Dissertations / Theses on the topic 'Adversarial games'

To see the other types of publications on this topic, follow the link: Adversarial games.

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 19 dissertations / theses for your research on the topic 'Adversarial games.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.

1

Laviers, Kennard R. "Exploiting opponent modeling for learning in multi-agent adversarial games." Doctoral diss., University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4968.

Full text
Abstract:
An issue with learning effective policies in multi-agent adversarial games is that the size of the search space can be prohibitively large when the actions of both teammates and opponents are considered simultaneously. Opponent modeling, predicting an opponent's actions in advance of execution, is one approach for selecting actions in adversarial settings, but it is often performed in an ad hoc way. In this dissertation, we introduce several methods for using opponent modeling, in the form of predictions about the players' physical movements, to learn team policies. To explore the problem of decision-making in multi-agent adversarial scenarios, we use our approach for both offline play generation and real-time team response in the Rush 2008 American football simulator. Simultaneously predicting the movement trajectories, future reward, and play strategies of multiple players in real-time is a daunting task but we illustrate how it is possible to divide and conquer this problem with an assortment of data-driven models. By leveraging spatio-temporal traces of player movements, we learn discriminative models of defensive play for opponent modeling. With the reward information from previous play matchups, we use a modified version of UCT (Upper Conference Bounds applied to Trees) to create new offensive plays and to learn play repairs to counter predicted opponent actions. In team games, players must coordinate effectively to accomplish tasks while foiling their opponents either in a preplanned or emergent manner. An effective team policy must generate the necessary coordination, yet considering all possibilities for creating coordinating subgroups is computationally infeasible. Automatically identifying and preserving the coordination between key subgroups of teammates can make search more productive by pruning policies that disrupt these relationships.; We demonstrate that combining opponent modeling with automatic subgroup identification can be used to create team policies with a higher average yardage than either the baseline game or domain-specific heuristics.
ID: 030423259; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (Ph.D.)--University of Central Florida, 2011.; Includes bibliographical references (p. 123-129).
Ph.D.
Doctorate
Electrical Engineering and Computer Science
Engineering and Computer Science
APA, Harvard, Vancouver, ISO, and other styles
2

Baker, Roderick J. S. "Bayesian opponent modeling in adversarial game environments." Thesis, University of Bradford, 2010. http://hdl.handle.net/10454/5205.

Full text
Abstract:
This thesis investigates the use of Bayesian analysis upon an opponent¿s behaviour in order to determine the desired goals or strategy used by a given adversary. A terrain analysis approach utilising the A* algorithm is investigated, where a probability distribution between discrete behaviours of an opponent relative to a set of possible goals is generated. The Bayesian analysis of agent behaviour accurately determines the intended goal of an opponent agent, even when the opponent¿s actions are altered randomly. The environment of Poker is introduced and abstracted for ease of analysis. Bayes¿ theorem is used to generate an effective opponent model, categorizing behaviour according to its similarity with known styles of opponent. The accuracy of Bayes¿ rule yields a notable improvement in the performance of an agent once an opponent¿s style is understood. A hybrid of the Bayesian style predictor and a neuroevolutionary approach is shown to lead to effective dynamic play, in comparison to agents that do not use an opponent model. The use of recurrence in evolved networks is also shown to improve the performance and generalizability of an agent in a multiplayer environment. These strategies are then employed in the full-scale environment of Texas Hold¿em, where a betting round-based approach proves useful in determining and counteracting an opponent¿s play. It is shown that the use of opponent models, with the adaptive benefits of neuroevolution aid the performance of an agent, even when the behaviour of an opponent does not necessarily fit within the strict definitions of opponent ¿style¿.
Engineering and Physical Sciences Research Council (EPSRC)
APA, Harvard, Vancouver, ISO, and other styles
3

Baker, Roderick James Samuel. "Bayesian opponent modeling in adversarial game environments." Thesis, University of Bradford, 2010. http://hdl.handle.net/10454/5205.

Full text
Abstract:
This thesis investigates the use of Bayesian analysis upon an opponent's behaviour in order to determine the desired goals or strategy used by a given adversary. A terrain analysis approach utilising the A* algorithm is investigated, where a probability distribution between discrete behaviours of an opponent relative to a set of possible goals is generated. The Bayesian analysis of agent behaviour accurately determines the intended goal of an opponent agent, even when the opponent's actions are altered randomly. The environment of Poker is introduced and abstracted for ease of analysis. Bayes' theorem is used to generate an effective opponent model, categorizing behaviour according to its similarity with known styles of opponent. The accuracy of Bayes' rule yields a notable improvement in the performance of an agent once an opponent's style is understood. A hybrid of the Bayesian style predictor and a neuroevolutionary approach is shown to lead to effective dynamic play, in comparison to agents that do not use an opponent model. The use of recurrence in evolved networks is also shown to improve the performance and generalizability of an agent in a multiplayer environment. These strategies are then employed in the full-scale environment of Texas Hold'em, where a betting round-based approach proves useful in determining and counteracting an opponent's play. It is shown that the use of opponent models, with the adaptive benefits of neuroevolution aid the performance of an agent, even when the behaviour of an opponent does not necessarily fit within the strict definitions of opponent 'style'.
APA, Harvard, Vancouver, ISO, and other styles
4

Brückner, Michael. "Prediction games : machine learning in the presence of an adversary." Phd thesis, Universität Potsdam, 2012. http://opus.kobv.de/ubp/volltexte/2012/6037/.

