We investigate the problem of learning useful policy representations (embeddings) in two-player zero-sum imperfect-information games. We make three contributions: First, we introduce methods of creating datasets of policies for a given game. Second, we propose methods to learn policy representations. Third, we introduce downstream tasks to evaluate the effectiveness of such representations. We evaluate each dataset method, embedding method, and downstream task on Kuhn and Leduc Poker. Although our methods are very basic, we demonstrate that useful behavioral representations are present in the learned embeddings. To our knowledge, this work is among the first to systematically compare self-supervised learning techniques for learning policy representations in games. Our code is available at https://github.com/VitamintK/ssl-project for others to extend.
Personal and organizational planning systems maintain two records that drift apart: what was planned (a task's effort budget) and what was done (a logged action's duration and description). Existing systems bridge them with an exclusive, all-or-nothing link that strands genuinely…
Imitation learning (IL)---training an agent to replicate expert behavior from demonstrations---underpins applications from robotics to language model training. Standard approaches such as Behavior Cloning (BC) are known to suffer from compounding errors and performance plateaus,…
In this study, we introduce latent PDE mapping, a broadly applicable physics-informed learning technique designed to enable efficient geometric generalization with sparse training data. Latent PDE mapping pulls back geometry-specific PDE residuals and boundary conditions to a pre…
Off-Policy Evaluation and Learning (OPE/L) in contextual bandits is rapidly gaining popularity in real systems because new policies can be evaluated and learned securely using only historical logged data. However, existing methods in OPE/L cannot handle many challenging but preva…
Multi-task learning (MTL) is a promising approach for prediction tasks derived from video game state data, as modern game telemetry provides multiple related supervision signals from the same structured observations. We study whether a shared model trained jointly across tasks in…
Action tokenization maps continuous robot action chunks to discrete tokens and has become an important interface for modern visuomotor policies. Existing approaches either rely on analytical discretization methods that produce prohibitively long token sequences or learned latent…