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Major League Baseball (MLB) recently limited pitchers to three pickoff attempts, creating a cat-and-mouse game between pitcher and runner. Each failed attempt adds pressure on the pitcher to avoid using another, and the runner can intensify…
Despite the significant advances in deep learning over the past decade, a major challenge that limits the wide-spread adoption of deep learning has been their fragility to adversarial attacks. This sensitivity to making erroneous…
In a wide class of paired comparisons, especially in the sports games, in which all subjects are divided into several groups, the intragroup comparisons are dense and the intergroup comparisons are sparse. Typical examples include the NFL…
Over the last few years, there has been a growing interest in the prediction and modelling of competitive sports outcomes, with particular emphasis placed on this area by the Bayesian statistics and machine learning communities. In this…
We study the transfer of adversarial robustness of deep neural networks between different perturbation types. While most work on adversarial examples has focused on $L_\infty$ and $L_2$-bounded perturbations, these do not capture all types…
We formulate the head-to-head matchups between Major League Baseball pitchers and batters from 1954 to 2008 as a bipartite network of mutually-antagonistic interactions. We consider both the full network and single-season networks, which…
Adversarial training and its variants have become de facto standards for learning robust deep neural networks. In this paper, we explore the landscape around adversarial training in a bid to uncover its limits. We systematically study the…
Line-breaking passes (LBPs) are crucial tactical actions in football, allowing teams to penetrate defensive lines and access high-value spaces. In this study, we present an unsupervised, clustering-based framework for detecting and…
Intelligent machine learning approaches are finding active use for event detection and identification that allow real-time situational awareness. Yet, such machine learning algorithms have been shown to be susceptible to adversarial attacks…
Reinforcement Learning with Human Feedback (RLHF) and Reinforcement Learning with Verifiable Rewards (RLVR) are the main RL paradigms used in LLM post-training, each offering distinct advantages. However, RLHF struggles with…
Last-iterate convergence of learning dynamics in games has attracted significant recent attention. In two-player zero-sum games with bandit feedback, where only the loss of the selected action pair is observed, Fiegel et al. (2025) show a…
Many properties in the real world don't have metrics and can't be numerically observed, making them difficult to learn. To deal with this challenging problem, prior works have primarily focused on estimating those properties by using graded…
Estimating ballpark effects and team defense in baseball is challenging because batted-ball outcomes are influenced by multiple factors, including contact quality, ballpark environment, defensive performance, and random variation. In this…
The task of ranking individuals or teams, based on a set of comparisons between pairs, arises in various contexts, including sporting competitions and the analysis of dominance hierarchies among animals and humans. Given data on which…
Evaluating robustness of machine-learning models to adversarial examples is a challenging problem. Many defenses have been shown to provide a false sense of robustness by causing gradient-based attacks to fail, and they have been broken…
Reward models are central to Large Language Model (LLM) alignment within the framework of RLHF. The standard objective used in reward modeling is the Bradley-Terry (BT) loss, which learns from pairwise data consisting of chosen and rejected…
We provide an algorithm with constant running time that given a weighted tournament $T$, distinguishes with high probability of success between the cases that $T$ can be represented by a Bradley--Terry model, or cannot even be approximated…
Consider a two-player game repeated N times. Player 1 can choose between two styles (for interpretability, offensive and defensive), whereas Player 2 uses a single fixed style. Let X N\,:= \#wins -\#losses for Player 1 after N games, and…
Numerous statistics have been proposed for the measure of offensive ability in major league baseball. While some of these measures may offer moderate predictive power in certain situations, it is unclear which simple offensive metrics are…
A hockey player's plus-minus measures the difference between goals scored by and against that player's team while the player was on the ice. This measures only a marginal effect, failing to account for the influence of the others he is…