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In recent years, significant advances have been made in the field of game research. However, there has been a noticeable dearth of scholarly research focused on the domain of dynamics, despite the widespread recognition among researchers of its existence and importance. The objective of this paper is to address this research gap by presenting a vocabulary dedicated to boardgame dynamics. To achieve this goal, we employ a focus group to generate a set of dynamic concepts that are subsequently subjected to validation and refinement through a survey. The resulting concepts are then organized into a vocabulary using a taxonomic structure, allowing the grouping of these concepts into broader and more general ideas.

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Making online decisions can be challenging when features are sparse and orthogonal to historical ones, especially when the optimal policy is learned through collaborative filtering. We formulate the problem as a matrix completion bandit (MCB), where the expected reward under each arm is characterized by an unknown low-rank matrix. The $\epsilon$-greedy bandit and the online gradient descent algorithm are explored. Policy learning and regret performance are studied under a specific schedule for exploration probabilities and step sizes. A faster decaying exploration probability yields smaller regret but learns the optimal policy less accurately. We investigate an online debiasing method based on inverse propensity weighting (IPW) and a general framework for online policy inference. The IPW-based estimators are asymptotically normal under mild arm-optimality conditions. Numerical simulations corroborate our theoretical findings. Our methods are applied to the San Francisco parking pricing project data, revealing intriguing discoveries and outperforming the benchmark policy.

This letter investigates the motion control problem of two mobile robots under allowable collisions. Here, the allowable collisions mean that the collisions do not damage the mobile robots. The occurrence of the collisions is discussed and the effects of the collisions on the mobile robots are analyzed to develop a hybrid model of each mobile robot under allowable collisions. Based on the effects of the collisions, we show the necessity of redesigning the motion control strategy for mobile robots. Furthermore, impulsive control techniques are applied to redesign the motion control strategy to guarantee the task accomplishment for each mobile robot. Finally, an example is used to illustrate the redesigned motion control strategy.

While Poker, as a family of games, has been studied extensively in the last decades, collectible card games have seen relatively little attention. Only recently have we seen an agent that can compete with professional human players in Hearthstone, one of the most popular collectible card games. Although artificial agents must be able to work with imperfect information in both of these genres, collectible card games pose another set of distinct challenges. Unlike in many poker variants, agents must deal with state space so vast that even enumerating all states consistent with the agent's beliefs is intractable, rendering the current search methods unusable and requiring the agents to opt for other techniques. In this paper, we investigate the strength of such techniques for this class of games. Namely, we present preliminary analysis results of ByteRL, the state-of-the-art agent in Legends of Code and Magic and Hearthstone. Although ByteRL beat a top-10 Hearthstone player from China, we show that its play in Legends of Code and Magic is highly exploitable.

In recent years, the shortcomings of Bayes posteriors as inferential devices has received increased attention. A popular strategy for fixing them has been to instead target a Gibbs measure based on losses that connect a parameter of interest to observed data. While existing theory for such inference procedures relies on these losses to be analytically available, in many situations these losses must be stochastically estimated using pseudo-observations. The current paper fills this research gap, and derives the first asymptotic theory for Gibbs measures based on estimated losses. Our findings reveal that the number of pseudo-observations required to accurately approximate the exact Gibbs measure depends on the rates at which the bias and variance of the estimated loss converge to zero. These results are particularly consequential for the emerging field of generalised Bayesian inference, for estimated intractable likelihoods, and for biased pseudo-marginal approaches. We apply our results to three Gibbs measures that have been proposed to deal with intractable likelihoods and model misspecification.

Developing visualizations with comprehensive annotations is crucial for research and educational purposes. We've been experimenting with various visualization tools like Plotly, Plotly.js, and D3.js to analyze global trends, focusing on areas such as Global Terrorism, the Global Air Quality Index (AQI), and Global Population dynamics. These visualizations help us gain insights into complex research topics, facilitating better understanding and analysis. We've created a single web homepage that links to three distinct visualization web pages, each exploring specific topics in depth. These webpages have been deployed on free cloud hosting servers such as Vercel and Render.

Reasoning, a crucial ability for complex problem-solving, plays a pivotal role in various real-world settings such as negotiation, medical diagnosis, and criminal investigation. It serves as a fundamental methodology in the field of Artificial General Intelligence (AGI). With the ongoing development of foundation models, e.g., Large Language Models (LLMs), there is a growing interest in exploring their abilities in reasoning tasks. In this paper, we introduce seminal foundation models proposed or adaptable for reasoning, highlighting the latest advancements in various reasoning tasks, methods, and benchmarks. We then delve into the potential future directions behind the emergence of reasoning abilities within foundation models. We also discuss the relevance of multimodal learning, autonomous agents, and super alignment in the context of reasoning. By discussing these future research directions, we hope to inspire researchers in their exploration of this field, stimulate further advancements in reasoning with foundation models, and contribute to the development of AGI.

There are now over 20 commercial vector database management systems (VDBMSs), all produced within the past five years. But embedding-based retrieval has been studied for over ten years, and similarity search a staggering half century and more. Driving this shift from algorithms to systems are new data intensive applications, notably large language models, that demand vast stores of unstructured data coupled with reliable, secure, fast, and scalable query processing capability. A variety of new data management techniques now exist for addressing these needs, however there is no comprehensive survey to thoroughly review these techniques and systems. We start by identifying five main obstacles to vector data management, namely vagueness of semantic similarity, large size of vectors, high cost of similarity comparison, lack of natural partitioning that can be used for indexing, and difficulty of efficiently answering hybrid queries that require both attributes and vectors. Overcoming these obstacles has led to new approaches to query processing, storage and indexing, and query optimization and execution. For query processing, a variety of similarity scores and query types are now well understood; for storage and indexing, techniques include vector compression, namely quantization, and partitioning based on randomization, learning partitioning, and navigable partitioning; for query optimization and execution, we describe new operators for hybrid queries, as well as techniques for plan enumeration, plan selection, and hardware accelerated execution. These techniques lead to a variety of VDBMSs across a spectrum of design and runtime characteristics, including native systems specialized for vectors and extended systems that incorporate vector capabilities into existing systems. We then discuss benchmarks, and finally we outline research challenges and point the direction for future work.

The concept of causality plays an important role in human cognition . In the past few decades, causal inference has been well developed in many fields, such as computer science, medicine, economics, and education. With the advancement of deep learning techniques, it has been increasingly used in causal inference against counterfactual data. Typically, deep causal models map the characteristics of covariates to a representation space and then design various objective optimization functions to estimate counterfactual data unbiasedly based on the different optimization methods. This paper focuses on the survey of the deep causal models, and its core contributions are as follows: 1) we provide relevant metrics under multiple treatments and continuous-dose treatment; 2) we incorporate a comprehensive overview of deep causal models from both temporal development and method classification perspectives; 3) we assist a detailed and comprehensive classification and analysis of relevant datasets and source code.

Residual networks (ResNets) have displayed impressive results in pattern recognition and, recently, have garnered considerable theoretical interest due to a perceived link with neural ordinary differential equations (neural ODEs). This link relies on the convergence of network weights to a smooth function as the number of layers increases. We investigate the properties of weights trained by stochastic gradient descent and their scaling with network depth through detailed numerical experiments. We observe the existence of scaling regimes markedly different from those assumed in neural ODE literature. Depending on certain features of the network architecture, such as the smoothness of the activation function, one may obtain an alternative ODE limit, a stochastic differential equation or neither of these. These findings cast doubts on the validity of the neural ODE model as an adequate asymptotic description of deep ResNets and point to an alternative class of differential equations as a better description of the deep network limit.

Over the past few years, we have seen fundamental breakthroughs in core problems in machine learning, largely driven by advances in deep neural networks. At the same time, the amount of data collected in a wide array of scientific domains is dramatically increasing in both size and complexity. Taken together, this suggests many exciting opportunities for deep learning applications in scientific settings. But a significant challenge to this is simply knowing where to start. The sheer breadth and diversity of different deep learning techniques makes it difficult to determine what scientific problems might be most amenable to these methods, or which specific combination of methods might offer the most promising first approach. In this survey, we focus on addressing this central issue, providing an overview of many widely used deep learning models, spanning visual, sequential and graph structured data, associated tasks and different training methods, along with techniques to use deep learning with less data and better interpret these complex models --- two central considerations for many scientific use cases. We also include overviews of the full design process, implementation tips, and links to a plethora of tutorials, research summaries and open-sourced deep learning pipelines and pretrained models, developed by the community. We hope that this survey will help accelerate the use of deep learning across different scientific domains.

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