Related papers: Not all Chess960 positions are equally complex
One of the reasons why stochastic dynamic games with an underlying dynamic system are challenging is since strategic players have access to enormous amount of information which leads to the use of extremely complex strategies at…
Training classifiers is difficult with severe class imbalance, but many rare events are the culmination of a sequence with much more common intermediate outcomes. For example, in online marketing a user first sees an ad, then may click on…
Hierarchical simple games - both disjunctive and conjunctive - are natural generalizations of simple majority games. They take their origin in the theory of secret sharing. Another important generalization of simple majority games with…
The secretary problem is one of the fundamental problems in online decision making; a tight competitive ratio for this problem of $1/\mathrm{e} \approx 0.368$ has been known since the 1960s. Much more recently, the study of algorithms with…
An increasing number of domains are providing us with detailed trace data on human decisions in settings where we can evaluate the quality of these decisions via an algorithm. Motivated by this development, an emerging line of work has…
The pose graph is a core component of Structure-from-Motion (SfM), where images act as nodes and edges encode relative poses. Since geometric verification is expensive, SfM pipelines restrict the pose graph to a sparse set of candidate…
We consider zero-sum stochastic games with perfect information and finitely many states and actions. The payoff is computed by a function which associates to each infinite sequence of states and actions a real number. We prove that if the…
Prediction is a well-studied machine learning task, and prediction algorithms are core ingredients in online products and services. Despite their centrality in the competition between online companies who offer prediction-based products,…
Modern machine learning forces practitioners to choose between powerful but expensive deep networks and fast but limited classical algorithms. Here we introduce Soft Learning, a framework that maintains a library of heterogeneous…
Eliciting preferences from human judgements is inherently imprecise, yet most decision analysis methods force a single priority vector from pairwise comparisons, discarding the information embedded in inconsistencies. We instead leverage…
In inference problems involving a multi-dimensional parameter $\theta$, it is often natural to consider decision rules that have a risk which is invariant under some group $G$ of permutations of $\theta$. We show that this implies that the…
The concept of an evolutionarily stable strategy (ESS), introduced by Smith and Price, is a refinement of Nash equilibrium in 2-player symmetric games in order to explain counter-intuitive natural phenomena, whose existence is not…
In high stakes environments, agents relying purely on imitation learning or reinforcement learning often struggle to avoid safety-critical errors during exploration. Existing reinforcement learning approaches for environments such as chess…
We give an estimate of the number of geometrically distinct open tours $\G$ for a knight on a chessboard. We use a randomization of Warnsdorff rule to implement importance sampling in a backtracking scheme, correcting the observed bias of…
When learning in strategic environments, a key question is whether agents can overcome uncertainty about their preferences to achieve outcomes they could have achieved absent any uncertainty. Can they do this solely through interactions…
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…
"The chance to win given a certain move" is an easily obtainable quantity from data and often quoted in gaming statistics. It is also the fundamental quantity that reinforcement learning AI bases on. Unfortunately, this conditional…
Estimating the cardinality (number of distinct elements) of a large multiset is a classic problem in streaming and sketching. In this paper we study the intrinsic tradeoff between the space complexity of the sketch and its estimation error.…
Betweenness centrality ranks the importance of nodes by their participation in all shortest paths of the network. Therefore computing exact betweenness values is impractical in large networks. For static networks, approximation based on…
Chess engines passed human strength years ago, but they still don't play like humans. A grandmaster under clock pressure blunders in ways a club player on a hot streak never would. Conventional engines capture none of this. This paper…