arXiv:2608. 06362v1 Announce Type: cross Abstract: Deciding which of two agents is stronger means playing games until skill outweighs luck, and every game costs money, model inference, or expert time.
By Boning Li, Yu Chen, Longbo Huang
arXiv:2609.06816v1 Announce Type: new
Abstract: Decision-time search in perfect and imperfect information games with enumerable belief states are effective methods for game AI. Collectible card games...
By Dustin Rubin
arXiv:2606. 29169v1 Announce Type: cross Abstract: Many important games have more than two players and imperfect information.
By Sam Ganzfried
The paper investigates the problem of sharing a single critic across multiple parallel environments in reinforcement learning. It shows that when environments assign different expected returns to the same state, a shared critic must reconcile conflicting value targets, which can distort advantage estimates and misguide policy updates. The authors propose a simple fix—providing the critic with the environment index—demonstrating through bandit models and experiments on CartPole, MuJoCo, BipedalWalker, and 16 Procgen games that this conditional critic stabilizes learning and boosts returns, achieving a 40.8% improvement in aggregate normalized return on unseen levels.
By Zhenya Liu, Yang Meng, Zhuokai Zhao, Xuefeng Liu, Yuxin Chen
The paper introduces Online Hyperparameter Optimization (OHPO), framing it as an infinitely many‑armed bandit problem over mixed and conditional search spaces. It proposes the IMABO framework, which couples any bandit policy with any oracle for proposing new configurations, and presents IMOSS—a restart‑free anytime policy with provable regret bounds. Experiments show that IMABO, combined with practical oracles such as TPE, an incumbent‑mutation oracle, and a pretrained tabular foundation model, outperforms random search across a range of settings from classical ML models to LLM‑based agents.
By Louis Abraham, Tuan-Anh Nguyen, Nicolas Devatine
arXiv:2608. 15372v1 Announce Type: new Abstract: We study generating game-theoretically optimized Courses of Action (COAs) for a Blue UAS swarm against an adaptive Red adversary in a communication-degraded environment, motivated by (but not derived from) a public U.
By Phillip Jiang