Generation of Games for Opponent Model Differentiation
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Abstract (arXiv)
Protecting against adversarial attacks is a common multiagent problem. Attackers in the real world are predominantly human actors, and the protection methods often incorporate opponent models to improve the performance when facing humans. Previous results show that modeling human behavior can significantly improve the performance of the algorithms. However, modeling humans correctly is a complex problem, and the models are often simplified and assume humans make mistakes according to some distribution or train parameters for the whole population from which they sample. In this work, we use data gathered by psychologists who identified personality types that increase the likelihood of performing malicious acts. However, in the previous work, the tests on a handmade game could not show strategic differences between the models. We created a novel model that links its parameters to psychological traits. We optimized over parametrized games and created games in which the differences are profound. Our work can help with automatic game generation when we need a game in which some models will behave differently and to identify situations in which the models do not align.
Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 4 of its 23 references that are in the map. First posted on arXiv 28 Nov 2023.
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References · 4
- 2017A Distributional Perspective on Reinforcement Learningcited by 765
- 2020Provably Efficient Online Hyperparameter Optimization with Population-Based Banditscited by 63
- 2019Rethinking Formal Models of Partially Observable Multiagent Decision Makingcited by 36
- 2021Game Theory in defence applications: a reviewcited by 5
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