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Hold me tight! Influence of discriminative features on deep network boundaries

Neural Information Processing Systems

Important insights towards the explainability of neural networks reside in the characteristics of their decision boundaries. In this work, we borrow tools from the field of adversarial robustness, and propose a new perspective that relates dataset features to the distance of samples to the decision boundary. This enables us to carefully tweak the position of the training samples and measure the induced changes on the boundaries of CNNs trained on large-scale vision datasets. We use this framework to reveal some intriguing properties of CNNs. Specifically, we rigorously confirm that neural networks exhibit a high invariance to non-discriminative features, and show that the decision boundaries of a DNN can only exist as long as the classifier is trained with some features that hold them together. Finally, we show that the construction of the decision boundary is extremely sensitive to small perturbations of the training samples, and that changes in certain directions can lead to sudden invariances in the orthogonal ones. This is precisely the mechanism that adversarial training uses to achieve robustness.


Can Large Language Models Master Complex Card Games?

Wang, Wei, Bie, Fuqing, Chen, Junzhe, Zhang, Dan, Huang, Shiyu, Kharlamov, Evgeny, Tang, Jie

arXiv.org Artificial Intelligence

Complex games have long been an important benchmark for testing the progress of artificial intelligence algorithms. AlphaGo, AlphaZero, and MuZero have defeated top human players in Go and Chess, garnering widespread societal attention towards artificial intelligence. Concurrently, large language models (LLMs) have exhibited remarkable capabilities across various tasks, raising the question of whether LLMs can achieve similar success in complex games. In this paper, we explore the potential of LLMs in mastering complex card games. We systematically assess the learning capabilities of LLMs across eight diverse card games, evaluating the impact of fine-tuning on high-quality gameplay data, and examining the models' ability to retain general capabilities while mastering these games. Our findings indicate that: (1) LLMs can approach the performance of strong game AIs through supervised fine-tuning on high-quality data, (2) LLMs can achieve a certain level of proficiency in multiple complex card games simultaneously, with performance augmentation for games with similar rules and conflicts for dissimilar ones, and (3) LLMs experience a decline in general capabilities when mastering complex games, but this decline can be mitigated by integrating a certain amount of general instruction data. The evaluation results demonstrate strong learning ability and versatility of LLMs. The code is available at https://github.com/THUDM/LLM4CardGame


13 yoga positions to do every day for increased flexibility

Popular Science

Flexibility is an essential part of staying fit. Breakthroughs, discoveries, and DIY tips sent every weekday. In your efforts to exercise, chances are you've worked on improving the four components of physical fitness. The problem is there are actually five . Criminally overlooked in the pursuit of big-ticket goals like strength, endurance, lung capacity and body composition is flexibility.


China-developed fast-learning AI equals human hold'em players

#artificialintelligence

Chinese scientists have developed an artificial intelligence (AI) program that is quick-minded and on par with professional human players in heads-up no-limit Texas hold'em poker. Named AlphaHoldem, the AI program has achieved the level of sophisticated human players through a 10,000-hand two-player competition after three days of self-training, according to a paper which will be presented in February next year at AAAI 2022 global AI conference in Vancouver, Canada. Texas hold'em is a popular poker game in which players often deceive and bluff. It is more similar to real-world problems than Go or Weiqi and chess since decisions are made with imperfect information. The researchers from the Institute of Automation under the Chinese Academy of Sciences (CAS) reported that AlphaHoldem, a fast learner, used only about three to four milliseconds for each movement, about 1,000 times quicker than that of first-generation AI hold'em players DeepStack and Libratus.


This New Poker Bot Can Beat Multiple Pros--at Once

#artificialintelligence

The 32-year-old is the only person to have won four World Poker Tour titles and has earned more than $7 million at tournaments. Despite his expertise, he learned something new this spring from an artificial intelligence bot. Elias was helping test new soft ware from researchers at Carnegie Mellon University and Facebook. He and another pro, Chris "Jesus" Ferguson, each played 5,000 hands over the internet in six-way games against five copies of a bot called Pluribus. At the end, the bot was ahead by a good margin.