Full text
Abstract:
In many applications one is faced with the problem of inferring some functional relation between input and output variables from given data. Consider, for instance, the task of email spam filtering where one seeks to find a model which automatically assigns new, previously unseen emails to class spam or non-spam. Building such a predictive model based on observed training inputs (e.g., emails) with corresponding outputs (e.g., spam labels) is a major goal of machine learning. Many learning methods assume that these training data are governed by the same distribution as the test data which the predictive model will be exposed to at application time. That assumption is violated when the test data are generated in response to the presence of a predictive model. This becomes apparent, for instance, in the above example of email spam filtering. Here, email service providers employ spam filters and spam senders engineer campaign templates such as to achieve a high rate of successful deliveries despite any filters. Most of the existing work casts such situations as learning robust models which are unsusceptible against small changes of the data generation process. The models are constructed under the worst-case assumption that these changes are performed such to produce the highest possible adverse effect on the performance of the predictive model. However, this approach is not capable to realistically model the true dependency between the model-building process and the process of generating future data. We therefore establish the concept of prediction games: We model the interaction between a learner, who builds the predictive model, and a data generator, who controls the process of data generation, as an one-shot game. The game-theoretic framework enables us to explicitly model the players' interests, their possible actions, their level of knowledge about each other, and the order at which they decide for an action. We model the players' interests as minimizing their own cost function which both depend on both players' actions. The learner's action is to choose the model parameters and the data generator's action is to perturbate the training data which reflects the modification of the data generation process with respect to the past data. We extensively study three instances of prediction games which differ regarding the order in which the players decide for their action. We first assume that both player choose their actions simultaneously, that is, without the knowledge of their opponent's decision. We identify conditions under which this Nash prediction game has a meaningful solution, that is, a unique Nash equilibrium, and derive algorithms that find the equilibrial prediction model. As a second case, we consider a data generator who is potentially fully informed about the move of the learner. This setting establishes a Stackelberg competition. We derive a relaxed optimization criterion to determine the solution of this game and show that this Stackelberg prediction game generalizes existing prediction models. Finally, we study the setting where the learner observes the data generator's action, that is, the (unlabeled) test data, before building the predictive model. As the test data and the training data may be governed by differing probability distributions, this scenario reduces to learning under covariate shift. We derive a new integrated as well as a two-stage method to account for this data set shift. In case studies on email spam filtering we empirically explore properties of all derived models as well as several existing baseline methods. We show that spam filters resulting from the Nash prediction game as well as the Stackelberg prediction game in the majority of cases outperform other existing baseline methods.
Eine der Aufgabenstellungen des Maschinellen Lernens ist die Konstruktion von Vorhersagemodellen basierend auf gegebenen Trainingsdaten. Ein solches Modell beschreibt den Zusammenhang zwischen einem Eingabedatum, wie beispielsweise einer E-Mail, und einer Zielgröße; zum Beispiel, ob die E-Mail durch den Empfänger als erwünscht oder unerwünscht empfunden wird. Dabei ist entscheidend, dass ein gelerntes Vorhersagemodell auch die Zielgrößen zuvor unbeobachteter Testdaten korrekt vorhersagt. Die Mehrzahl existierender Lernverfahren wurde unter der Annahme entwickelt, dass Trainings- und Testdaten derselben Wahrscheinlichkeitsverteilung unterliegen. Insbesondere in Fällen in welchen zukünftige Daten von der Wahl des Vorhersagemodells abhängen, ist diese Annahme jedoch verletzt. Ein Beispiel hierfür ist das automatische Filtern von Spam-E-Mails durch E-Mail-Anbieter. Diese konstruieren Spam-Filter basierend auf zuvor empfangenen E-Mails. Die Spam-Sender verändern daraufhin den Inhalt und die Gestaltung der zukünftigen Spam-E-Mails mit dem Ziel, dass diese durch die Filter möglichst nicht erkannt werden. Bisherige Arbeiten zu diesem Thema beschränken sich auf das Lernen robuster Vorhersagemodelle welche unempfindlich gegenüber geringen Veränderungen des datengenerierenden Prozesses sind. Die Modelle werden dabei unter der Worst-Case-Annahme konstruiert, dass diese Veränderungen einen maximal negativen Effekt auf die Vorhersagequalität des Modells haben. Diese Modellierung beschreibt die tatsächliche Wechselwirkung zwischen der Modellbildung und der Generierung zukünftiger Daten nur ungenügend. Aus diesem Grund führen wir in dieser Arbeit das Konzept der Prädiktionsspiele ein. Die Modellbildung wird dabei als mathematisches Spiel zwischen einer lernenden und einer datengenerierenden Instanz beschrieben. Die spieltheoretische Modellierung ermöglicht es uns, die Interaktion der beiden Parteien exakt zu beschreiben. Dies umfasst die jeweils verfolgten Ziele, ihre Handlungsmöglichkeiten, ihr Wissen übereinander und die zeitliche Reihenfolge, in der sie agieren. Insbesondere die Reihenfolge der Spielzüge hat einen entscheidenden Einfluss auf die spieltheoretisch optimale Lösung. Wir betrachten zunächst den Fall gleichzeitig agierender Spieler, in welchem sowohl der Lerner als auch der Datengenerierer keine Kenntnis über die Aktion des jeweils anderen Spielers haben. Wir leiten hinreichende Bedingungen her, unter welchen dieses Spiel eine Lösung in Form eines eindeutigen Nash-Gleichgewichts besitzt. Im Anschluss diskutieren wir zwei verschiedene Verfahren zur effizienten Berechnung dieses Gleichgewichts. Als zweites betrachten wir den Fall eines Stackelberg-Duopols. In diesem Prädiktionsspiel wählt der Lerner zunächst das Vorhersagemodell, woraufhin der Datengenerierer in voller Kenntnis des Modells reagiert. Wir leiten ein relaxiertes Optimierungsproblem zur Bestimmung des Stackelberg-Gleichgewichts her und stellen ein mögliches Lösungsverfahren vor. Darüber hinaus diskutieren wir, inwieweit das Stackelberg-Modell bestehende robuste Lernverfahren verallgemeinert. Abschließend untersuchen wir einen Lerner, der auf die Aktion des Datengenerierers, d.h. der Wahl der Testdaten, reagiert. In diesem Fall sind die Testdaten dem Lerner zum Zeitpunkt der Modellbildung bekannt und können in den Lernprozess einfließen. Allerdings unterliegen die Trainings- und Testdaten nicht notwendigerweise der gleichen Verteilung. Wir leiten daher ein neues integriertes sowie ein zweistufiges Lernverfahren her, welche diese Verteilungsverschiebung bei der Modellbildung berücksichtigen. In mehreren Fallstudien zur Klassifikation von Spam-E-Mails untersuchen wir alle hergeleiteten, sowie existierende Verfahren empirisch. Wir zeigen, dass die hergeleiteten spieltheoretisch-motivierten Lernverfahren in Summe signifikant bessere Spam-Filter erzeugen als alle betrachteten Referenzverfahren.
APA, Harvard, Vancouver, ISO, and other styles
5

