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The Winning Solution to the IEEE CIG 2017 Game Data Mining Competition

arXiv.org Machine Learning

Abstract: Machine learning competitions such as those organized by Kaggle or KDD represent a useful benchmark for data science research. In this work, we present our winning solution to the Game Data Mining competition hosted at the 2017 IEEE Conference on Computational Intelligence and Games (CIG 2017). The contest consisted of two tracks, and participants (more than 250, belonging to both industry and academia) were to predict which players would stop playing the game, as well as their remaining lifetime. The data were provided by a major worldwide video game company, NCSoft, and came from their successful massively multiplayer online game Blade and Soul. Here, we describe the long short-term memory approach and conditional inference survival ensemble model that made us win both tracks of the contest, as well as the validation procedure that we followed in order to prevent overfitting. In particular, choosing a survival method able to deal with censored data was crucial to accurately predict the moment in which each player would leave the game, as censoring is inherent in churn. The selected models proved to be robust against evolving conditions--since there was a change in the business model of the game (from subscription-based to free-to-play) between the two sample datasets provided--and efficient in terms of time cost. Thanks to these features and also to their ability to scale to large datasets, our models could be readily implemented in real business settings. Keywords: churn; competition; video games; user behavior; behavioral data 1.


A review of single-source unsupervised domain adaptation

arXiv.org Machine Learning

Domain adaptation has become a prominent problem setting in machine learning and related fields. This review asks the questions: when and how a classifier can learn from a source domain and generalize to a target domain. As for when, we review conditions that allow for cross-domain generalization error bounds. As for how, we present a categorization of approaches, divided into, what we refer to as, sample-based, feature-based and inference-based methods. Sample-based methods focus on weighting individual observations during training based on their importance to the target domain. Feature-based methods focus on mapping, projecting and representing features such that a source classifier performs well on the target domain and inference-based methods focus on alternative estimators, such as robust, minimax or Bayesian. Our categorization highlights recurring ideas and raises a number of questions important to further research.


Exploring applications of deep reinforcement learning for real-world autonomous driving systems

arXiv.org Machine Learning

Deep Reinforcement Learning (DRL) has become increasingly powerful in recent years, with notable achievements such as Deepmind's AlphaGo. It has been successfully deployed in commercial vehicles like Mobileye's path planning system. However, a vast majority of work on DRL is focused on toy examples in controlled synthetic car simulator environments such as TORCS and CARLA. In general, DRL is still at its infancy in terms of usability in real-world applications. Our goal in this paper is to encourage real-world deployment of DRL in various autonomous driving (AD) applications. We first provide an overview of the tasks in autonomous driving systems, reinforcement learning algorithms and applications of DRL to AD systems. We then discuss the challenges which must be addressed to enable further progress towards real-world deployment.


Autonomous Vehicle Startup Zoox Picks Intel Executive as New CEO

WSJ.com: WSJD - Technology

She begins at Zoox on Feb. 26. Her hiring makes Ms. Evans, born in Senegal and raised in Paris, one of the most high-profile black women running a Silicon Valley tech company. She succeeds Tim Kentley-Klay, the co-founder who was removed as CEO by Zoox's board last August after the company had completed a $500 million round that valued the company at $3.2 billion. At the time of his ouster, Mr. Kentley-Klay said in a statement that the board abruptly fired him and "chose a path of fear, optimizing for a little money in hand at the expense of profound progress for the universe." Mr. Kentley-Klay, an Australian designer, co-founded the company in 2014 with Jesse Levinson, who had made a name for himself in self-driving car development at Stanford University.


Transfer Learning for Prosthetics Using Imitation Learning

arXiv.org Artificial Intelligence

In this paper, We Apply Reinforcement learning (RL) techniques to train a realistic biomechanical model to work with different people and on different walking environments. We benchmarking 3 RL algorithms: Deep Deterministic Policy Gradient (DDPG), Trust Region Policy Optimization (TRPO) and Proximal Policy Optimization (PPO) in OpenSim environment, Also we apply imitation learning to a prosthetics domain to reduce the training time needed to design customized prosthetics. We use DDPG algorithm to train an original expert agent. We then propose a modification to the Dataset Aggregation (DAgger) algorithm to reuse the expert knowledge and train a new target agent to replicate that behaviour in fewer than 5 iterations, compared to the 100 iterations taken by the expert agent which means reducing training time by 95%. Our modifications to the DAgger algorithm improve the balance between exploiting the expert policy and exploring the environment. We show empirically that these improve convergence time of the target agent, particularly when there is some degree of variation between expert and naive agent.


On Inductive Abilities of Latent Factor Models for Relational Learning

Journal of Artificial Intelligence Research

Latent factor models are increasingly popular for modeling multi-relational knowledge graphs. By their vectorial nature, it is not only hard to interpret why this class of models works so well, but also to understand where they fail and how they might be improved. We conduct an experimental survey of state-of-the-art models, not towards a purely comparative end, but as a means to get insight about their inductive abilities. To assess the strengths and weaknesses of each model, we create simple tasks that exhibit first, atomic properties of binary relations, and then, common inter-relational inference through synthetic genealogies. Based on these experimental results, we propose new research directions to improve on existing models.


