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A Machine-Learning Item Recommendation System for Video Games

arXiv.org Machine Learning

Video-game players generate huge amounts of data, as everything they do within a game is recorded. In particular, among all the stored actions and behaviors, there is information on the in-game purchases of virtual products. Such information is of critical importance in modern free-to-play titles, where gamers can select or buy a profusion of items during the game in order to progress and fully enjoy their experience. To try to maximize these kind of purchases, one can use a recommendation system so as to present players with items that might be interesting for them. Such systems can better achieve their goal by employing machine learning algorithms that are able to predict the rating of an item or product by a particular user. In this paper we evaluate and compare two of these algorithms, an ensemble-based model (extremely randomized trees) and a deep neural network, both of which are promising candidates for operational video-game recommender engines. Item recommenders can help developers improve the game. But, more importantly, it should be possible to integrate them into the game, so that users automatically get personalized recommendations while playing. The presented models are not only able to meet this challenge, providing accurate predictions of the items that a particular player will find attractive, but also sufficiently fast and robust to be used in operational settings.


Deep Reinforcement Learning for Dynamic Urban Transportation Problems

arXiv.org Machine Learning

We explore the use of deep learning and deep reinforcement learning for optimization problems in transportation. Many transportation system analysis tasks are formulated as an optimization problem - such as optimal control problems in intelligent transportation systems and long term urban planning. Often transportation models used to represent dynamics of a transportation system involve large data sets with complex input-output interactions and are difficult to use in the context of optimization. Use of deep learning metamodels can produce a lower dimensional representation of those relations and allow to implement optimization and reinforcement learning algorithms in an efficient manner. In particular, we develop deep learning models for calibrating transportation simulators and for reinforcement learning to solve the problem of optimal scheduling of travelers on the network.


A Retrospective Analysis of the Fake News Challenge Stance Detection Task

arXiv.org Artificial Intelligence

The 2017 Fake News Challenge Stage 1 (FNC-1) shared task addressed a stance classification task as a crucial first step towards detecting fake news. To date, there is no in-depth analysis paper to critically discuss FNC-1's experimental setup, reproduce the results, and draw conclusions for next-generation stance classification methods. In this paper, we provide such an in-depth analysis for the three top-performing systems. We first find that FNC-1's proposed evaluation metric favors the majority class, which can be easily classified, and thus overestimates the true discriminative power of the methods. Therefore, we propose a new F1-based metric yielding a changed system ranking. Next, we compare the features and architectures used, which leads to a novel feature-rich stacked LSTM model that performs on par with the best systems, but is superior in predicting minority classes. To understand the methods' ability to generalize, we derive a new dataset and perform both in-domain and cross-domain experiments. Our qualitative and quantitative study helps interpreting the original FNC-1 scores and understand which features help improving performance and why. Our new dataset and all source code used during the reproduction study are publicly available for future research.


Automatic formation of the structure of abstract machines in hierarchical reinforcement learning with state clustering

arXiv.org Artificial Intelligence

We introduce a new approach to hierarchy formation and task decomposition in hierarchical reinforcement learning. Our method is based on the Hierarchy Of Abstract Machines (HAM) framework because HAM approach is able to design efficient controllers that will realize specific behaviors in real robots. The key to our algorithm is the introduction of the internal or "mental" environment in which the state represents the structure of the HAM hierarchy. The internal action in this environment leads to changes the hierarchy of HAMs. We propose the classical Q-learning procedure in the internal environment which allows the agent to obtain an optimal hierarchy. We extends the HAM framework by adding on-model approach to select the appropriate sub-machine to execute action sequences for certain class of external environment states. Preliminary experiments demonstrated the prospects of the method.


Spectral Network Embedding: A Fast and Scalable Method via Sparsity

arXiv.org Artificial Intelligence

Network embedding aims to learn low-dimensional representations of nodes in a network, while the network structure and inherent properties are preserved. It has attracted tremendous attention recently due to significant progress in downstream network learning tasks, such as node classification, link prediction, and visualization. However, most existing network embedding methods suffer from the expensive computations due to the large volume of networks. In this paper, we propose a $10\times \sim 100\times$ faster network embedding method, called Progle, by elegantly utilizing the sparsity property of online networks and spectral analysis. In Progle, we first construct a \textit{sparse} proximity matrix and train the network embedding efficiently via sparse matrix decomposition. Then we introduce a network propagation pattern via spectral analysis to incorporate local and global structure information into the embedding. Besides, this model can be generalized to integrate network information into other insufficiently trained embeddings at speed. Benefiting from sparse spectral network embedding, our experiment on four different datasets shows that Progle outperforms or is comparable to state-of-the-art unsupervised comparison approaches---DeepWalk, LINE, node2vec, GraRep, and HOPE, regarding accuracy, while is $10\times$ faster than the fastest word2vec-based method. Finally, we validate the scalability of Progle both in real large-scale networks and multiple scales of synthetic networks.


