Related papers: Low-complexity modular policies: learning to play …
In this paper, we consider the problem of path finding for a set of homogeneous and autonomous agents navigating a previously unknown stochastic environment. In our problem setting, each agent attempts to maximize a given utility function…
In open multi-agent environments, the agents may encounter unexpected teammates. Classical multi-agent learning approaches train agents that can only coordinate with seen teammates. Recent studies attempted to generate diverse teammates to…
We propose and study a general framework for regularized Markov decision processes (MDPs) where the goal is to find an optimal policy that maximizes the expected discounted total reward plus a policy regularization term. The extant…
We present a generative optimization approach for learning game-playing agents, where policies are represented as Python programs and refined using large language models (LLMs). Our method treats decision-making policies as self-evolving…
Recent superhuman results in games have largely been achieved in a variety of zero-sum settings, such as Go and Poker, in which agents need to compete against others. However, just like humans, real-world AI systems have to coordinate and…
Deep learning has enabled traditional reinforcement learning methods to deal with high-dimensional problems. However, one of the disadvantages of deep reinforcement learning methods is the limited exploration capacity of learning agents. In…
With the recent advances in solving large, zero-sum extensive form games, there is a growing interest in the inverse problem of inferring underlying game parameters given only access to agent actions. Although a recent work provides a…
In this paper, we present two effective policy learning algorithms for multi-agent online coordination(MA-OC) problem. The first one, \texttt{MA-SPL}, not only can achieve the optimal $(1-\frac{c}{e})$-approximation guarantee for the MA-OC…
Learning in strategy games (e.g. StarCraft, poker) requires the discovery of diverse policies. This is often achieved by iteratively training new policies against existing ones, growing a policy population that is robust to exploit. This…
Purpose: We propose a model to present a possible mechanism for obtaining sizeable behavioural structures by simulating an agent based on the evolutionary public good game with available social learning. Methods: The model considered a…
When deploying artificial agents in real-world environments where they interact with humans, it is crucial that their behavior is aligned with the values, social norms or other requirements of that environment. However, many environments…
This work considers a repeated principal-agent bandit game, where the principal can only interact with her environment through the agent. The principal and the agent have misaligned objectives and the choice of action is only left to the…
Reinforcement learning usually assumes a given or sometimes even fixed environment in which an agent seeks an optimal policy to maximize its long-term discounted reward. In contrast, we consider agents that are not limited to passive…
Many transfer problems require re-using previously optimal decisions for solving new tasks, which suggests the need for learning algorithms that can modify the mechanisms for choosing certain actions independently of those for choosing…
We address the problem of learning hierarchical deep neural network policies for reinforcement learning. In contrast to methods that explicitly restrict or cripple lower layers of a hierarchy to force them to use higher-level modulating…
Policy-gradient methods have received increased attention recently as a mechanism for learning to act in partially observable environments. They have shown promise for problems admitting memoryless policies but have been less successful…
Recently regular decision processes have been proposed as a well-behaved form of non-Markov decision process. Regular decision processes are characterised by a transition function and a reward function that depend on the whole history,…
Multi-agent reinforcement learning has received significant interest in recent years notably due to the advancements made in deep reinforcement learning which have allowed for the developments of new architectures and learning algorithms.…
Linear temporal logic (LTL) is a compelling framework for specifying complex, structured tasks for reinforcement learning (RL) agents. Recent work has shown that interpreting LTL instructions as finite automata, which can be seen as…
The problem of retrosynthetic planning can be framed as one player game, in which the chemist (or a computer program) works backwards from a molecular target to simpler starting materials though a series of choices regarding which reactions…