RoShamBo (rock, paper, scissors)
Can Large Language Models Serve as Rational Players in Game Theory? A Systematic Analysis
Fan, Caoyun, Chen, Jindou, Jin, Yaohui, He, Hao
Game theory, as an analytical tool, is frequently utilized to analyze human behavior in social science research. With the high alignment between the behavior of Large Language Models (LLMs) and humans, a promising research direction is to employ LLMs as substitutes for humans in game experiments, enabling social science research. However, despite numerous empirical researches on the combination of LLMs and game theory, the capability boundaries of LLMs in game theory remain unclear. In this research, we endeavor to systematically analyze LLMs in the context of game theory. Specifically, rationality, as the fundamental principle of game theory, serves as the metric for evaluating players' behavior -- building a clear desire, refining belief about uncertainty, and taking optimal actions. Accordingly, we select three classical games (dictator game, Rock-Paper-Scissors, and ring-network game) to analyze to what extent LLMs can achieve rationality in these three aspects. The experimental results indicate that even the current state-of-the-art LLM (GPT-4) exhibits substantial disparities compared to humans in game theory. For instance, LLMs struggle to build desires based on uncommon preferences, fail to refine belief from many simple patterns, and may overlook or modify refined belief when taking actions. Therefore, we consider that introducing LLMs into game experiments in the field of social science should be approached with greater caution.
Population-based Evaluation in Repeated Rock-Paper-Scissors as a Benchmark for Multiagent Reinforcement Learning
Lanctot, Marc, Schultz, John, Burch, Neil, Smith, Max Olan, Hennes, Daniel, Anthony, Thomas, Perolat, Julien
Progress in fields of machine learning and adversarial planning has benefited significantly from benchmark domains, from checkers and the classic UCI data sets to Go and Diplomacy. In sequential decision-making, agent evaluation has largely been restricted to few interactions against experts, with the aim to reach some desired level of performance (e.g. beating a human professional player). We propose a benchmark for multiagent learning based on repeated play of the simple game Rock, Paper, Scissors along with a population of forty-three tournament entries, some of which are intentionally sub-optimal. We describe metrics to measure the quality of agents based both on average returns and exploitability. We then show that several RL, online learning, and language model approaches can learn good counter-strategies and generalize well, but ultimately lose to the top-performing bots, creating an opportunity for research in multiagent learning.
Extending Q-Learning to General Adaptive Multi-Agent Systems
Recent multi-agent extensions of Q-Learning require knowledge of other agents' payoffs and Q-functions, and assume game-theoretic play at all times by all other agents. This paper proposes a fundamentally different approach, dubbed "Hyper-Q" Learning, in which values of mixed strategies rather than base actions are learned, and in which other agents' strategies are estimated from observed actions via Bayesian in- ference. Hyper-Q may be effective against many different types of adap- tive agents, even if they are persistently dynamic. Against certain broad categories of adaptation, it is argued that Hyper-Q may converge to ex- act optimal time-varying policies. In tests using Rock-Paper-Scissors, Hyper-Q learns to significantly exploit an Infinitesimal Gradient Ascent (IGA) player, as well as a Policy Hill Climber (PHC) player.
That 'AI-Generated' Anime Is A Slap In The Face To Pro Animators
Recently, "AI" machine-learning technologies have been creeping their way into artistic fields in both entertaining and harmful ways. While some AI content creators are just making videos for harmless fun, others, like the creators of a recent AI-generated anime short, wrongfully believe they've democratized the animation industry when they've really just come up with a more technologically demanding method of plagiarizing other artists. Earlier this week, Corridor Digital, a Los Angeles-based production studio that creates pop culture YouTube videos, uploaded a video called "Anime Rock, Paper, Scissors." Written and directed by Niko Pueringer and Sam Gorski, it revolves around two twins vying for the throne left vacant by their recently deceased father. By leveraging the machine-learning text-to-image model Stable Diffusion, Corridor Digital gave camera footage filmed in front of a green screen a dramatic anime-like appearance.
