Related papers: Simultaneous AlphaZero: Extending Tree Search to M…
While scaling test-time compute through trajectory-level sampling has significantly improved Graphical User Interface (GUI) agents, the lack of regressive ability prevents the reuse of partial successes and the recovery from early missteps.…
In many problem settings, most notably in game playing, an agent receives a possibly delayed reward for its actions. Often, those rewards are handcrafted and not naturally given. Even simple terminal-only rewards, like winning equals one…
Game tree search algorithms such as minimax have been used with enormous success in turn-based adversarial games such as Chess or Checkers. However, such algorithms cannot be directly applied to real-time strategy (RTS) games because a…
While single-agent policy optimization in a fixed environment has attracted a lot of research attention recently in the reinforcement learning community, much less is known theoretically when there are multiple agents playing in a…
In this paper, we propose a new efficient algorithm to compute the value function for zero-sum stopping games featuring two players with opposing interests. This can be seen as a game version of the ''forward algorithm'' for (one-player)…
Motivated by Generative Adversarial Networks, we study the computation of Nash equilibrium in concave network zero-sum games (NZSGs), a multiplayer generalization of two-player zero-sum games first proposed with linear payoffs. Extending…
Model-based reinforcement learning (RL) methods that leverage search are responsible for many milestone breakthroughs in RL. Sequential Monte Carlo (SMC) recently emerged as an alternative to the Monte Carlo Tree Search (MCTS) algorithm…
Dynamic games are an effective paradigm for dealing with the control of multiple interacting actors. This paper introduces ALGAMES (Augmented Lagrangian GAME-theoretic Solver), a solver that handles trajectory optimization problems with…
We study two-player security games which can be viewed as sequences of nonzero-sum matrix games played by an Attacker and a Defender. The evolution of the game is based on a stochastic fictitious play process. Players do not have access to…
General Video Game Playing (GVGP) is a field of Artificial Intelligence where agents play a variety of real-time video games that are unknown in advance. This limits the use of domain-specific heuristics. Monte-Carlo Tree Search (MCTS) is a…
This paper introduces a new Negotiating Agent for automated negotiation on continuous domains and without considering a specified deadline. The agent bidding strategy relies on Monte Carlo Tree Search, which is a trendy method since it has…
Recent progress in reinforcement learning (RL) using self-game-play has shown remarkable performance on several board games (e.g., Chess and Go) as well as video games (e.g., Atari games and Dota2). It is plausible to consider that RL,…
This paper addresses the problem of optimal control using search trees. We start by considering multi-armed bandit problems with continuous action spaces and propose LD-HOO, a limited depth variant of the hierarchical optimistic…
Symmetry is inherent in the definition of most of the two-player zero-sum games, including parity, mean-payoff, and discounted-payoff games. It is therefore quite surprising that no symmetric analysis techniques for these games exist. We…
An abundance of recent impossibility results establish that regret minimization in Markov games with adversarial opponents is both statistically and computationally intractable. Nevertheless, none of these results preclude the possibility…
In this paper we address game theory problems arising in the context of network security. In traditional game theory problems, given a defender and an attacker, one searches for mixed strategies which minimize a linear payoff functional. In…
Inference-time scaling strategies, particularly Monte Carlo Tree Search (MCTS), have significantly enhanced the reasoning capabilities of Large Language Models (LLMs). However, current approaches remain predominantly stateless, discarding…
Learning in games is a fundamental problem in machine learning and artificial intelligence, with numerous applications~\citep{silver2016mastering,schrittwieser2020mastering}. This work investigates two-player zero-sum matrix games with an…
Attack--defense trees are used to describe security weaknesses of a system and possible countermeasures. In this paper, the connection between attack--defense trees and game theory is made explicit. We show that attack--defense trees and…
In this article, we generalize Unbounded Minimax, the state-of-the-art search algorithm for zero sums two-player games with perfect information to the framework of multiplayer games with perfect information. We experimentally show that this…