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Multi-agent Learning
] Multi-agent reinforcement learning (MARL) is a sub-field of reinforcement learning. It focuses on studying the behavior of multiple learning agents that coexist in a shared environment. Each agent is motivated by its own rewards, and does actions to advance its own interests; in some environments these interests are opposed to the interests of other agents, resulting in complex group dynamics. Multi-agent reinforcement learning is closely related to game theory and especially repeated games, as well as multi-agent systems. Its study combines the pursuit of finding ideal algorithms that maximize rewards with a more sociological set of concepts. While research in single-agent reinforcement learning is concerned with finding the algorithm that gets the biggest number of points for one agent, research in multi-agent reinforcement learning evaluates and quantifies social metrics, such as cooperation, reciprocity, equity, social influence, language and discrimination. Definition ...
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AlphaGo
AlphaGo is a computer program that plays the board game Go (game), Go. It was developed by DeepMind Technologies a subsidiary of Google (now Alphabet Inc.). Subsequent versions of AlphaGo became increasingly powerful, including a version that competed under the name AlphaGo Master, Master. After retiring from competitive play, AlphaGo Master was succeeded by an even more powerful version known as AlphaGo Zero, which was completely Self-play (reinforcement learning technique), self-taught without learning from human games. AlphaGo Zero was then generalized into a program known as AlphaZero, which played additional games, including chess and shogi. AlphaZero has in turn been succeeded by a program known as MuZero which learns without being taught the rules. AlphaGo and its successors use a Monte Carlo tree search algorithm to find its moves based on knowledge previously acquired by machine learning, specifically by an artificial neural network (a deep learning method) by extensi ...
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Chicken (game)
The game of chicken, also known as the hawk–dove game or snowdrift game, is a model of conflict for two players in game theory. The principle of the game is that while the ideal outcome is for one player to yield (to avoid the worst outcome if neither yields), the individuals try to avoid it out of pride for not wanting to look like a "chicken". Each player taunts the other to increase the risk of shame in yielding. However, when one player yields, the conflict is avoided, and the game is for the most part over. The name "chicken" has its origins in a game in which two drivers drive toward each other on a collision course: one must swerve, or both may die in the crash, but if one driver swerves and the other does not, the one who swerved will be called a "chicken", meaning a coward; this terminology is most prevalent in political science and economics. The name "hawk–dove" refers to a situation in which there is a competition for a shared resource and the contestants can choo ...
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Collective Action Problem
A collective action problem or social dilemma is a situation in which all individuals would be better off cooperating but fail to do so because of conflicting interests between individuals that discourage joint action. The collective action problem has been addressed in political philosophy for centuries, but was most clearly established in 1965 in Mancur Olson's ''The Logic of Collective Action''. Problems arise when too many group members choose to pursue individual profit and immediate satisfaction rather than behave in the group's best long-term interests. Social dilemmas can take many forms and are studied across disciplines such as psychology, economics, and political science. Examples of phenomena that can be explained using social dilemmas include resource depletion, low voter turnout, and overpopulation. The collective action problem can be understood through the analysis of game theory and the free-rider problem, which results from the provision of public goods. Additio ...
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Among Us
''Among Us'' is a 2018 online multiplayer social deduction game developed and published by American game studio Innersloth. The game was inspired by the party game Mafia and the science fiction horror film '' The Thing''. The game allows for cross-platform play, first released on iOS and Android devices in June 2018 and on Windows later that year in November. The game was then ported to the Nintendo Switch in December 2020 and on the PlayStation 4, PlayStation 5, Xbox One and Xbox Series X/S in December 2021. While the game was initially released in 2018 to little mainstream attention, it received a massive influx of popularity in 2020 due to many well-known Twitch streamers and YouTubers playing it. A separate VR version of the game, ''Among Us VR'', was released in November 2022. ''Among Us'' takes place in space-themed settings where players are colorful armless cartoon astronauts. Each player takes on one of two roles: most are Crewmates, but a small number play Impost ...
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Diplomacy (game)
''Diplomacy'' is a strategy game, strategic board game created by Allan B. Calhamer in 1954 and released commercially in the United States in 1959. Its main distinctions from most wargaming, board wargames are its negotiation phases (players spend much of their time forming and betraying alliances with other players and forming beneficial strategies)Parlett, David. ''The Oxford History of Board Games''. Oxford University Press, UK, 1999. . pp. 361–362. and the absence of dice and other game elements that produce random effects. Set in Europe in the years leading to the World War I, Great War, ''Diplomacy'' is played by two to seven players, each controlling the armed forces of a major European power (or, with fewer players, multiple powers). Each player aims to move their few starting units and defeat those of others to win possession of a majority of strategic cities and provinces marked as "supply centers" on the map; these supply centers allow players who control them to produ ...
