相关论文: 4Hammer: a board-game reinforcement learning envir…
Reinforcement learning (RL) is an area of research that has blossomed tremendously in recent years and has shown remarkable potential for artificial intelligence based opponents in computer games. This success is primarily due to the vast…
Recent work has proposed a methodology for the systematic evaluation of "Situated Language Understanding Agents"-agents that operate in rich linguistic and non-linguistic contexts-through testing them in carefully constructed interactive…
Large language models (LLM) have shown remarkable abilities in text generation, question answering, language translation, reasoning and many other tasks. It continues to advance rapidly and is becoming increasingly influential in various…
Large Language Models (\textbf{LLMs}), e.g. ChatGPT, have been widely adopted in real-world dialogue applications. However, LLMs' robustness, especially in handling long complex dialogue sessions, including frequent motivation transfer,…
In this work, a thorough mathematical framework for incorporating Large Language Models (LLMs) into gamified systems is presented with an emphasis on improving task dynamics, user engagement, and reward systems. Personalized feedback,…
In this paper, we consider the task of learning control policies for text-based games. In these games, all interactions in the virtual world are through text and the underlying state is not observed. The resulting language barrier makes…
Recent curriculum reinforcement learning for large language models (LLMs) typically rely on difficulty-based annotations for data filtering and ordering. However, such methods suffer from local optimization, where continual training on…
Large Language Models (LLMs) are powerful tools, capable of leveraging their training on natural language to write stories, generate code, and answer questions. But can they generate functional video game levels? Game levels, with their…
We evaluate Large Language Models (LLMs) in repeated game-theoretic settings to assess whether strategic performance reflects genuine reasoning or reliance on memorized patterns. We consider two canonical games, Prisoner's Dilemma (PD) and…
Creating programs to represent board games can be a time-consuming task. Large Language Models (LLMs) arise as appealing tools to expedite this process, given their capacity to efficiently generate code from simple contextual information.…
Recent advancements in large language models (LLMs) have revealed their potential for achieving autonomous agents possessing human-level intelligence. However, existing benchmarks for evaluating LLM Agents either use static datasets,…
Game design hinges on understanding how static rules and content translate into dynamic player behavior - something modern generative systems that inspect only a game's code or assets struggle to capture. We present an automated design…
There has been a recent explosion in the capabilities of game-playing artificial intelligence. Many classes of RL tasks, from Atari games to motor control to board games, are now solvable by fairly generic algorithms, based on deep…
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…
To be successful in real-world tasks, Reinforcement Learning (RL) needs to exploit the compositional, relational, and hierarchical structure of the world, and learn to transfer it to the task at hand. Recent advances in representation…
Wargames are simulations of conflicts in which participants' decisions influence future events. While casual wargaming can be used for entertainment or socialization, serious wargaming is used by experts to explore strategic implications of…
Much of recent success in multiagent reinforcement learning has been in two-player zero-sum games. In these games, algorithms such as fictitious self-play and minimax tree search can converge to an approximate Nash equilibrium. While…
This paper investigates the strategy game So Long Sucker (SLS) as a novel benchmark for multi-agent reinforcement learning (MARL). Unlike traditional board or video game testbeds, SLS is distinguished by its coalition formation, strategic…
Evaluating the abilities of large language models (LLMs) for tasks that require long-term memory and thus long-context reasoning, for example in conversational settings, is hampered by the existing benchmarks, which often lack narrative…
Hex and Counter Wargames are adversarial two-player simulations of real military conflicts requiring complex strategic decision-making. Unlike classical board games, these games feature intricate terrain/unit interactions, unit stacking,…