Winning at Any Cost -- Infringing the Cartel Prohibition With Reinforcement Learning
Schlechtinger, Michael, Kosack, Damaris, Paulheim, Heiko, Fetzer, Thomas
Pricing decisions are increasingly made by AI. Thanks to their ability to train with live market data while making decisions on the fly, deep reinforcement learning algorithms are especially effective in taking such pricing decisions. In e-commerce scenarios, multiple reinforcement learning agents can set prices based on their competitor's prices. Therefore, research states that agents might end up in a state of collusion in the long run. To further analyze this issue, we build a scenario that is based on a modified version of a prisoner's dilemma where three agents play the game of rock paper scissors. Our results indicate that the action selection can be dissected into specific stages, establishing the possibility to develop collusion prevention systems that are able to recognize situations which might lead to a collusion between competitors. We furthermore provide evidence for a situation where agents are capable of performing a tacit cooperation strategy without being explicitly trained to do so.
Building a Rock Paper Scissors AI
In this article, I'll walk you through my process of building a full stack python Flask artificial intelligence project capable of beating the human user over 60% of the time using a custom scoring system to ensemble six models (naรฏve logic-based, decision tree, neural network) trained on both game-level and stored historical data in AWS RDS Cloud SQL database. Rock Paper Scissors caught my attention for an AI project because, on the surface, it seems impossible to get an edge in the game. These days, it is easy to assume that a computer can beat you in chess, because it can harness all of its computing power to see all possible outcomes and choose the ones that benefit it. Rock Paper Scissors, on the other hand, is commonly used in place of a coin toss to solve disputes because the winner seems random. My theory though, was that humans can't actually make random decisions, and that if an AI could learn to understand the ways in which humans make their choices over the course of a series of matches, even if the human was trying to behave randomly, then the AI would be able to significantly exceed 33% accuracy in guessing the player's decisions.
Building a Rock Paper Scissors AI
In this article, I'll walk you through my process of building a full stack python Flask artificial intelligence project capable of beating the human user over 60% of the time using a custom scoring system to ensemble six models (naรฏve logic-based, decision tree, neural network) trained on both game-level and stored historical data in AWS RDS Cloud SQL database. Rock Paper Scissors caught my attention for an AI project because, on the surface, it seems impossible to get an edge in the game. These days, it is easy to assume that a computer can beat you in chess, because it can harness all of its computing power to see all possible outcomes and choose the ones that benefit it. Rock Paper Scissors, on the other hand, is commonly used in place of a coin toss to solve disputes because the winner seems random. My theory though, was that humans can't actually make random decisions, and that if an AI could learn to understand the ways in which humans make their choices over the course of a series of matches, even if the human was trying to behave randomly, then the AI would be able to significantly exceed 33% accuracy in guessing the player's decisions.
Reinforcement Learning, Bayesian Statistics, and Tensorflow Probability: a child's game - Part 2
In the first part, we explored how Bayesian Statistics might be used to make reinforcement learning less data-hungry. Now we execute this idea in a simple example, using Tensorflow Probability to implement our model. When it comes to games, it is difficult to imagine something simpler than rock, paper, scissors. Despite the simplicity, googling the game reveals a remarkable body of literature. We want to use Bayesian Statistics to play this game and exploit the biases of a human opponent.
The roboticist who's determined to turn science fiction into reality
Not if David Hanson has anything to do with it. The founder of Hanson Robotics, David has been dreaming of making sentient robots since childhood and while, for many of us, our childhood dreams never come true (I'm still waiting for my invite to become the sixth Spice Girl), Hanson's endless drive to push the field of robotics and AI further has meant that we're closer than ever to awakening consciousness in machines. To put it into context, Hanson is the mastermind behind the eerily lifelike robot Sophia, who uses sophisticated algorithms to track faces and engage in conversations with emotion. Quick witted enough to make Piers Morgan laugh on Good Morning Britain and win a game of rock, paper, scissors on The Tonight Show Starring Jimmy Fallon, Sophia's ability to socialise with humans might freak you out, but you can't deny it's impressive. In 2017, she also became the first robot to be granted citizenship to any country.