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 antagonist



0e915db6326b6fb6a3c56546980a8c93-Supplemental.pdf

Neural Information Processing Systems

Let B be the maximum difference betweenU1t and U2t, and let (π,θ1,θ2) be a Nash Equilibrium forG. Let π1 be the best response to the first teacher (with utilityU1t) and let π1+2 be the best response policy to the joint teacher. This result shows that as we reduce the number of random episodes, the approximation to aminimax regret strategy improves. Let G be the dual curriculum game in which the first teacher maximizes regret, so U1t = URt, and the second teacher plays randomly, soU2t = UUt . Finally,we need to show thatπ2+3 isoptimal for the student.





Fane at SemEval-2025 Task 10: Zero-Shot Entity Framing with Large Language Models

Fane, Enfa, Surdeanu, Mihai, Blanco, Eduardo, Corman, Steven R.

arXiv.org Artificial Intelligence

Understanding how news narratives frame entities is crucial for studying media's impact on societal perceptions of events. In this paper, we evaluate the zero-shot capabilities of large language models (LLMs) in classifying framing roles. Through systematic experimentation, we assess the effects of input context, prompting strategies, and task decomposition. Our findings show that a hierarchical approach of first identifying broad roles and then fine-grained roles, outperforms single-step classification. We also demonstrate that optimal input contexts and prompts vary across task levels, highlighting the need for subtask-specific strategies. We achieve a Main Role Accuracy of 89.4% and an Exact Match Ratio of 34.5%, demonstrating the effectiveness of our approach. Our findings emphasize the importance of tailored prompt design and input context optimization for improving LLM performance in entity framing.


Discovering Antagonists in Networks of Systems: Robot Deployment

Wenger, Ingeborg, Eberhard, Peter, Ebel, Henrik

arXiv.org Artificial Intelligence

A contextual anomaly detection method is proposed and applied to the physical motions of a robot swarm executing a coverage task. Using simulations of a swarm's normal behavior, a normalizing flow is trained to predict the likelihood of a robot motion within the current context of its environment. During application, the predicted likelihood of the observed motions is used by a detection criterion that categorizes a robot agent as normal or antagonistic. The proposed method is evaluated on five different strategies of antagonistic behavior. Importantly, only readily available simulated data of normal robot behavior is used for training such that the nature of the anomalies need not be known beforehand. The best detection criterion correctly categorizes at least 80% of each antagonistic type while maintaining a false positive rate of less than 5% for normal robot agents. Additionally, the method is validated in hardware experiments, yielding results similar to the simulated scenarios. Compared to the state-of-the-art approach, both the predictive performance of the normalizing flow and the robustness of the detection criterion are increased.


Exploring AI Writers: Technology, Impact, and Future Prospects

Huang, Zhiqian

arXiv.org Artificial Intelligence

Artificial Intelligence (AI) writers have emerged as a signi ficant force in the realm of content creation. These advanced tools leverage natural language processing techniques to g enerate coherent and logical texts, applicable across vari ous domains such as journalism, advertising, and educational m aterials. This document delves into the capabilities, applications, and implications of AI writers, examining thei r technological underpinnings, market influence, strength s, limitations, future trajectories, and ethical considerat ions. In the rapidly evolving landscape of artificial intelligenc e technologies today, AI models are increasingly being appl ied across various domains, with literary creation being no exc eption.


Deep Learning Games

Neural Information Processing Systems

We investigate a reduction of supervised learning to game playing that reveals new connections and learning methods. For convex one-layer problems, we demonstrate an equivalence between global minimizers of the training problem and Nash equilibria in a simple game. We then show how the game can be extended to general acyclic neural networks with differentiable convex gates, establishing a bijection between the Nash equilibria and critical (or KKT) points of the deep learning problem. Based on these connections we investigate alternative learning methods, and find that regret matching can achieve competitive training performance while producing sparser models than current deep learning strategies.


Stabilizing Unsupervised Environment Design with a Learned Adversary

Mediratta, Ishita, Jiang, Minqi, Parker-Holder, Jack, Dennis, Michael, Vinitsky, Eugene, Rocktäschel, Tim

arXiv.org Artificial Intelligence

A key challenge in training generally-capable agents is the design of training tasks that facilitate broad generalization and robustness to environment variations. This challenge motivates the problem setting of Unsupervised Environment Design (UED), whereby a student agent trains on an adaptive distribution of tasks proposed by a teacher agent. A pioneering approach for UED is PAIRED, which uses reinforcement learning (RL) to train a teacher policy to design tasks from scratch, making it possible to directly generate tasks that are adapted to the agent's current capabilities. Despite its strong theoretical backing, PAIRED suffers from a variety of challenges that hinder its practical performance. Thus, state-of-the-art methods currently rely on curation and mutation rather than generation of new tasks. In this work, we investigate several key shortcomings of PAIRED and propose solutions for each shortcoming. As a result, we make it possible for PAIRED to match or exceed state-of-the-art methods, producing robust agents in several established challenging procedurally-generated environments, including a partially-observed maze navigation task and a continuous-control car racing environment. We believe this work motivates a renewed emphasis on UED methods based on learned models that directly generate challenging environments, potentially unlocking more open-ended RL training and, as a result, more general agents.