the environment but also by opponents' strategies. Existing…
In this article, we present a new machine learning model by imitation based on the linguistic description of complex phenomena. The idea consists of, first, capturing the behaviour of human players by creating a computational perception…
Episodic self-imitation learning, a novel self-imitation algorithm with a trajectory selection module and an adaptive loss function, is proposed to speed up reinforcement learning. Compared to the original self-imitation learning algorithm,…
Advances in deep reinforcement learning have allowed autonomous agents to perform well on Atari games, often outperforming humans, using only raw pixels to make their decisions. However, most of these games take place in 2D environments…
We introduce a two-player model of reinforcement learning with memory. Past actions of an iterated game are stored in a memory and used to determine player's next action. To examine the behaviour of the model some approximate methods are…
Autonomous and learning systems based on Deep Reinforcement Learning have firmly established themselves as a foundation for approaches to creating resilient and efficient Cyber-Physical Energy Systems. However, most current approaches…
As AI agents become increasingly capable of tool use and long-horizon tasks, they have begun to be deployed in settings where multiple agents can interact. However, whereas prior work has mostly focused on human-AI interactions, there is an…
Machine unlearning methods take a model trained on a dataset and a forget set, then attempt to produce a model as if it had only been trained on the examples not in the forget set. We empirically show that an adversary is able to…
Mirroring is the behavior in which one person subconsciously imitates the gesture, speech pattern, or attitude of another. In conversations, mirroring often signals the speakers enjoyment and engagement in their communication. In chatbots,…
Modern video games pose significant challenges for traditional automated testing algorithms, yet intensive testing is crucial to ensure game quality. To address these challenges, researchers designed gaming agents using Reinforcement…
Opponent modeling is necessary in multi-agent settings where secondary agents with competing goals also adapt their strategies, yet it remains challenging because strategies interact with each other and change. Most previous work focuses on…
Deep learning models are known to be vulnerable to adversarial examples. A practical adversarial attack should require as little as possible knowledge of attacked models. Current substitute attacks need pre-trained models to generate…
In a competitive game scenario, a set of agents have to learn decisions that maximize their goals and minimize their adversaries' goals at the same time. Besides dealing with the increased dynamics of the scenarios due to the opponents'…