SearcharxivSearch

arXiv subjects

Shilpa Thomas

Publications and source records attributed to Shilpa Thomas.

3 recordsLinked to original sources

Characterizing Robustness of Strategies to Novelty in Zero-Sum Open Worlds

In open-world environments, artificial agents must often contend with novel conditions that deviate from their training or design assumptions. This paper studies the robustness of fixed-strategy agents to such novelty within the setting of two-player zero-sum games. We present a general framework for characterizing the impact of environmental novelties, such as changes in payoff structure or action constraints, on agent performance in two distinct domains: Iterated Prisoner's Dilemma (IPD) and heads-up Texas Hold'em Poker. Novelty is operationalized as a perturbation of the game's rules or scoring mechanics, while agent behavior remains fixed. To measure the effects, we introduce two metrics: per-agent robustness, quantifying the relative performance shift of each strategy across novelties, and global impact, summarizing the population-wide disruption caused by a novelty. Our experiments, comprising 30 IPD agents across 20 payoff matrix novelties and 10 Poker agents across 5 rule-based novelties, reveal systematic patterns in robustness and highlight certain novelties that induce severe destabilization. The results offer insights into agent generalizability under perturbation and provide a quantitative basis for designing safer and more resilient autonomous systems in adversarial and dynamic environments.

cs.GT

Generating Novelty in Open-World Multi-Agent Strategic Board Games

We describe GNOME (Generating Novelty in Open-world Multi-agent Environments), an experimental platform that is designed to test the effectiveness of multi-agent AI systems when faced with \emph{novelty}. GNOME separates the development of AI gameplaying agents with the simulator, allowing \emph{unanticipated} novelty (in essence, novelty that is not subject to model-selection bias). Using a Web GUI, GNOME was recently demonstrated at NeurIPS 2020 using the game of Monopoly to foster an open discussion on AI robustness and the nature of novelty in real-world environments. In this article, we further detail the key elements of the demonstration, and also provide an overview of the experimental design that is being currently used in the DARPA Science of Artificial Intelligence and Learning for Open-World Novelty (SAIL-ON) program to evaluate external teams developing novelty-adaptive gameplaying agents.

cs.AI

Decision Making in Monopoly using a Hybrid Deep Reinforcement Learning Approach

Learning to adapt and make real-time informed decisions in a dynamic and complex environment is a challenging problem. Monopoly is a popular strategic board game that requires players to make multiple decisions during the game. Decision-making in Monopoly involves many real-world elements such as strategizing, luck, and modeling of opponent's policies. In this paper, we present novel representations for the state and action space for the full version of Monopoly and define an improved reward function. Using these, we show that our deep reinforcement learning agent can learn winning strategies for Monopoly against different fixed-policy agents. In Monopoly, players can take multiple actions even if it is not their turn to roll the dice. Some of these actions occur more frequently than others, resulting in a skewed distribution that adversely affects the performance of the learning agent. To tackle the non-uniform distribution of actions, we propose a hybrid approach that combines deep reinforcement learning (for frequent but complex decisions) with a fixed policy approach (for infrequent but straightforward decisions). Experimental results show that our hybrid agent outperforms a standard deep reinforcement learning agent by 30% in the number of games won against fixed-policy agents.

cs.LG