bidding system
AIhub coffee corner: Bad practice in the publication world
This month we tackle the topic of bad practice in the sphere of publication. Joining the conversation this time are: Sanmay Das (Virginia Tech), Tom Dietterich (Oregon State University), Sabine Hauert (University of Bristol), and Sarit Kraus (Bar-Ilan University). Sabine Hauert: Today's topic is bad practice in the publication world. For example, people trying to cheat the review system, paper mills. What bad behaviors have you seen, and is it really a problem? Tom Dietterich: Well, I can talk about it from an arXiv point of view.
- North America > United States > Virginia (0.25)
- North America > United States > Oregon (0.25)
A Simple, Solid, and Reproducible Baseline for Bridge Bidding AI
Kita, Haruka, Koyamada, Sotetsu, Yamaguchi, Yotaro, Ishii, Shin
Contract bridge, a cooperative game characterized by imperfect information and multi-agent dynamics, poses significant challenges and serves as a critical benchmark in artificial intelligence (AI) research. Success in this domain requires agents to effectively cooperate with their partners. This study demonstrates that an appropriate combination of existing methods can perform surprisingly well in bridge bidding against WBridge5, a leading benchmark in the bridge bidding system and a multiple-time World Computer-Bridge Championship winner. Our approach is notably simple, yet it outperforms the current state-of-the-art methodologies in this field. Furthermore, we have made our code and models publicly available as open-source software. This initiative provides a strong starting foundation for future bridge AI research, facilitating the development and verification of new strategies and advancements in the field.
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks (0.95)
- Information Technology > Artificial Intelligence > Representation & Reasoning (0.90)
- Information Technology > Artificial Intelligence > Games (0.70)
DouRN: Improving DouZero by Residual Neural Networks
Chen, Yiquan, Lyu, Yingchao, Zhang, Di
Deep reinforcement learning has made significant progress in games with imperfect information, but its performance in the card game Doudizhu (Chinese Poker/Fight the Landlord) remains unsatisfactory. Doudizhu is different from conventional games as it involves three players and combines elements of cooperation and confrontation, resulting in a large state and action space. In 2021, a Doudizhu program called DouZero\cite{zha2021douzero} surpassed previous models without prior knowledge by utilizing traditional Monte Carlo methods and multilayer perceptrons. Building on this work, our study incorporates residual networks into the model, explores different architectural designs, and conducts multi-role testing. Our findings demonstrate that this model significantly improves the winning rate within the same training time. Additionally, we introduce a call scoring system to assist the agent in deciding whether to become a landlord. With these enhancements, our model consistently outperforms the existing version of DouZero and even experienced human players. \footnote{The source code is available at \url{https://github.com/Yingchaol/Douzero_Resnet.git.}
- Asia > China > Shaanxi Province > Xi'an (0.05)
- North America > United States > Texas (0.04)
BridgeHand2Vec Bridge Hand Representation
Sztyber-Betley, Anna, Kołodziej, Filip, Betley, Jan, Duszak, Piotr
Contract bridge is a game characterized by incomplete information, posing an exciting challenge for artificial intelligence methods. This paper proposes the BridgeHand2Vec approach, which leverages a neural network to embed a bridge player's hand (consisting of 13 cards) into a vector space. The resulting representation reflects the strength of the hand in the game and enables interpretable distances to be determined between different hands. This representation is derived by training a neural network to estimate the number of tricks that a pair of players can take. In the remainder of this paper, we analyze the properties of the resulting vector space and provide examples of its application in reinforcement learning, and opening bid classification. Although this was not our main goal, the neural network used for the vectorization achieves SOTA results on the DDBP2 problem (estimating the number of tricks for two given hands).
- North America > United States > Georgia > Fulton County > Atlanta (0.04)
- Europe > United Kingdom (0.04)
- Europe > Switzerland > Basel-City > Basel (0.04)
- Europe > Poland > Masovia Province > Warsaw (0.04)
Some Ethical Issues in the Review Process of Machine Learning Conferences
Recent successes in the Machine Learning community have led to a steep increase in the number of papers submitted to conferences. This increase made more prominent some of the issues that affect the current review process used by these conferences. The review process has several issues that may undermine the nature of scientific research, which is of being fully objective, apolitical, unbiased and free of misconduct (such as plagiarism, cheating, improper influence, and other improprieties). In this work, we study the problem of reviewers' recruitment, infringements of the double-blind process, fraudulent behaviors, biases in numerical ratings, and the appendix phenomenon (i.e., the fact that it is becoming more common to publish results in the appendix section of a paper). For each of these problems, we provide a short description and possible solutions. The goal of this work is to raise awareness in the Machine Learning community regarding these issues.