Eriksson, Lundström Jenny S. Z. "On the Formal Modeling of Games of Language and Adversarial Argumentation : A Logic-Based Artificial Intelligence Approach." Doctoral thesis, Uppsala universitet, Institutionen för informationsvetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-9538.

Full text
Abstract:
Argumentation is a highly dynamical and dialectical process drawing on human cognition. Successful argumentation is ubiquitous to human interaction. Comprehensive formal modeling and analysis of argumentation presupposes a dynamical approach to the following phenomena: the deductive logic notion, the dialectical notion and the cognitive notion of justified belief. For each step of an argumentation these phenomena form networks of rules which determine the propositions to be allowed to make sense as admissible, acceptable, and accepted. We present a formal logic framework for a computational account of formal modeling and systematical analysis of the dynamical, exhaustive and dialectical aspects of adversarial argumentation and dispute. Our approach addresses the mechanisms of admissibility, acceptability and acceptance of arguments in adversarial argumentation by use of metalogic representation and Artificial Intelligence-techniques for dynamical problem solving by exhaustive search. We elaborate on a common framework of board games and argumentation games for pursuing the alternatives facing the adversaries in the argumentation process conceived as a game. The analogy to chess is beneficial as it incorporates strategic and tactical operations just as argumentation. Drawing on an analogy to board games like chess, the state space representation, well researched in Artificial Intelligence, allows for a treatment of all possible arguments as paths in a directed state space graph. It will render a game leading to the most wins and fewest losses, identifying the most effective game strategy. As an alternate visualization, the traversal of the state space graph unravels and collates knowledge about the given situation/case under dispute. Including the private knowledge of the two parties, the traversal results in an increased knowledge of the case and the perspectives and arguments of the participants. As we adopt metalogic as formal basis, arguments used in the argumentation, expressed in a non-monotonic defeasible logic, are encoded as terms in the logical argumentation analysis system. The advantage of a logical formalization of argumentation is that it provides a symbolic knowledge representation with a formally well-formed semantics, making the represented knowledge as well as the behavior of knowledge representation systems reasoning comprehensible. Computational logic as represented in Horn Clauses allows for expression of substantive propositions in a logical structure. The non-monotonic nature of defeasible logic stresses the representational issues, i.e. what is possible to capture in non-monotonic reasoning, while from the (meta)logic program, the sound computation on what it is possible to compute, and how to regard the semantics of this computation, are established.
APA, Harvard, Vancouver, ISO, and other styles
6

