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This paper presents an empirical exploration of non-transitivity in perfect-information games, specifically focusing on Xiangqi, a traditional Chinese board game comparable in game-tree complexity to chess and shogi. By analyzing over 10,000 records of human Xiangqi play, we highlight the existence of both transitive and non-transitive elements within the game's strategic structure. To address non-transitivity, we introduce the JiangJun algorithm, an innovative combination of Monte-Carlo Tree Search (MCTS) and Policy Space Response Oracles (PSRO) designed to approximate a Nash equilibrium. We evaluate the algorithm empirically using a WeChat mini program and achieve a Master level with a 99.41\% win rate against human players. The algorithm's effectiveness in overcoming non-transitivity is confirmed by a plethora of metrics, such as relative population performance and visualization results. Our project site is available at \url{//sites.google.com/view/jiangjun-site/}.

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Unlike perfect information games, where all elements are known to every player, imperfect information games emulate the real-world complexities of decision-making under uncertain or incomplete information. GPT-4, the recent breakthrough in large language models (LLMs) trained on massive passive data, is notable for its knowledge retrieval and reasoning abilities. This paper delves into the applicability of GPT-4's learned knowledge for imperfect information games. To achieve this, we introduce \textbf{Suspicion-Agent}, an innovative agent that leverages GPT-4's capabilities for performing in imperfect information games. With proper prompt engineering to achieve different functions, Suspicion-Agent based on GPT-4 demonstrates remarkable adaptability across a range of imperfect information card games. Importantly, GPT-4 displays a strong high-order theory of mind (ToM) capacity, meaning it can understand others and intentionally impact others' behavior. Leveraging this, we design a planning strategy that enables GPT-4 to competently play against different opponents, adapting its gameplay style as needed, while requiring only the game rules and descriptions of observations as input. In the experiments, we qualitatively showcase the capabilities of Suspicion-Agent across three different imperfect information games and then quantitatively evaluate it in Leduc Hold'em. The results show that Suspicion-Agent can potentially outperform traditional algorithms designed for imperfect information games, without any specialized training or examples. In order to encourage and foster deeper insights within the community, we make our game-related data publicly available.

Memory Gym introduces a unique benchmark designed to test Deep Reinforcement Learning agents, specifically comparing Gated Recurrent Unit (GRU) against Transformer-XL (TrXL), on their ability to memorize long sequences, withstand noise, and generalize. It features partially observable 2D environments with discrete controls, namely Mortar Mayhem, Mystery Path, and Searing Spotlights. These originally finite environments are extrapolated to novel endless tasks that act as an automatic curriculum, drawing inspiration from the car game ``I packed my bag". These endless tasks are not only beneficial for evaluating efficiency but also intriguingly valuable for assessing the effectiveness of approaches in memory-based agents. Given the scarcity of publicly available memory baselines, we contribute an implementation driven by TrXL and Proximal Policy Optimization. This implementation leverages TrXL as episodic memory using a sliding window approach. In our experiments on the finite environments, TrXL demonstrates superior sample efficiency in Mystery Path and outperforms in Mortar Mayhem. However, GRU is more efficient on Searing Spotlights. Most notably, in all endless tasks, GRU makes a remarkable resurgence, consistently outperforming TrXL by significant margins.

We present MOTLEE, a distributed mobile multi-object tracking algorithm that enables a team of robots to collaboratively track moving objects in the presence of localization error. Existing approaches to distributed tracking make limiting assumptions regarding the relative spatial relationship of sensors, including assuming a static sensor network or that perfect localization is available. Instead, we develop an algorithm based on the Kalman-Consensus filter for distributed tracking that properly leverages localization uncertainty in collaborative tracking. Further, our method allows the team to maintain an accurate understanding of dynamic objects in the environment by realigning robot frames and incorporating frame alignment uncertainty into our object tracking formulation. We evaluate our method in hardware on a team of three mobile ground robots tracking four people. Compared to previous works that do not account for localization error, we show that MOTLEE is resilient to localization uncertainties, enabling accurate tracking in distributed, dynamic settings with mobile tracking sensors.

