arXiv AI

AI Learning and Conceptual Transfer in the Game of Hidden Rules

arXiv Machine Learning
Jul 30

Interpretable GOHR Agents via Sparse Autoencoders

arXiv:2607. 25132v2 Announce Type: replace Abstract: A central challenge in interpreting learned decision-making systems is to determine whether their internal representations contain concepts that help explain their behavior.

By Shiwei Tan, Yusong Zhao, Weiyi Qin, Wentian Wang, Jacob Feldman, Lazaros K. Gallos, Paul B. Kantor, Vladimir Menkov, Hao Wang
OpenAI Blog
Aug 11, 2017

Dota 2

We’ve created a bot which beats the world’s top professionals at 1v1 matches of Dota 2 under standard tournament rules. The bot learned the game from scratch by self-play, and does not use imitation learning or tree search.

OpenAI Blog
Aug 3, 2017

Gathering human feedback

RL-Teacher is an open-source implementation of our interface to train AIs via occasional human feedback rather than hand-crafted reward functions. The underlying technique was developed as a step towards safe AI systems, but also applies to reinforcement learning problems with rewards that are hard to specify.

arXiv AI
Jun 3

Human-Like Goalkeeping in a Realistic Football Simulation: a Sample-Efficient Reinforcement Learning Approach

arXiv:2510. 23216v4 Announce Type: replace Abstract: While several high profile video games have served as testbeds for Deep Reinforcement Learning (DRL), this technique has rarely been employed by the game industry for crafting authentic AI behaviors.

By Alessandro Sestini, Joakim Bergdahl, Jean-Philippe Barrette-LaPierre, Florian Fuchs, Brady Chen, Fabio Zinno, Michael Jones, Linus Gissl\'en
MIT News AI
3d ago

This game-playing AI is the new champ at Stratego

A new AI system has become the champion at the board game Stratego, outperforming top-ranked human players. It is more efficient than other models, and its success demonstrates advanced strategic planning capabilities. The system’s performance suggests potential applications for decision-making in military maneuvers and business negotiations.

By Adam Zewe | MIT News
arXiv AI
Jul 10

Playing ZendoWorld: Challenging AI Agents on Active Visual Concept Induction

arXiv:2607. 08233v1 Announce Type: new Abstract: A central challenge in building intelligent systems is enabling agents to jointly perceive complex inputs, form hypotheses about hidden patterns, and design informative experiments to test them.

By Sophia Koehler, Antonia W\"ust, Inga Ibs, Wasu Top Piriyakulkij, Wolfgang Stammer, Constantin Rothkopf, Kevin Ellis, Kristian Kersting
arXiv AI
2d ago

Temporal-Difference Learning for Dragonchess

The paper examines the performance of evolutionary transfer learning and TD(lambda) in the three‑dimensional chess game Dragonchess. By re‑implementing the engine in C++ to accelerate play, the authors ran 10,000 games with statistical confidence, showing both adaptive methods outperform all other agents in a round‑robin tournament. The results indicate no significant performance difference between the evolved and learned evaluation functions, demonstrating the effectiveness of adaptive techniques in complex, novel game domains.

By Jim O'Connor, Annika Hoag, Sarah Goyette, Gary B. Parker
arXiv AI
Jul 2

Coachable agents for interactive gameplay

arXiv:2607. 00642v1 Announce Type: new Abstract: Reinforcement learning has proven to be a valuable tool in the creation of advanced AI and robotic systems, contributing to everything from game playing to robotics to foundation models.

By Roberto Capobianco (Sony AI, Zurich, Switzerland), Harm van Seijen (Sony AI, North America, various locations), Nolan D. Bard (Sony AI, North America, various locations), Neil Burch (Sony AI, North America, various locations), Fatima Davelouis (Sony AI, North America, various locations), Josh Davidson (Sony AI, North America, various locations), Alisa Devlic (Sony AI, Zurich, Switzerland), Yunshu Du (Sony AI, North America, various locations), Ishan Durugkar (Sony AI, North America, various locations), Siddhant Gangapurwala (Sony AI, North America, various locations), Daniel Hernandez (Sony AI, North America, various locations), G. Zacharias Holland (Sony AI, North America, various locations), Sahil Jain (Sony AI, North America, various locations), Kenta Kawamoto (Sony AI, Tokyo, Japan), Raksha Kumaraswamy (Sony AI, North America, various locations), Patrick MacAlpine (Sony AI, North America, various locations), Dustin R. Morrill (Sony AI, North America, various locations), Declan Oller (Sony AI, North America, various locations), Francesco Riccio (Sony AI, Zurich, Switzerland), Akanksha Saran (Sony AI, North America, various locations), Craig Sherstan (Sony AI, Tokyo, Japan), Kaushik Subramanian (Sony AI, Zurich, Switzerland), Thomas J. Walsh (Sony AI, North America, various locations), Samuel Barrett (Sony AI, North America, various locations), Kizza N. Frisbee (Sony AI, North America, various locations), Mady Govil (Sony AI, North America, various locations), Johannes G\"unther (Sony AI, North America, various locations), Varun R. Kompella (Sony AI, North America, various locations), James A. MacGlashan (Sony AI, North America, various locations), Maxwell Svetlik (Sony AI, North America, various locations), Michael D. Thomure (Sony AI, North America, various locations), Jaden B. Travnik (Sony AI, North America, various locations), Kevin Waugh (Sony AI, North America, various locations), Elahe Aghapour (Sony AI, North America, various locations), Florian Fuchs (Sony AI, Zurich, Switzerland), Andreanne Lemay (Sony AI, North America, various locations), Shruti Mishra (Sony AI, Zurich, Switzerland), Takuma Seno (Sony AI, Tokyo, Japan), Peter Stone (Sony AI, North America, various locations), Michael Spranger (Sony AI, Tokyo, Japan), Peter R. Wurman (Sony AI, North America, various locations)