Eriksson, Lundström Jenny. "On the formal modeling of games of language and adversarial argumentation : a logic-based artificial intelligence approach /." Uppsala : Uppsala universitet, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-9538.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Reimann, Johan Michael. "Using Multiplayer Differential Game Theory to Derive Efficient Pursuit-Evasion Strategies for Unmanned Aerial Vehicles." Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/16151.

Full text
Abstract:
In recent years, Unmanned Aerial Vehicles (UAVs) have been used extensively in military conflict situations to execute intelligence, surveillance and reconnaissance missions. However, most of the current UAV platforms have limited collaborative capabilities, and consequently they must be controlled individually by operators on the ground. The purpose of the research presented in this thesis is to derive algorithms that can enable multiple UAVs to reason about the movements of multiple ground targets and autonomously coordinate their efforts in real-time to ensure that the targets do not escape. By improving the autonomy of multivehicle systems, the workload placed on the command and control operators is reduced significantly. To derive effective adversarial control algorithms, the adversarial scenario is modeled as a multiplayer differential game. However, due to the inherent computational complexity of multiplayer differential games, three less computationally demanding differential pursuit-evasion game-based algorithms are presented. The purpose of the algorithms is to quickly derive interception strategies for a team of autonomous vehicles. The algorithms are applicable to scenarios with different base assumptions, that is, the three algorithms are meant to complement one another by addressing different types of adversarial problems.
APA, Harvard, Vancouver, ISO, and other styles
8

Sista, Subrahmanya Srivathsava. "Adversarial Game Playing Using Monte Carlo Tree Search." University of Cincinnati / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1479820656701076.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Paget, Bryan. "An Introduction to Generative Adversarial Networks." Thesis, Université d'Ottawa / University of Ottawa, 2019. http://hdl.handle.net/10393/39603.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Persson, Louise. "To Kill or Not to Kill : The Moral and Dramatic Potential of Expendable Characters in Role-playing Video Game Narratives." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12347.

Full text
Abstract:
Killing in role-playing video games is often a prominent feature. Most of the times, the characters killed are nameless criminals or minions of the true antagonist and if the game wants the player to kill, the player will most probably kill. This research was conducted to see how a dynamic narrative could affect a player’s choice of whether or not to kill expendable adversaries when a choice was provided. Participants played an interactive narrative in two different versions, followed by interviews, to see how narrative consequences and mechanisms for moral disengagement affected the players’ choices. The results showed that the choice of whether or not to kill could be affected if the narrative is dynamic and the non-playable characters reflect upon the choices made. Future studies should be conducted to see how graphics and sound affect the choices, and to see if it might be the mere choice in itself that affects the players the most.
APA, Harvard, Vancouver, ISO, and other styles
11

Nämerforslund, Tim. "Machine Learning Adversaries in Video Games : Using reinforcement learning in the Unity Engine to create compelling enemy characters." Thesis, Mittuniversitetet, Institutionen för informationssystem och –teknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-42746.

