arXiv:2311.16781cs.AI
Generation of Games for Opponent Model Differentiation
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Abstract
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.
The tournament measures the cumulative winnings. However, those can be far from the statistical expectation due to the variance of card distribution in poker. To establish a real winner, you need to play many games: > As seen in the Claudico match (20), even 80,000 games may not…
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