Integrating large language model (LLM) agents within game theory demonstrates their ability to replicate human-like behaviors through strategic decision making. In this paper, we introduce an augmented LLM agent, called the private agent, which engages in private deliberation and employs deception in repeated games. Utilizing the partially observable stochastic game (POSG) framework and incorporating in-context learning (ICL) and chain-of-thought (CoT) prompting, we investigated the private agent’s proficiency in both competitive and cooperative scenarios. Our empirical analysis demonstrated that the private agent consistently achieved higher long-term payoffs than its baseline counterpart and performed similarly or better in various game settings. However, we also found inherent deficiencies of LLMs in certain algorithmic capabilities crucial for high-quality decision making in games. These findings highlight the potential for enhancing LLM agents’ performance in multi-player games using information-theoretic approaches of deception and communication with complex environments.
We shall have a hard look at ethics and try to extract insights in the form of abstract properties that might become tools. We want to connect ethics to games, talk about the performance of ethics, introduce curiosity into the interplay between competing and coordinating in well-performing ethics, and offer a view of possible developments that could unify increasing aggregates of entities. All this is under a long shadow cast by computational complexity that is quite negative about games. This analysis is the first step toward finding modeling aspects that might be used in AI ethics for integrating modern AI systems into human society.
Exponential advances in computational power have fueled advances in many disciplines, and biology is no exception. High-Performance Computing (HPC) is gaining traction as one of the essential tools in scientific research. Further advances to exascale capabilities will necessitate more energy-efficient hardware. In this article, we present our efforts to improve the efficiency of genome assembly on ARM-based HPC systems. We use vectorization to optimize the popular genome assembly pipeline of minimap2, miniasm, and Racon. We compare different implementations using the Scalable Vector Extension (SVE) instruction set architecture and evaluate their performance in different aspects. Additionally, we compare the performance of autovectorization to hand-tuned code with intrinsics. Lastly, we present the design of a CPU dispatcher included in the Racon consensus module that enables the automatic selection of the fastest instruction set supported by the utilized CPU. Our findings provide a promising direction for further optimization of genome assembly on ARM-based HPC systems.
We shall have a hard look at ethics and try to extract insights in the form of abstract properties that might become tools. We want to connect ethics to games, talk about the performance of ethics, introduce curiosity into the interplay between competing and coordinating in well-performing ethics, and offer a view of possible developments that could unify increasing aggregates of entities. All this is under a long shadow cast by computational complexity that is quite negative about games. This analysis is the first step toward finding modeling aspects that might be used in AI ethics for integrating modern AI systems into human society.