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A Property Proofs

Neural Information Processing Systems

Section 3, which are analogous to those of [35]: Proposition. Hanabi is a cooperative card game that can be played with 2 to 5 people. In Hanabi, players can see all other players' hands but their own. Hanabi ( k) means'fireworks' in Japanese. Hint - The active agent chooses another player to grant a hint to.


Unsupervised Candidate Answer Extraction through Differentiable Masker-Reconstructor Model

Wang, Zhuoer, Wang, Yicheng, Zhu, Ziwei, Caverlee, James

arXiv.org Artificial Intelligence

Question generation is a widely used data augmentation approach with extensive applications, and extracting qualified candidate answers from context passages is a critical step for most question generation systems. However, existing methods for candidate answer extraction are reliant on linguistic rules or annotated data that face the partial annotation issue and challenges in generalization. To overcome these limitations, we propose a novel unsupervised candidate answer extraction approach that leverages the inherent structure of context passages through a Differentiable Masker-Reconstructor (DMR) Model with the enforcement of self-consistency for picking up salient information tokens. We curated two datasets with exhaustively-annotated answers and benchmark a comprehensive set of supervised and unsupervised candidate answer extraction methods. We demonstrate the effectiveness of the DMR model by showing its performance is superior among unsupervised methods and comparable to supervised methods.


Reinforcement Learning on Human Decision Models for Uniquely Collaborative AI Teammates

Kantack, Nicholas

arXiv.org Artificial Intelligence

In 2021 the Johns Hopkins University Applied Physics Laboratory held an internal challenge to develop artificially intelligent (AI) agents that could excel at the collaborative card game Hanabi. Agents were evaluated on their ability to play with human players whom the agents had never previously encountered. This study details the development of the agent that won the challenge by achieving a human-play average score of 16.5, outperforming the current state-of-the-art for human-bot Hanabi scores. The winning agent's development consisted of observing and accurately modeling the author's decision making in Hanabi, then training with a behavioral clone of the author. Notably, the agent discovered a human-complementary play style by first mimicking human decision making, then exploring variations to the human-like strategy that led to higher simulated human-bot scores. This work examines in detail the design and implementation of this human compatible Hanabi teammate, as well as the existence and implications of human-complementary strategies and how they may be explored for more successful applications of AI in human machine teams.


Google Brain and DeepMind researchers release AI benchmark based on card game Hanabi

#artificialintelligence

What do Montezuma's Revenge, chess, and shogi have in common? They're considered to be "grand challenges" in artificial intelligence (AI) research -- i.e., games that involve elements of complex, nearly human-level problem-solving. But as AI continues to make gains in these and other benchmarks once considered beyond the reach of machines, scientists at Google Brain (Google's AI research division) and Google subsidiary DeepMind are turning their attention to a new domain: the card game Hanabi. In a paper published on the preprint server Arxiv.org Hanabi is deceptively complex, they explain: Its two-to-five-person setting necessitates not only cooperative gameplay, but the ability to reason with one's own mental state about opponents' intentions.


The Hanabi Challenge: A New Frontier for AI Research

Bard, Nolan, Foerster, Jakob N., Chandar, Sarath, Burch, Neil, Lanctot, Marc, Song, H. Francis, Parisotto, Emilio, Dumoulin, Vincent, Moitra, Subhodeep, Hughes, Edward, Dunning, Iain, Mourad, Shibl, Larochelle, Hugo, Bellemare, Marc G., Bowling, Michael

arXiv.org Machine Learning

From the early days of computing, games have been important testbeds for studying how well machines can do sophisticated decision making. In recent years, machine learning has made dramatic advances with artificial agents reaching superhuman performance in challenge domains like Go, Atari, and some variants of poker. As with their predecessors of chess, checkers, and backgammon, these game domains have driven research by providing sophisticated yet well-defined challenges for artificial intelligence practitioners. We continue this tradition by proposing the game of Hanabi as a new challenge domain with novel problems that arise from its combination of purely cooperative gameplay and imperfect information in a two to five player setting. In particular, we argue that Hanabi elevates reasoning about the beliefs and intentions of other agents to the foreground. We believe developing novel techniques capable of imbuing artificial agents with such theory of mind will not only be crucial for their success in Hanabi, but also in broader collaborative efforts, and especially those with human partners. To facilitate future research, we introduce the open-source Hanabi Learning Environment, propose an experimental framework for the research community to evaluate algorithmic advances, and assess the performance of current state-of-the-art techniques.