Full text
Abstract:
I och med att videospel blir mer avancerade, inte bara grafiskt utan också som konstform samt att dom erbjuder en mer inlevelsefull upplevelse, så kan det förväntas att spelen också ska erbjuda en större utmaning för att få spelaren bli ännu mer engagerad i spelet. Dagens spelare är vana vid fiender vars beteende styrs av tydliga mönster och regler, som beroende på situation agerar på ett förprogrammerat sätt och agerar utifrån förutsägbara mönster. Detta leder till en spelupplevelse där målet blir att klura ut det här mönstret och hitta ett sätt att överlista eller besegra det. Men tänk om det fanns en möjlighet att skapa en ny form av fiende svarar och anpassar sig beroende på hur spelaren beter sig? Som anpassar sig och kommer på egna strategier utifrån hur spelaren spelar, som aktivt försöker överlista spelaren? Genom maskininlärning i spel möjliggörs just detta. Med en maskininlärningsmodell som styr fienderna och tränas mot spelarna som möter den så lär sig fienderna att möta spelarna på ett dynamiskt sätt som anpassas allt eftersom spelaren spelar spelet. Den här studien ämnar att undersöka stegen som krävs för att implementera maskininlärning i Unity motorn samt undersöka ifall det finns någon upplevd skillnad i spelupplevelsen hos spelare som fått möta fiender styrda av en maskininlärningsmodell samt en mer traditionell typ av fiende. Data samlas in från testspelarnas spelsessioner samt deras svar i form av ett frågeformulär, där datan presenteras i grafform för att ge insikt kring ifall fienderna var likvärdigt svåra att spela mot. Svaren från frågeformulären används för att jämföra spelarnas spelupplevelser och utifrån detta se skillnaderna mellan dom. Skalan på spelet och dess enkelhet leder till att svaren inte bör påverkas av okända och ej kontrollerbara faktorer, vilket ger svar som ger oss insikt i skillnaderna mellan dom olika spelupplevelserna där en preferens för fiender styrda av maskininlärningsmodeller kan anas, då dom upplevs mer oförutsägbara och varierande.
As video games become more complex and more immersive, not just graphically or as an artform, but also technically, it can be expected that games behave on a deeper level to challenge and immerse the player further. Today’s gamers have gotten used to pattern based enemies, moving between preprogrammed states with predictable patterns, which lends itself to a certain kind of gameplay where the goal is to figure out how to beat said pattern. But what if there could be more in terms of challenging the player on an interactive level? What if the enemies could learn and adapt, trying to outsmart the player just as much as the player tries to outsmart the enemies. This is where the field of machine learning enters the stage and opens up for an entirely new type of non-player character in videogames. An enemy who uses a trained machine learning model to play against the player, who can adapt and become better as more people play the game. This study aims to look at early steps to implement machine learning in video games, in this case in the Unity engine, and look at the players perception of said enemies compared to normal state-driven enemies. Via testing voluntary players by letting them play against two kinds of enemies, data is gathered to compare the average performance of the players, after which players answer a questionnaire. These answers are analysed to give an indication of preference in type of enemy. Overall the small scale of the game and simplicity of the enemies gives clear answers but also limits the potential complexity of the enemies and thus the players enjoyment. Though this also enables us to discern a perceived difference in the players experience, where a preference for machine learning controlled enemies is noticeable, as they behave less predictable with more varied behaviour.
APA, Harvard, Vancouver, ISO, and other styles
12

Soh, Boon Kee. "Validation of the recognition-primed decision model and the roles of common-sense strategies in an adversarial environment." Diss., Virginia Tech, 2007. http://hdl.handle.net/10919/26173.

Full text
Abstract:
This dissertation set out to understand the decision processes used by decision makers in adversarial environment by setting up an adversarial decision making microworld, as an experimental platform, using a real time strategy (RTS) game called Rise of Nations (RON). The specific objectives of this dissertation were: 1.Contribute to the validation of recognition-primed decision (RPD) model in a simulated adversarial environment; 2.Explore the roles of common-sense strategies in decision making in the adversarial environment; and 3.Test the effectiveness of training recommendations based on the RPD model. Three related experimental studies were setup to investigate each of the objectives. Study 1 found that RPD model was partly valid where RPD processes were prevalently used but other decision processes were also important in an adversarial environment. A new decision model (ConPAD model) was proposed to capture the nature of decision making in the adversarial environment. It was also found that cognitive abilities might have some effects on the types of decision processes used by the decision makers. Study 2 found that common-sense strategies were prevalent in the adversarial environment where the participants were able to use all but one of the warfare related strategies extracted from literature without teaching them. The strategy familiarization training was not found to significantly improve decision making but showed that common-sense strategies were prevalent and simple familiarization training was not sufficient to produce differences in strategy usage and performances from the novice participants. Study 3 also found that RPD based training (cue-recognition and decision skill training) were not significant in producing better performance although subjective feedback found such training to be useful. However, the participants with RPD based training conditions were able to perform on the same level as the expert participants bridging the gap between novices and experts. Based on the findings, it was recommended that decision training should involve not just RPD based training, but comparisons of attributes as well. A more interactive training combining common-sense strategies, cue-recognition and decision skill training might be more useful. More theoretical experimentation would be required to validate the new decision model proposed in this dissertation.
Ph. D.
APA, Harvard, Vancouver, ISO, and other styles
13

El, Chamie Mahmoud. "Optimisation, contrôle et théorie des jeux dans les protocoles de consensus." Thesis, Nice, 2014. http://www.theses.fr/2014NICE4094/document.