Comparing Fairness Criteria Based on Social Outcome

arXiv.org Artificial Intelligence

Fairness in algorithmic decision-making processes is attracting increasing concern. When an algorithm is applied to human-related decision-making an estimator solely optimizing its predictive power can learn biases on the existing data, which motivates us the notion of fairness in machine learning. while several different notions are studied in the literature, little studies are done on how these notions affect the individuals. We demonstrate such a comparison between several policies induced by well-known fairness criteria, including the color-blind (CB), the demographic parity (DP), and the equalized odds (EO). We show that the EO is the only criterion among them that removes group-level disparity. Empirical studies on the social welfare and disparity of these policies are conducted.


Talakat: Bullet Hell Generation through Constrained Map-Elites

arXiv.org Artificial Intelligence

We describe a search-based approach to generating new levels for bullet hell games, which are action games characterized by and requiring avoidance of a very large amount of projectiles. Levels are represented using a domain-specific description language, and search in the space defined by this language is performed by a novel variant of the Map-Elites algorithm which incorporates a feasible- infeasible approach to constraint satisfaction. Simulation-based evaluation is used to gauge the fitness of levels, using an agent based on best-first search. The performance of the agent can be tuned according to the two dimensions of strategy and dexterity, making it possible to search for level configurations that require a specific combination of both. As far as we know, this paper describes the first generator for this game genre, and includes several algorithmic innovations.


Fast and Scalable Bayesian Deep Learning by Weight-Perturbation in Adam

arXiv.org Artificial Intelligence

Uncertainty computation in deep learning is essential to design robust and reliable systems. Variational inference (VI) is a promising approach for such computation, but requires more effort to implement and execute compared to maximum-likelihood methods. In this paper, we propose new natural-gradient algorithms to reduce such efforts for Gaussian mean-field VI. Our algorithms can be implemented within the Adam optimizer by perturbing the network weights during gradient evaluations, and uncertainty estimates can be cheaply obtained by using the vector that adapts the learning rate. This requires lower memory, computation, and implementation effort than existing VI methods, while obtaining uncertainty estimates of comparable quality. Our empirical results confirm this and further suggest that the weight-perturbation in our algorithm could be useful for exploration in reinforcement learning and stochastic optimization.


Crowd-Powered Data Mining

arXiv.org Artificial Intelligence

Many data mining tasks cannot be completely addressed by automated processes, such as sentiment analysis and image classification. Crowdsourcing is an effective way to harness the human cognitive ability to process these machine-hard tasks. Thanks to public crowdsourcing platforms, e.g., Amazon Mechanical Turk and CrowdFlower, we can easily involve hundreds of thousands of ordinary workers (i.e., the crowd) to address these machine-hard tasks. In this tutorial, we will survey and synthesize a wide spectrum of existing studies on crowd-powered data mining. We first give an overview of crowdsourcing, and then summarize the fundamental techniques, including quality control, cost control, and latency control, which must be considered in crowdsourced data mining. Next we review crowd-powered data mining operations, including classification, clustering, pattern mining, outlier detection, knowledge base construction and enrichment. Finally, we provide the emerging challenges in crowdsourced data mining.


Deep Sequence Learning with Auxiliary Information for Traffic Prediction

arXiv.org Artificial Intelligence

Predicting traffic conditions from online route queries is a challenging task as there are many complicated interactions over the roads and crowds involved. In this paper, we intend to improve traffic prediction by appropriate integration of three kinds of implicit but essential factors encoded in auxiliary information. We do this within an encoder-decoder sequence learning framework that integrates the following data: 1) offline geographical and social attributes. For example, the geographical structure of roads or public social events such as national celebrations; 2) road intersection information. In general, traffic congestion occurs at major junctions; 3) online crowd queries. For example, when many online queries issued for the same destination due to a public performance, the traffic around the destination will potentially become heavier at this location after a while. Qualitative and quantitative experiments on a real-world dataset from Baidu have demonstrated the effectiveness of our framework.