Unbiased Lift-based Bidding System
Moriwaki, Daisuke, Hayakawa, Yuta, Munemasa, Isshu, Saito, Yuta, Matsui, Akira
Conventional bidding strategies for online display ad auction heavily relies on observed performance indicators such as clicks or conversions. A bidding strategy naively pursuing these easily observable metrics, however, fails to optimize the profitability of the advertisers. Rather, the bidding strategy that leads to the maximum revenue is a strategy pursuing the performance lift of showing ads to a specific user. Therefore, it is essential to predict the lift-effect of showing ads to each user on their target variables from observed log data. However, there is a difficulty in predicting the lift-effect, as the training data gathered by a past bidding strategy may have a strong bias towards the winning impressions. In this study, we develop Unbiased Lift-based Bidding System, which maximizes the advertisers' profit by accurately predicting the lift-effect from biased log data. Our system is the first to enable high-performing lift-based bidding strategy by theoretically alleviating the inherent bias in the log. Real-world, large-scale A/B testing successfully demonstrates the superiority and practicability of the proposed system.
- North America > United States > California (0.14)
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
- Asia > Japan > Honshū > Kantō > Tokyo Metropolis Prefecture > Tokyo (0.04)
- Research Report > Experimental Study (0.68)
- Research Report > New Finding (0.49)
- Marketing (1.00)
- Banking & Finance > Trading (0.50)
Competitive Bridge Bidding with Deep Neural Networks
The game of bridge consists of two stages: bidding and playing. While playing is proved to be relatively easy for computer programs, bidding is very challenging. During the bidding stage, each player knowing only his/her own cards needs to exchange information with his/her partner and interfere with opponents at the same time. Existing methods for solving perfect-information games cannot be directly applied to bidding. Most bridge programs are based on human-designed rules, which, however, cannot cover all situations and are usually ambiguous and even conflicting with each other. In this paper, we, for the first time, propose a competitive bidding system based on deep learning techniques, which exhibits two novelties. First, we design a compact representation to encode the private and public information available to a player for bidding. Second, based on the analysis of the impact of other players' unknown cards on one's final rewards, we design two neural networks to deal with imperfect information, the first one inferring the cards of the partner and the second one taking the outputs of the first one as part of its input to select a bid. Experimental results show that our bidding system outperforms the top rule-based program.
- North America > United States > Texas (0.04)
- Asia > China > Beijing > Beijing (0.04)
- North America > United States > New York (0.04)
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Learning Multi-agent Implicit Communication Through Actions: A Case Study in Contract Bridge, a Collaborative Imperfect-Information Game
Tian, Zheng, Zou, Shihao, Warr, Tim, Wu, Lisheng, Wang, Jun
In situations where explicit communication is limited, a human collaborator is typically able to learn to: (i) infer the meaning behind their partner's actions and (ii) balance between taking actions that are exploitative given their current understanding of the state vs. those that can convey private information about the state to their partner. The first component of this learning process has been well-studied in multi-agent systems, whereas the second --- which is equally crucial for a successful collaboration --- has not. In this work, we complete the learning process and introduce our novel algorithm, Policy-Belief-Iteration ("P-BIT"), which mimics both components mentioned above. A belief module models the other agent's private information by observing their actions, whilst a policy module makes use of the inferred private information to return a distribution over actions. They are mutually reinforced with an EM-like algorithm. We use a novel auxiliary reward to encourage information exchange by actions. We evaluate our approach on the non-competitive bidding problem from contract bridge and show that by self-play agents are able to effectively collaborate with implicit communication, and P-BIT outperforms several meaningful baselines that have been considered.
Contract Bridge Bidding by Learning
Ho, Chun-Yen (National Taiwan University) | Lin, Hsuan-Tien (National Taiwan University)
Contract bridge is an example of an incomplete information game for which computers typically do not perform better than expert human bridge players. In particular, the typical bidding decisions of human bridge players are difficult to mimic with a computer program, and thus automatic bridge bidding remains to be a challenging research problem. Currently, the possibility of automatic bidding without mimicking human players has not been fully studied. In this work, we take an initiative to study such a possibility for the specific problem of bidding without competition. We propose a novel learning framework to let a computer program learn its own bidding decisions. The framework transforms the bidding problem into a learning problem, and then solves the problem with a carefully designed model that consists of cost-sensitive classifiers and upper-confidence-bound algorithms. We validate the proposed model and find that it performs competitively to the champion computer bridge program that mimics human bidding decisions.
- North America > Canada > Alberta > Census Division No. 8 > Red Deer County (0.04)
- North America > Canada > Alberta > Census Division No. 7 > Stettler County No. 6 (0.04)
- North America > Canada > Alberta > Census Division No. 5 > Starland County (0.04)
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