Global Big Data Conference

#artificialintelligence

Like many forms of entertainment within the software space, the world of iGaming is one that relies on the application of artificial intelligence technology. Setting this industry apart from its contemporaries is just how deep the AI-iGaming connection runs in the key facets of its regular operation. In this article, we want to explore two of the most important of these avenues, to uncover just how crucial the integration of these systems has become. Perhaps the most common use of AI with iGaming is seen with game testing. As a part of the software utilized to ensure platform reliability and statistical consistency, AI systems in these instances are implemented to perform work that would traditionally be performed by humans.


RLCard: A Toolkit for Reinforcement Learning in Card Games

Zha, Daochen, Lai, Kwei-Herng, Cao, Yuanpu, Huang, Songyi, Wei, Ruzhe, Guo, Junyu, Hu, Xia

arXiv.org Artificial Intelligence

RLCard is an open-source toolkit for reinforcement learning research in card games. It supports various card environments with easy-to-use interfaces, including Blackjack, Leduc Hold'em, Texas Hold'em, UNO, Dou Dizhu and Mahjong. The goal of RLCard is to bridge reinforcement learning and imperfect information games, and push forward the research of reinforcement learning in domains with multiple agents, large state and action space, and sparse reward. In this paper, we provide an overview of the key components in RLCard, a discussion of the design principles, a brief introduction of the interfaces, and comprehensive evaluations of the environments.


AIVAT: A New Variance Reduction Technique for Agent Evaluation in Imperfect Information Games

Burch, Neil (University of Alberta) | Schmid, Martin (Charles University in Prague) | Moravcik, Matej (Charles University in Prague) | Morill, Dustin (University of Alberta) | Bowling, Michael (University of Alberta)

AAAI Conferences

Evaluating agent performance when outcomes are stochastic and agents use randomized strategies can be challenging when there is limited data available. The variance of sampled outcomes may make the simple approach of Monte Carlo sampling inadequate. This is the case for agents playing heads-up no-limit Texas hold'em poker, whereman-machine competitions typically involve multiple days of consistent play by multiple players, but still can (and sometimes did) result in statistically insignificant conclusions. In this paper, we introduce AIVAT, a low variance, provably unbiased value assessment tool that exploits an arbitrary heuristic estimate of state value, as well as the explicit strategy of a subset of the agents. Unlike existing techniques which reduce the variance from chance events, or only consider game ending actions, AIVAT reduces the variance both from choices by nature and by players with a known strategy. The resulting estimator produces results that significantly outperform previous state of the art techniques. It was able to reduce the standard deviation of a Texas hold'em poker man-machine match by 85\% and consequently requires 44 times fewer games to draw the same statistical conclusion. AIVAT enabled the first statistically significant AI victory against professional poker players in no-limit hold'em.Furthermore, the technique was powerful enough to produce statistically significant results versus individual players, not just an aggregate pool of the players. We also used AIVAT to analyze a short series of AI vs human poker tournaments,producing statistical significant results with as few as 28 matches.


How rival bots battled their way to poker supremacy

#artificialintelligence

Top professional poker players have been been beaten by AI bots at no-limits hold'em. A complex variant of poker is the latest game to be mastered by artificial intelligence (AI). And it has been conquered not once, but twice, by two rival bots developed by separate research teams. Each algorithm -- which plays a'no limits' two-player version of Texas hold'em -- has in recent months hit a crucial AI milestone: they have beaten human professional players. The game first fell in December to DeepStack, developed by computer scientists at the University of Alberta in Edmonton, Canada, with collaborators from Charles University and the Czech Technical University in Prague. A month later, Libratus, developed by a team at Carnegie Mellon University (CMU) in Pittsburgh, Pennsylvania, achieved the feat.


Poker players are getting much better thanks to AI

#artificialintelligence

A bunch of top poker pros are getting ready to take on Libratus, the latest and greatest poker bot, in a 20-day Heads-Up No-Limit Texas Hold'em challenge. Since the bot's predecessor, Claudico, was almost good enough to beat top players, and Libratus is supposed to be a lot better, the humans could be in trouble. On the other hand, humans are getting better, too, says competitor Jason Les. "From the human side, poker has gotten much tougher in the last 20 months," Les told Carnegie Mellon University, which developed the bot. Les says that humans are getting better at poker thanks to computer-assisted analysis tools like PioSOLVER and PokerSnowie.