A Deep Recurrent Q Network towards Self-adapting Distributed Microservices architecture

arXiv.org Artificial Intelligence

One desired aspect of microservices architecture is the ability to self-adapt its own architecture and behaviour in response to changes in the operational environment. To achieve the desired high levels of self-adaptability, this research implements the distributed microservices architectures model, as informed by the MAPE-K model. The proposed architecture employs a multi adaptation agents supported by a centralised controller, that can observe the environment and execute a suitable adaptation action. The adaptation planning is managed by a deep recurrent Q-network (DRQN). It is argued that such integration between DRQN and MDP agents in a MAPE-K model offers distributed microservice architecture with self-adaptability and high levels of availability and scalability. Integrating DRQN into the adaptation process improves the effectiveness of the adaptation and reduces any adaptation risks, including resources over-provisioning and thrashing. The performance of DRQN is evaluated against deep Q-learning and policy gradient algorithms including: i) deep q-network (DQN), ii) dulling deep Q-network (DDQN), iii) a policy gradient neural network (PGNN), and iv) deep deterministic policy gradient (DDPG). The DRQN implementation in this paper manages to outperform the above mentioned algorithms in terms of total reward, less adaptation time, lower error rates, plus faster convergence and training times. We strongly believe that DRQN is more suitable for driving the adaptation in distributed services-oriented architecture and offers better performance than other dynamic decision-making algorithms. Index Terms Service oriented architecture, self-adaptive architectures, reinforcement learning, Q-learning algorithms, deep Q-Learning networks, recurrent Q-learning networks, policy approximation, multi agents environment. I. INTRODUCTION Self-adaptability refers to the ability of service oriented architecture (SOA) to modify its own structure and behaviour in response to changes in the operating environment [1]. High levels of self-adaptability present the challenges of self-organising, self-tuning, and self-healing the architecture against an interruption. Moreover, because of the services' pervasiveness, and in order to make any adaptation strategy effective and successful, adaptation actions must be considered in conjunction with So that the performed action meets the adaptation goals, objectives, and the desired architecture quality attributes [2]-[4].


Micro- and Macro-Level Churn Analysis of Large-Scale Mobile Games

arXiv.org Machine Learning

As mobile devices become more and more popular, mobile gaming has emerged as a promising market with billion-dollar revenues. A variety of mobile game platforms and services have been developed around the world. A critical challenge for these platforms and services is to understand the churn behavior in mobile games, which usually involves churn at micro level (between an app and a specific user) and macro level (between an app and all its users). Accurate micro-level churn prediction and macro-level churn ranking will benefit many stakeholders such as game developers, advertisers, and platform operators. In this paper, we present the first large-scale churn analysis for mobile games that supports both micro-level churn prediction and macro-level churn ranking. For micro-level churn prediction, in view of the common limitations of the state-of-the-art methods built upon traditional machine learning models, we devise a novel semi-supervised and inductive embedding model that jointly learns the prediction function and the embedding function for user-app relationships. We model these two functions by deep neural networks with a unique edge embedding technique that is able to capture both contextual information and relationship dynamics. We also design a novel attributed random walk technique that takes into consideration both topological adjacency and attribute similarities. To address macro-level churn ranking, we propose to construct a relationship graph with estimated micro-level churn probabilities as edge weights and adapt link analysis algorithms on the graph. We devise a simple algorithm SimSum and adapt two more advanced algorithms PageRank and HITS. The performance of our solutions for the two-level churn analysis problems is evaluated on real-world data collected from the Samsung Game Launcher platform.


Supervised Learning for Multi-Block Incomplete Data

arXiv.org Machine Learning

In the supervised high dimensional settings with a large number of variables and a low number of individuals, one objective is to select the relevant variables and thus to reduce the dimension. That subspace selection is often managed with supervised tools. However, some data can be missing, compromising the validity of the sub-space selection. We propose a Partial Least Square (PLS) based method, called Multi-block Data-Driven sparse PLS mdd-sPLS, allowing jointly variable selection and subspace estimation while training and testing missing data imputation through a new algorithm called Koh-Lanta. This method was challenged through simulations against existing methods such as mean imputation, nipals, softImpute and imputeMFA. In the context of supervised analysis of high dimensional data, the proposed method shows the lowest prediction error of the response variables. So far this is the only method combining data imputation and response variable prediction. The superiority of the supervised multi-block mdd-sPLS method increases with the intra-block and inter-block correlations. The application to a real data-set from a rVSV-ZEBOV Ebola vaccine trial revealed interesting and biologically relevant results. The method is implemented in a R-package available on the CRAN and a Python-package available on pypi.


An introduction to domain adaptation and transfer learning

arXiv.org Machine Learning

In machine learning, if the training data is an unbiased sample of an underlying distribution, then the learned classification function will make accurate predictions for new samples. However, if the training data is not an unbiased sample, then there will be differences between how the training data is distributed and how the test data is distributed. Standard classifiers cannot cope with changes in data distributions between training and test phases, and will not perform well. Domain adaptation and transfer learning are sub-fields within machine learning that are concerned with accounting for these types of changes. Here, we present an introduction to these fields, guided by the question: when and how can a classifier generalize from a source to a target domain? We will start with a brief introduction into risk minimization, and how transfer learning and domain adaptation expand upon this framework. Following that, we discuss three special cases of data set shift, namely prior, covariate and concept shift. For more complex domain shifts, there are a wide variety of approaches. These are categorized into: importance-weighting, subspace mapping, domain-invariant spaces, feature augmentation, minimax estimators and robust algorithms. A number of points will arise, which we will discuss in the last section. We conclude with the remark that many open questions will have to be addressed before transfer learners and domain-adaptive classifiers become practical.