6,860 research outputs found

    Making Racing Fun Through Player Modeling and Track Evolution

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    This paper addresses the problem of automatically constructing tracks tailor-made to maximize the enjoyment of individual players in a simple car racing game. To this end, some approaches to player modeling are investigated, and a method of using evolutionary algorithms to construct racing tracks is presented. A simple player-dependent metric of entertainment is proposed and used as the fitness function when evolving tracks. We conclude that accurate player modeling poses some significant challenges, but track evolution works well given the right track representation

    Tight Lower Bounds for Multiplicative Weights Algorithmic Families

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    We study the fundamental problem of prediction with expert advice and develop regret lower bounds for a large family of algorithms for this problem. We develop simple adversarial primitives, that lend themselves to various combinations leading to sharp lower bounds for many algorithmic families. We use these primitives to show that the classic Multiplicative Weights Algorithm (MWA) has a regret of Tlnk2\sqrt{\frac{T \ln k}{2}}, there by completely closing the gap between upper and lower bounds. We further show a regret lower bound of 23Tlnk2\frac{2}{3}\sqrt{\frac{T\ln k}{2}} for a much more general family of algorithms than MWA, where the learning rate can be arbitrarily varied over time, or even picked from arbitrary distributions over time. We also use our primitives to construct adversaries in the geometric horizon setting for MWA to precisely characterize the regret at 0.391δ\frac{0.391}{\sqrt{\delta}} for the case of 22 experts and a lower bound of 12lnk2δ\frac{1}{2}\sqrt{\frac{\ln k}{2\delta}} for the case of arbitrary number of experts kk
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