Full text
Abstract:
Les protocoles de consensus ont gagné beaucoup d’intérêt ces dernières années. Dans cette thèse, nous étudions les problèmes d’optimisation, de contrôle, et de théorie de jeu qui se posent dans ces protocoles. Tout d’abord, nous étudions les techniques d’optimisation pour des problèmes de sélection de poids permettant ainsi d’augmenter la vitesse de convergence de protocoles de consensus dans les réseaux. Nous proposons de sélectionner les poids en appliquant un algorithme d’approximation: minimisation de la norme p de Schatten de la matrice de poids. Nous caractérisons l’erreur induite par cette approximation et nous montrons que l’algorithme proposé a l’avantage qu’il peut être soit résolu de façon distribuée. Ensuite, nous proposons un cadre conceptuel d’analyse des jeux d’adversaire qui peut ajouter du bruit aux poids utilisés par l’algorithme de consensus de moyenne afin d’éloigner le système de consensus. Nous analysons également la performance des algorithmes de consensus de moyenne où les informations échangées entre les agents voisins sont soumises à la quantification uniforme déterministe (les valeurs réelles envoyées par les nœuds de leurs voisins sont tronquées). Le problème de la terminaison des protocoles de consensus s’avère difficile dans le cadre distribué. Nous proposons un algorithme distribué pour la terminaison des protocoles de consensus. L’algorithme réduit la charge de communication tout en garantissant la convergence vers un consensus. Enfin, nous proposons une mesure de similarité qui évalue la qualité d’un regroupement (clustering) des nœuds dans un réseau. Un algorithme local de clustering basé sur cette métrique est donné
Consensus protocols have gained a lot of interest in the recent years. In this thesis, we study optimization, control, and game theoretical problems arising in consensus protocols. First, we study optimization techniques for weight selection problems to increase the speed of convergence of discrete-time consensus protocols on networks. We propose to select the weights by applying an approximation algorithm: minimizing the Schatten p-norm of the weight matrix. We characterize the approximation error and we show that the proposed algorithm has the advantage that it can be solved in a totally distributed way. Then we propose a game theoretical framework for an adversary that can add noise to the weights used by averaging protocols to drive the system away from consensus. We give the optimal strategies for the game players (the adversary and the network designer) and we show that a saddle-point equilibrium exists in mixed strategies. We also analyze the performance of distributed averaging algorithms where the information exchanged between neighboring agents is subject to deterministic uniform quantization (e.g., when real values sent by nodes to their neighbors are truncated). Consensus algorithms require that nodes exchange messages persistently to reach asymptotically consensus. We propose a distributed algorithm that reduces the communication overhead while still guaranteeing convergence to consensus. Finally, we propose a score metric that evaluates the quality of clusters such that the faster the random walk mixes in the cluster and the slower it escapes, the higher is the score. A local clustering algorithm based on this metric is proposed
APA, Harvard, Vancouver, ISO, and other styles
14

King, Brian D. (Brian David). "Adversarial planning by strategy switching in a real-time strategy game." Thesis, 2012. http://hdl.handle.net/1957/30344.

Full text
Abstract:
We consider the problem of strategic adversarial planning in a Real-Time Strategy (RTS) game. Strategic adversarial planning is the generation of a network of high-level tasks to satisfy goals while anticipating an adversary's actions. In this thesis we describe an abstract state and action space used for planning in an RTS game, an algorithm for generating strategic plans, and a modular architecture for controllers that generate and execute plans. We describe in detail planners that evaluate plans by simulation and select a plan by Game Theoretic criteria. We describe the details of a low-level module of the hierarchy, the combat module. We examine a theoretical performance guarantee for policy switching in Markov Games, and show that policy switching agents can underperform fixed strategy agents. Finally, we present results for strategy switching planners playing against single strategy planners and the game engine's scripted player. The results show that our strategy switching planners outperform single strategy planners in simulation and outperform the game engine's scripted AI.
Graduation date: 2013
APA, Harvard, Vancouver, ISO, and other styles
15

"The What, When, and How of Strategic Movement in Adversarial Settings: A Syncretic View of AI and Security." Doctoral diss., 2020. http://hdl.handle.net/2286/R.I.62910.

Full text
Abstract:
abstract: The field of cyber-defenses has played catch-up in the cat-and-mouse game of finding vulnerabilities followed by the invention of patches to defend against them. With the complexity and scale of modern-day software, it is difficult to ensure that all known vulnerabilities are patched; moreover, the attacker, with reconnaissance on their side, will eventually discover and leverage them. To take away the attacker's inherent advantage of reconnaissance, researchers have proposed the notion of proactive defenses such as Moving Target Defense (MTD) in cyber-security. In this thesis, I make three key contributions that help to improve the effectiveness of MTD. First, I argue that naive movement strategies for MTD systems, designed based on intuition, are detrimental to both security and performance. To answer the question of how to move, I (1) model MTD as a leader-follower game and formally characterize the notion of optimal movement strategies, (2) leverage expert-curated public data and formal representation methods used in cyber-security to obtain parameters of the game, and (3) propose optimization methods to infer strategies at Strong Stackelberg Equilibrium, addressing issues pertaining to scalability and switching costs. Second, when one cannot readily obtain the parameters of the game-theoretic model but can interact with a system, I propose a novel multi-agent reinforcement learning approach that finds the optimal movement strategy. Third, I investigate the novel use of MTD in three domains-- cyber-deception, machine learning, and critical infrastructure networks. I show that the question of what to move poses non-trivial challenges in these domains. To address them, I propose methods for patch-set selection in the deployment of honey-patches, characterize the notion of differential immunity in deep neural networks, and develop optimization problems that guarantee differential immunity for dynamic sensor placement in power-networks.
Dissertation/Thesis
Doctoral Dissertation Computer Science 2020
APA, Harvard, Vancouver, ISO, and other styles
16

Gidel, Gauthier. "Multi-player games in the era of machine learning." Thesis, 2020. http://hdl.handle.net/1866/24800.