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Prisoner's Dilemma
The Prisoner's Dilemma is an example of a game analyzed in game theory. It is also a thought experiment that challenges two completely rational agents to a dilemma: cooperate with their partner for mutual reward, or betray their partner ("defect") for individual reward. This dilemma was originally framed by Merrill Flood and Melvin Dresher while working at RAND in 1950. Albert W. Tucker appropriated the game and formalized it by structuring the rewards in terms of prison sentences and named it "prisoner's dilemma". William Poundstone in his 1993 book ''Prisoner's Dilemma'' writes the following version:Two members of a criminal gang are arrested and imprisoned. Each prisoner is in solitary confinement with no means of speaking to or exchanging messages with the other. The police admit they don't have enough evidence to convict the pair on the principal charge. They plan to sentence both to two years in prison on a lesser charge. Simultaneously, the police offer each prisoner a ...
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Normal-form Game
In game theory, normal form is a description of a ''game''. Unlike extensive form, normal-form representations are not graphical ''per se'', but rather represent the game by way of a matrix. While this approach can be of greater use in identifying strictly dominated strategies and Nash equilibria, some information is lost as compared to extensive-form representations. The normal-form representation of a game includes all perceptible and conceivable strategies, and their corresponding payoffs, for each player. In static games of complete, perfect information, a normal-form representation of a game is a specification of players' strategy spaces and payoff functions. A strategy space for a player is the set of all strategies available to that player, whereas a strategy is a complete plan of action for every stage of the game, regardless of whether that stage actually arises in play. A payoff function for a player is a mapping from the cross-product of players' strategy spaces to that ...
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Self-driving Cars
A self-driving car, also known as an autonomous car, driver-less car, or robotic car (robo-car), is a car that is capable of traveling without human input.Xie, S.; Hu, J.; Bhowmick, P.; Ding, Z.; Arvin, F.,Distributed Motion Planning for Safe Autonomous Vehicle Overtaking via Artificial Potential Field IEEE Transactions on Intelligent Transportation Systems, 2022. Self-driving cars use sensors to perceive their surroundings, such as optical and thermographic cameras, radar, lidar, ultrasound/sonar, GPS, odometry and inertial measurement units. Control systems interpret sensory information to create a three-dimensional model of the surroundings. Based on the model, the car identifies appropriate navigation paths, and strategies for managing traffic controls (stop signs, etc.) and obstacles.Hu, J.; Bhowmick, P.; Jang, I.; Arvin, F.; Lanzon, A.,A Decentralized Cluster Formation Containment Framework for Multirobot Systems IEEE Transactions on Robotics, 2021. Once the techno ...
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Multi Give Way (4 Agents, Each Trying To Reach A Specific Point)
Multi is a shortened form of "multiple". It may refer to: * Alternate character, in online gaming * Multi two diamonds, a contract bridge convention * Multirhyme, a synonym for feminine rhyme used in hip hop music * Multi (''To Heart''), a character from the visual novel and anime series ''To Heart'' * Multi-touch display See also * Multiculturalism, a public policy approach for managing cultural diversity in a multiethnic society * Multitude Multitude is a term for a group of people who cannot be classed under any other distinct category, except for their shared fact of existence. Though its use dates back to antiquity, the term first entered into the lexicon of political philosophy w ..., a term used by some philosophers to refer to the population of the world * ''Multitudes'' (journal), a French philosophical, political and artistic monthly review * Multiplication, an elementary arithmetic operation * Multitasking (other) {{disambiguation ...
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Robotics
Robotics is an interdisciplinary branch of computer science and engineering. Robotics involves design, construction, operation, and use of robots. The goal of robotics is to design machines that can help and assist humans. Robotics integrates fields of mechanical engineering, electrical engineering, information engineering, mechatronics, electronics, bioengineering, computer engineering, control engineering, software engineering, mathematics, etc. Robotics develops machines that can substitute for humans and replicate human actions. Robots can be used in many situations for many purposes, but today many are used in dangerous environments (including inspection of radioactive materials, bomb detection and deactivation), manufacturing processes, or where humans cannot survive (e.g. in space, underwater, in high heat, and clean up and containment of hazardous materials and radiation). Robots can take any form, but some are made to resemble humans in appearance. This is claim ...
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