Related papers: Change is Hard: Consistent Player Behavior Across …
Imitating successful behavior is a natural and frequently applied approach to trust in when facing scenarios for which we have little or no experience upon which we can base our decision. In this paper, we consider such behavior in atomic…
Online multiplayer games like League of Legends, Counter Strike, and Skribbl.io create experiences through community interactions. Providing players with the ability to interact with each other through multiple modes also opens a Pandora…
In game theory and multi-agent reinforcement learning (MARL), each agent selects a strategy, interacts with the environment and other agents, and subsequently updates its strategy based on the received payoff. This process generates a…
Residential segregation in metropolitan areas is a phenomenon that can be observed all over the world. Recently, this was investigated via game-theoretic models. There, selfish agents of two types are equipped with a monotone utility…
Playing two-player games using reinforcement learning and self-play can be challenging due to the complexity of two-player environments and the possible instability in the training process. We propose that a reinforcement learning algorithm…
Static capabilities benchmarks suffer from saturation and contamination, making it difficult to track capabilities progress over time. We introduce Agent Island, a multiplayer simulation environment in which language-model agents compete in…
I present the results from a spatial model of the prisoner's dilemma, played on a toroidal lattice. Each individual has a default strategy of either cooperating ($C$) or defecting ($D$). Two strategies were tested, including ``tit-for-tat''…
As increasingly capable agents are deployed, a central safety challenge is how to retain meaningful human control without modifying the underlying system. We study a minimal control interface in which an agent chooses whether to act…
It is increasingly possible for real-world agents, such as software-based agents or human institutions, to view the internal programming of other such agents that they interact with. For instance, a company can read the bylaws of another…
This paper investigates the rationality of large language models (LLMs) in strategic decision-making contexts, specifically within the framework of game theory. We evaluate several state-of-the-art LLMs across a spectrum of…
The development of deep reinforcement learning (DRL) has benefited from the emergency of a variety type of game environments where new challenging problems are proposed and new algorithms can be tested safely and quickly, such as Board…
We discuss similarities and differencies between systems of many interacting players maximizing their individual payoffs and particles minimizing their interaction energy. We analyze long-run behavior of stochastic dynamics of many…
Autonomous systems can substantially enhance a human's efficiency and effectiveness in complex environments. Machines, however, are often unable to observe the preferences of the humans that they serve. Despite the fact that the human's and…
One problem facing players of competitive games is negative, or toxic, behavior. League of Legends, the largest eSport game, uses a crowdsourcing platform called the Tribunal to judge whether a reported toxic player should be punished or…
Learning to detect, characterize and accommodate novelties is a challenge that agents operating in open-world domains need to address to be able to guarantee satisfactory task performance. Certain novelties (e.g., changes in environment…
Much of modern society is founded on orchestrating institutions that produce social goods by fostering motivated teams, pitting them against each other, and distributing the fruits of the arms races that ensue. However, even when the…
Balancing is, especially among players, a highly debated topic of video games. Whether a game is sufficiently balanced greatly influences its reception, player satisfaction, churn rates and success. Yet, conceptions about the definition of…
In recent years, there has been growing interest in studying games on multiplex networks that account for interactions across linked social contexts. However, little is known about how potential cross-context interference, or spillover, of…
In real-world social systems, individual interactions are frequently shaped by reputation, which not only influences partner selection but also affects the nature and benefits of the interactions themselves. We propose a heterogeneous game…
We consider preference communication in two-player multi-objective normal-form games. In such games, the payoffs resulting from joint actions are vector-valued. Taking a utility-based approach, we assume there exists a utility function for…