Full text
Abstract:
Parmi tous les jeux de société joués par les humains au cours de l’histoire, le jeu de go était considéré comme l’un des plus difficiles à maîtriser par un programme informatique [Van Den Herik et al., 2002]; Jusqu’à ce que ce ne soit plus le cas [Silveret al., 2016]. Cette percée révolutionnaire [Müller, 2002, Van Den Herik et al., 2002] fût le fruit d’une combinaison sophistiquée de Recherche arborescente Monte-Carlo et de techniques d’apprentissage automatique pour évaluer les positions du jeu, mettant en lumière le grand potentiel de l’apprentissage automatique pour résoudre des jeux. L’apprentissage antagoniste, un cas particulier de l’optimisation multiobjective, est un outil de plus en plus utile dans l’apprentissage automatique. Par exemple, les jeux à deux joueurs et à somme nulle sont importants dans le domain des réseaux génératifs antagonistes [Goodfellow et al., 2014] ainsi que pour maîtriser des jeux comme le Go ou le Poker en s’entraînant contre lui-même [Silver et al., 2017, Brown andSandholm, 2017]. Un résultat classique de la théorie des jeux indique que les jeux convexes-concaves ont toujours un équilibre [Neumann, 1928]. Étonnamment, les praticiens en apprentissage automatique entrainent avec succès une seule paire de réseaux de neurones dont l’objectif est un problème de minimax non-convexe et non-concave alors que pour une telle fonction de gain, l’existence d’un équilibre de Nash n’est pas garantie en général. Ce travail est une tentative d'établir une solide base théorique pour l’apprentissage dans les jeux. La première contribution explore le théorème minimax pour une classe particulière de jeux non-convexes et non-concaves qui englobe les réseaux génératifs antagonistes. Cette classe correspond à un ensemble de jeux à deux joueurs et a somme nulle joués avec des réseaux de neurones. Les deuxième et troisième contributions étudient l’optimisation des problèmes minimax, et plus généralement, les inégalités variationnelles dans le cadre de l’apprentissage automatique. Bien que la méthode standard de descente de gradient ne parvienne pas à converger vers l’équilibre de Nash de jeux convexes-concaves simples, il existe des moyens d’utiliser des gradients pour obtenir des méthodes qui convergent. Nous étudierons plusieurs techniques telles que l’extrapolation, la moyenne et la quantité de mouvement à paramètre négatif. La quatrième contribution fournit une étude empirique du comportement pratique des réseaux génératifs antagonistes. Dans les deuxième et troisième contributions, nous diagnostiquons que la méthode du gradient échoue lorsque le champ de vecteur du jeu est fortement rotatif. Cependant, une telle situation peut décrire un pire des cas qui ne se produit pas dans la pratique. Nous fournissons de nouveaux outils de visualisation afin d’évaluer si nous pouvons détecter des rotations dans comportement pratique des réseaux génératifs antagonistes.
Among all the historical board games played by humans, the game of go was considered one of the most difficult to master by a computer program [Van Den Heriket al., 2002]; Until it was not [Silver et al., 2016]. This odds-breaking break-through [Müller, 2002, Van Den Herik et al., 2002] came from a sophisticated combination of Monte Carlo tree search and machine learning techniques to evaluate positions, shedding light upon the high potential of machine learning to solve games. Adversarial training, a special case of multiobjective optimization, is an increasingly useful tool in machine learning. For example, two-player zero-sum games are important for generative modeling (GANs) [Goodfellow et al., 2014] and mastering games like Go or Poker via self-play [Silver et al., 2017, Brown and Sandholm,2017]. A classic result in Game Theory states that convex-concave games always have an equilibrium [Neumann, 1928]. Surprisingly, machine learning practitioners successfully train a single pair of neural networks whose objective is a nonconvex-nonconcave minimax problem while for such a payoff function, the existence of a Nash equilibrium is not guaranteed in general. This work is an attempt to put learning in games on a firm theoretical foundation. The first contribution explores minimax theorems for a particular class of nonconvex-nonconcave games that encompasses generative adversarial networks. The proposed result is an approximate minimax theorem for two-player zero-sum games played with neural networks, including WGAN, StarCrat II, and Blotto game. Our findings rely on the fact that despite being nonconcave-nonconvex with respect to the neural networks parameters, the payoff of these games are concave-convex with respect to the actual functions (or distributions) parametrized by these neural networks. The second and third contributions study the optimization of minimax problems, and more generally, variational inequalities in the context of machine learning. While the standard gradient descent-ascent method fails to converge to the Nash equilibrium of simple convex-concave games, there exist ways to use gradients to obtain methods that converge. We investigate several techniques such as extrapolation, averaging and negative momentum. We explore these techniques experimentally by proposing a state-of-the-art (at the time of publication) optimizer for GANs called ExtraAdam. We also prove new convergence results for Extrapolation from the past, originally proposed by Popov [1980], as well as for gradient method with negative momentum. The fourth contribution provides an empirical study of the practical landscape of GANs. In the second and third contributions, we diagnose that the gradient method breaks when the game’s vector field is highly rotational. However, such a situation may describe a worst-case that does not occur in practice. We provide new visualization tools in order to exhibit rotations in practical GAN landscapes. In this contribution, we show empirically that the training of GANs exhibits significant rotations around Local Stable Stationary Points (LSSP), and we provide empirical evidence that GAN training converges to a stable stationary point, which is a saddle point for the generator loss, not a minimum, while still achieving excellent performance.
APA, Harvard, Vancouver, ISO, and other styles
17