Event cameras detect changes in per-pixel intensity to generate asynchronous `event streams'. They offer great potential for accurate semantic map retrieval in real-time autonomous systems owing to their much higher temporal resolution and high dynamic range (HDR) compared to conventional cameras. However, existing implementations for event-based segmentation suffer from sub-optimal performance since these temporally dense events only measure the varying component of a visual signal, limiting their ability to encode dense spatial context compared to frames. To address this issue, we propose a hybrid end-to-end learning framework HALSIE, utilizing three key concepts to reduce inference cost by up to $20\times$ versus prior art while retaining similar performance: First, a simple and efficient cross-domain learning scheme to extract complementary spatio-temporal embeddings from both frames and events. Second, a specially designed dual-encoder scheme with Spiking Neural Network (SNN) and Artificial Neural Network (ANN) branches to minimize latency while retaining cross-domain feature aggregation. Third, a multi-scale cue mixer to model rich representations of the fused embeddings. These qualities of HALSIE allow for a very lightweight architecture achieving state-of-the-art segmentation performance on DDD-17, MVSEC, and DSEC-Semantic datasets with up to $33\times$ higher parameter efficiency and favorable inference cost (17.9mJ per cycle). Our ablation study also brings new insights into effective design choices that can prove beneficial for research across other vision tasks.

The primary bottleneck towards obtaining good recognition performance in IR images is the lack of sufficient labeled training data, owing to the cost of acquiring such data. Realizing that object detection methods for the RGB modality are quite robust (at least for some commonplace classes, like person, car, etc.), thanks to the giant training sets that exist, in this work we seek to leverage cues from the RGB modality to scale object detectors to the IR modality, while preserving model performance in the RGB modality. At the core of our method, is a novel tensor decomposition method called TensorFact which splits the convolution kernels of a layer of a Convolutional Neural Network (CNN) into low-rank factor matrices, with fewer parameters than the original CNN. We first pretrain these factor matrices on the RGB modality, for which plenty of training data are assumed to exist and then augment only a few trainable parameters for training on the IR modality to avoid over-fitting, while encouraging them to capture complementary cues from those trained only on the RGB modality. We validate our approach empirically by first assessing how well our TensorFact decomposed network performs at the task of detecting objects in RGB images vis-a-vis the original network and then look at how well it adapts to IR images of the FLIR ADAS v1 dataset. For the latter, we train models under scenarios that pose challenges stemming from data paucity. From the experiments, we observe that: (i) TensorFact shows performance gains on RGB images; (ii) further, this pre-trained model, when fine-tuned, outperforms a standard state-of-the-art object detector on the FLIR ADAS v1 dataset by about 4% in terms of mAP 50 score.

Data-driven decision-making and AI applications present exciting new opportunities delivering widespread benefits. The rapid adoption of such applications triggers legitimate concerns about loss of privacy and misuse of personal data. This leads to a growing and pervasive tension between harvesting ubiquitous data on the Web and the need to protect individuals. Decentralised personal data stores (PDS) such as Solid are frameworks designed to give individuals ultimate control over their personal data. But current PDS approaches have limited support for ensuring privacy when computations combine data spread across users. Secure Multi-Party Computation (MPC) is a well-known subfield of cryptography, enabling multiple autonomous parties to collaboratively compute a function while ensuring the secrecy of inputs (input privacy). These two technologies complement each other, but existing practices fall short in addressing the requirements and challenges of introducing MPC in a PDS environment. For the first time, we propose a modular design for integrating MPC with Solid while respecting the requirements of decentralisation in this context. Our architecture, Libertas, requires no protocol level changes in the underlying design of Solid, and can be adapted to other PDS. We further show how this can be combined with existing differential privacy techniques to also ensure output privacy. We use empirical benchmarks to inform and evaluate our implementation and design choices. We show the technical feasibility and scalability pattern of the proposed system in two novel scenarios -- 1) empowering gig workers with aggregate computations on their earnings data; and 2) generating high-quality differentially-private synthetic data without requiring a trusted centre. With this, we demonstrate the linear scalability of Libertas, and gained insights about compute optimisations under such an architecture.

