Using Graph-Aware Reinforcement Learning to Identify Winning Strategies
in Diplomacy Games (Student Abstract)
- URL: http://arxiv.org/abs/2112.15331v2
- Date: Mon, 3 Jan 2022 19:52:40 GMT
- Title: Using Graph-Aware Reinforcement Learning to Identify Winning Strategies
in Diplomacy Games (Student Abstract)
- Authors: Hansin Ahuja, Lynnette Hui Xian Ng, Kokil Jaidka
- Abstract summary: This abstract proposes an approach towards goal-oriented modeling of the detection and modeling complex social phenomena in multiparty discourse in an online political strategy game.
We developed a two-tier approach that first encodes sociolinguistic behavior as linguistic features then use reinforcement learning to estimate the advantage afforded to any player.
Our graph-aware approach shows robust performance compared to a context-agnostic setup.
- Score: 9.34612743192798
- License: http://creativecommons.org/licenses/by/4.0/
- Abstract: This abstract proposes an approach towards goal-oriented modeling of the
detection and modeling complex social phenomena in multiparty discourse in an
online political strategy game. We developed a two-tier approach that first
encodes sociolinguistic behavior as linguistic features then use reinforcement
learning to estimate the advantage afforded to any player. In the first tier,
sociolinguistic behavior, such as Friendship and Reasoning, that speakers use
to influence others are encoded as linguistic features to identify the
persuasive strategies applied by each player in simultaneous two-party
dialogues. In the second tier, a reinforcement learning approach is used to
estimate a graph-aware reward function to quantify the advantage afforded to
each player based on their standing in this multiparty setup. We apply this
technique to the game Diplomacy, using a dataset comprising of over 15,000
messages exchanged between 78 users. Our graph-aware approach shows robust
performance compared to a context-agnostic setup.
Related papers
- Learning Strategy Representation for Imitation Learning in Multi-Agent Games [15.209555810145549]
We introduce the Strategy Representation for Learning (STRIL) framework, which effectively learns strategy representations in multi-agent games.
STRIL is a plug-in method that can be integrated into existing IL algorithms.
We demonstrate the effectiveness of STRIL across competitive multi-agent scenarios, including Two-player Pong, Limit Texas Hold'em, and Connect Four.
arXiv Detail & Related papers (2024-09-28T14:30:17Z) - player2vec: A Language Modeling Approach to Understand Player Behavior in Games [2.2216044069240657]
Methods for learning latent user representations from historical behavior logs have gained traction for recommendation tasks in e-commerce, content streaming, and other settings.
We present a novel method for overcoming this limitation by extending a long-range Transformer model to player behavior data.
We discuss specifics of behavior tracking in games and propose preprocessing and tokenization approaches by viewing in-game events in an analogous way to words in sentences.
arXiv Detail & Related papers (2024-04-05T17:29:47Z) - Coarse-to-Fine Contrastive Learning in Image-Text-Graph Space for
Improved Vision-Language Compositionality [50.48859793121308]
Contrastively trained vision-language models have achieved remarkable progress in vision and language representation learning.
Recent research has highlighted severe limitations in their ability to perform compositional reasoning over objects, attributes, and relations.
arXiv Detail & Related papers (2023-05-23T08:28:38Z) - Werewolf Among Us: A Multimodal Dataset for Modeling Persuasion
Behaviors in Social Deduction Games [45.55448048482881]
We introduce the first multimodal dataset for modeling persuasion behaviors.
Our dataset includes 199 dialogue transcriptions and videos, 26,647 utterance level annotations of persuasion strategy, and game level annotations of deduction game outcomes.
arXiv Detail & Related papers (2022-12-16T04:52:53Z) - Deep Reinforcement Learning with Stacked Hierarchical Attention for
Text-based Games [64.11746320061965]
We study reinforcement learning for text-based games, which are interactive simulations in the context of natural language.
We aim to conduct explicit reasoning with knowledge graphs for decision making, so that the actions of an agent are generated and supported by an interpretable inference procedure.
We extensively evaluate our method on a number of man-made benchmark games, and the experimental results demonstrate that our method performs better than existing text-based agents.
arXiv Detail & Related papers (2020-10-22T12:40:22Z) - Incorporating Pragmatic Reasoning Communication into Emergent Language [38.134221799334426]
We study the dynamics of linguistic communication along substantially different intelligence and intelligence levels.
We propose computational models that combine short-term mutual reasoning-based pragmatics with long-term language emergentism.
Our results shed light on their importance for making inroads towards getting more natural, accurate, robust, fine-grained, and succinct utterances.
arXiv Detail & Related papers (2020-06-07T10:31:06Z) - Predicting Strategic Behavior from Free Text [38.506665373140876]
We study the connection between messaging and action in an economic context, modeled as a game.
We introduce the study of an individual's action prediction in a one-shot game based on free text he/she provides.
We employ transductive learning to predict actions taken by these individuals in one-shot games based on these attributes.
arXiv Detail & Related papers (2020-04-06T20:05:30Z) - Learning Dynamic Belief Graphs to Generalize on Text-Based Games [55.59741414135887]
Playing text-based games requires skills in processing natural language and sequential decision making.
In this work, we investigate how an agent can plan and generalize in text-based games using graph-structured representations learned end-to-end from raw text.
arXiv Detail & Related papers (2020-02-21T04:38:37Z) - Disentangled Speech Embeddings using Cross-modal Self-supervision [119.94362407747437]
We develop a self-supervised learning objective that exploits the natural cross-modal synchrony between faces and audio in video.
We construct a two-stream architecture which: (1) shares low-level features common to both representations; and (2) provides a natural mechanism for explicitly disentangling these factors.
arXiv Detail & Related papers (2020-02-20T14:13:12Z) - I love your chain mail! Making knights smile in a fantasy game world:
Open-domain goal-oriented dialogue agents [69.68400056148336]
We train a goal-oriented model with reinforcement learning against an imitation-learned chit-chat'' model.
We show that both models outperform an inverse model baseline and can converse naturally with their dialogue partner in order to achieve goals.
arXiv Detail & Related papers (2020-02-07T16:22:36Z) - On the interaction between supervision and self-play in emergent
communication [82.290338507106]
We investigate the relationship between two categories of learning signals with the ultimate goal of improving sample efficiency.
We find that first training agents via supervised learning on human data followed by self-play outperforms the converse.
arXiv Detail & Related papers (2020-02-04T02:35:19Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.