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 Energy


SPRING: Studying the Paper and Reasoning to Play Games Yue Wu

Neural Information Processing Systems

Open-world survival games pose significant challenges for AI algorithms due to their multi-tasking, deep exploration, and goal prioritization requirements. Despite reinforcement learning (RL) being popular for solving games, its high sample complexity limits its effectiveness in complex open-world games like Crafter or Minecraft. We propose a novel approach, SPRING, to read Crafter's original academic paper and use the knowledge learned to reason and play the game through a large language model (LLM).


Learning and Collusion in Multi-unit Auctions

Neural Information Processing Systems

In a carbon auction, licenses for CO2 emissions are allocated among multiple interested players. Inspired by this setting, we consider repeated multi-unit auctions with uniform pricing, which are widely used in practice. Our contribution is to analyze these auctions in both the offline and online settings, by designing efficient bidding algorithms with low regret and giving regret lower bounds. We also analyze the quality of the equilibria in two main variants of the auction, finding that one variant is susceptible to collusion among the bidders while the other is not.







Appendix Table of Contents

Neural Information Processing Systems

Our datasets and code are available via the following links: Github: https://github.com/NREL/BuildingsBench As described in Sec. 3 and Sec. 4, Buildings-900K and the BuildingsBench benchmark datasets are B.1 Motivation Q: For what purpose was the dataset created? It specifically addresses a lack of appropriately sized and diverse datasets for pretraining STLF models. We emphasize that the EULP was not originally developed for studying STLF. Rather, it was developed as a general resource to "...help electric utilities, grid operators, manufacturers, Q: Who created the dataset (e.g., which team, research group) and on behalf of which entity Q: Who funded the creation of the dataset?