Legged locomotion is a complex control problem that requires both accuracy and robustness to cope with real-world challenges. Legged systems have traditionally been controlled using trajectory optimization with inverse dynamics. Such hierarchical model-based methods are appealing due to intuitive cost function tuning, accurate planning, and most importantly, the insightful understanding gained from more than one decade of extensive research. However, model mismatch and violation of assumptions are common sources of faulty operation and may hinder successful sim-to-real transfer. Simulation-based reinforcement learning, on the other hand, results in locomotion policies with unprecedented robustness and recovery skills. Yet, all learning algorithms struggle with sparse rewards emerging from environments where valid footholds are rare, such as gaps or stepping stones. In this work, we propose a hybrid control architecture that combines the advantages of both worlds to simultaneously achieve greater robustness, foot-placement accuracy, and terrain generalization. Our approach utilizes a model-based planner to roll out a reference motion during training. A deep neural network policy is trained in simulation, aiming to track the optimized footholds. We evaluate the accuracy of our locomotion pipeline on sparse terrains, where pure data-driven methods are prone to fail. Furthermore, we demonstrate superior robustness in the presence of slippery or deformable ground when compared to model-based counterparts. Finally, we show that our proposed tracking controller generalizes across different trajectory optimization methods not seen during training. In conclusion, our work unites the predictive capabilities and optimality guarantees of online planning with the inherent robustness attributed to offline learning.

We present a new reproducible benchmark for evaluating robot manipulation in the real world, specifically focusing on pick-and-place. Our benchmark uses the YCB objects, a commonly used dataset in the robotics community, to ensure that our results are comparable to other studies. Additionally, the benchmark is designed to be easily reproducible in the real world, making it accessible to researchers and practitioners. We also provide our experimental results and analyzes for model-based and model-free 6D robotic grasping on the benchmark, where representative algorithms are evaluated for object perception, grasping planning, and motion planning. We believe that our benchmark will be a valuable tool for advancing the field of robot manipulation. By providing a standardized evaluation framework, researchers can more easily compare different techniques and algorithms, leading to faster progress in developing robot manipulation methods.

Promoting behavioural diversity is critical for solving games with non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e.g., Rock-Paper-Scissors). Yet, there is a lack of rigorous treatment for defining diversity and constructing diversity-aware learning dynamics. In this work, we offer a geometric interpretation of behavioural diversity in games and introduce a novel diversity metric based on \emph{determinantal point processes} (DPP). By incorporating the diversity metric into best-response dynamics, we develop \emph{diverse fictitious play} and \emph{diverse policy-space response oracle} for solving normal-form games and open-ended games. We prove the uniqueness of the diverse best response and the convergence of our algorithms on two-player games. Importantly, we show that maximising the DPP-based diversity metric guarantees to enlarge the \emph{gamescape} -- convex polytopes spanned by agents' mixtures of strategies. To validate our diversity-aware solvers, we test on tens of games that show strong non-transitivity. Results suggest that our methods achieve much lower exploitability than state-of-the-art solvers by finding effective and diverse strategies.

Multi-agent influence diagrams (MAIDs) are a popular form of graphical model that, for certain classes of games, have been shown to offer key complexity and explainability advantages over traditional extensive form game (EFG) representations. In this paper, we extend previous work on MAIDs by introducing the concept of a MAID subgame, as well as subgame perfect and trembling hand perfect equilibrium refinements. We then prove several equivalence results between MAIDs and EFGs. Finally, we describe an open source implementation for reasoning about MAIDs and computing their equilibria.

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