Methods and Mechanisms for Interactive Novelty Handling in Adversarial Environments

Thai, Tung, Shen, Ming, Garg, Mayank, Kalani, Ayush, Vaidya, Nakul, Soni, Utkarsh, Verma, Mudit, Gopalakrishnan, Sriram, Varshney, Neeraj, Baral, Chitta, Kambhampati, Subbarao, Sinapov, Jivko, Scheutz, Matthias

arXiv.org Artificial Intelligence 

Examples of such domains are "perfect information Learning to detect, characterize and accommodate novelties is a games" such as Chess, Go, or Ms.Pac-man, where the rules challenge that agents operating in open-world domains need to of the game, the goals of the players, and the entire state of the address to be able to guarantee satisfactory task performance. Certain game are always known by all agents [10, 24, 30]. This characteristic novelties (e.g., changes in environment dynamics) can interfere simplifies the game AI behavior by limiting the number of novelties with the performance or prevent agents from accomplishing task to instances of known types (e.g., a chess move with the bishop goals altogether. In this paper, we introduce general methods and a player has not seen before), thus allowing the development of architectural mechanisms for detecting and characterizing different the game AI without needing to anticipate any unknown scenarios types of novelties, and for building an appropriate adaptive within the bounds of the system (e.g., a novel piece with novel rules model to accommodate them utilizing logical representations and being introduced).

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