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This paper introduces an information-theoretic method for selecting a subset of problems which gives the most information about a group of problem-solving algorithms. This method was tested on the games in the General Video Game AI (GVGAI)…
The mathematical runtime analysis of evolutionary algorithms traditionally regards the time an algorithm needs to find a solution of a certain quality when initialized with a random population. In practical applications it may be possible…
Large language models (LLMs) have enabled rapid progress in automatic heuristic discovery (AHD), yet most existing methods are predominantly limited by static evaluation against fixed instance distributions, leading to potential overfitting…
The paper introduces a generic approach to solving Sequential Security Games (SGs) which utilizes Evolutionary Algorithms. Formulation of the method (named EASG) is general and largely game-independent, which allows for its application to a…
In evolutionary games the fitness of individuals is not constant but depends on the relative abundance of the various strategies in the population. Here we study general games among n strategies in populations of large but finite size. We…
Roulette-wheel selection is a frequently used method in genetic and evolutionary algorithms or in modeling of complex networks. Existing routines select one of N individuals using search algorithms of O(N) or O(log(N)) complexity. We…
Lookahead search is perhaps the most natural and widely used game playing strategy. Given the practical importance of the method, the aim of this paper is to provide a theoretical performance examination of lookahead search in a wide…
Recent research suggests that tree search algorithms (e.g. Monte Carlo Tree Search) can dramatically boost LLM performance on complex mathematical reasoning tasks. However, they often require more than 10 times the computational resources…
Monte-Carlo counterfactual regret minimization (MCCFR) is the state-of-the-art algorithm for solving sequential games that are too large for full tree traversals. It works by using gradient estimates that can be computed via sampling.…
In recent years, state-of-the-art game-playing agents often involve policies that are trained in self-playing processes where Monte Carlo tree search (MCTS) algorithms and trained policies iteratively improve each other. The strongest…
Evolutionary game theory has become one of the most diverse and far reaching theories in biology. Applications of this theory range from cell dynamics to social evolution. However, many applications make it clear that inherent…
Making changes to a program to optimize its performance is an unscalable task that relies entirely upon human intuition and experience. In addition, companies operating at large scale are at a stage where no single individual understands…
In recent years, the generation of diverse game levels has gained increasing interest, contributing to a richer and more engaging gaming experience. A number of level diversity metrics have been proposed in literature, which are naturally…
Evolutionary games are a developing sub-field of game theory. This branch of game theory is used in the study of the adaptation of large, but finite, populations of agents to changes in the environment. It assumes that each agent has no…
Many games are reliant on creating new and engaging content constantly to maintain the interest of their player-base. One such example are puzzle games, in such it is common to have a recurrent need to create new puzzles. Creating new…
Although RLVR has become an essential component for developing advanced reasoning skills in language models, contemporary studies have documented training plateaus after thousands of optimization steps, i.e., notable decreases in…
Random walks are powerful tools to analyze spatial-temporal patterns produced by living organisms ranging from cells to humans. At the same time, it is evident that these patterns are not completely random but are results of a convolution…
We introduce the Thresholding Monte Carlo Tree Search problem, in which, given a tree $\mathcal{T}$ and a threshold $\theta$, a player must answer whether the root node value of $\mathcal{T}$ is at least $\theta$ or not. In the given tree,…
Neural network supported tree-search has shown strong results in a variety of perfect information multi-agent tasks. However, the performance of these methods on partial information games has generally been below competing approaches. Here…
Evolution of distribution of strategies in game theory is an interesting question that has been studied only for specific cases. Here I develop a general method to extend analysis of the evolution of continuous strategy distributions given…