WANG, CHEN-HAN, and 王振翰. "Generation of Music Game Beatmap via Generative Adversarial Network." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/rh6vs9.

Full text
Abstract:
碩士
國立中正大學
資訊工程研究所
106
Music games are very popular now, but designing beatmaps usually takes too much time. In addition, there is some limitation of existing methods to generate beatmaps. In this thesis, beatmap generation method is proposed based on Generative Adversarial Networks (GANs). Audio is firstly separated into the vocal and instrument parts to make this method close to beatmap design philosophy of designers. Our model consists of Conditional Generative Adversarial Nets (CGANs) and Improved Wasserstein GAN (WGAN-GP) for considering audio information and fast convergency of model training. Our results are compared with different methods. Besides, we conduct a subjective evaluation of our results and the real beatmaps. Our results are very competitive to the real beatmaps which means our results are close to the real beatmaps.
APA, Harvard, Vancouver, ISO, and other styles
18

"Data-Driven and Game-Theoretic Approaches for Privacy." Doctoral diss., 2018. http://hdl.handle.net/2286/R.I.50592.

Full text
Abstract:
abstract: In the past few decades, there has been a remarkable shift in the boundary between public and private information. The application of information technology and electronic communications allow service providers (businesses) to collect a large amount of data. However, this ``data collection" process can put the privacy of users at risk and also lead to user reluctance in accepting services or sharing data. This dissertation first investigates privacy sensitive consumer-retailers/service providers interactions under different scenarios, and then focuses on a unified framework for various information-theoretic privacy and privacy mechanisms that can be learned directly from data. Existing approaches such as differential privacy or information-theoretic privacy try to quantify privacy risk but do not capture the subjective experience and heterogeneous expression of privacy-sensitivity. The first part of this dissertation introduces models to study consumer-retailer interaction problems and to better understand how retailers/service providers can balance their revenue objectives while being sensitive to user privacy concerns. This dissertation considers the following three scenarios: (i) the consumer-retailer interaction via personalized advertisements; (ii) incentive mechanisms that electrical utility providers need to offer for privacy sensitive consumers with alternative energy sources; (iii) the market viability of offering privacy guaranteed free online services. We use game-theoretic models to capture the behaviors of both consumers and retailers, and provide insights for retailers to maximize their profits when interacting with privacy sensitive consumers. Preserving the utility of published datasets while simultaneously providing provable privacy guarantees is a well-known challenge. In the second part, a novel context-aware privacy framework called generative adversarial privacy (GAP) is introduced. Inspired by recent advancements in generative adversarial networks, GAP allows the data holder to learn the privatization mechanism directly from the data. Under GAP, finding the optimal privacy mechanism is formulated as a constrained minimax game between a privatizer and an adversary. For appropriately chosen adversarial loss functions, GAP provides privacy guarantees against strong information-theoretic adversaries. Both synthetic and real-world datasets are used to show that GAP can greatly reduce the adversary's capability of inferring private information at a small cost of distorting the data.
Dissertation/Thesis
Doctoral Dissertation Electrical Engineering 2018
APA, Harvard, Vancouver, ISO, and other styles
19

Brehovský, Martin. "Akcelerace adversariálních algoritmů s využití grafického procesoru." Master's thesis, 2011. http://www.nusl.cz/ntk/nusl-295937.

Full text
Abstract:
General purpose graphical processing units were proven to be useful for accelerating computationally intensive algorithms. Their capability to perform massive parallel computing significantly improve performance of many algorithms. This thesis focuses on using graphical processors (GPUs) to accelerate algorithms based on adversarial search. We investigate whether or not the adversarial algorithms are suitable for single instruction multiple data (SIMD) type of parallelism, which GPU provides. Therefore, parallel versions of selected algorithms accelerated by GPU were implemented and compared with the algorithms running on CPU. Obtained results show significant speed improvement and proof the applicability of GPU technology in the domain of adversarial search algorithms.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography