Goto

Collaborating Authors

 Edmonton


Hierarchial Reinforcement Learning in StarCraft II with Human Expertise in Subgoals Selection

arXiv.org Artificial Intelligence

This work is inspired by recent advances in hierarchical reinforcement learning (HRL) (Barto and Mahadevan 2003;Hengst 2010), and improvements in learning efficiency with heuristic-based subgoal selection and hindsight experience replay (HER)(Andrychowicz et al. 2017; Levy et al. 2019). We propose a new method to integrate HRL, HER and effective subgoal selection based on human expertise to support sample-efficient learning and enhance interpretability of the agent's behavior. Human expertise remains indispensable in many areas such as medicine (Buch, Ahmed, and Maruthappu 2018) and law (Cath 2018), where interpretability, explainability and transparency are crucial in the decision making process, for ethical and legal reasons. Our method simplifies the complex task sets for achieving the overall objectives by decomposing into subgoals at different levels of abstraction. Incorporating relevant subjective knowledge also significantly reduces the computational resources spent in exploration for RL, especially in high speed, changing, and complex environments where the transition dynamics cannot be effectively learned and modelled in a short time. Experimental results in two StarCraft II (SC2) minigames demonstrate that our method can achieve better sample efficiency than flat and end-to-end RL methods, and provide an effective method for explaining the agent's performance.


Intelligent Optimization of Diversified Community Prevention of COVID-19 using Traditional Chinese Medicine

arXiv.org Artificial Intelligence

Traditional Chinese medicine (TCM) has played an important role in the prevention and control of the novel coronavirus pneumonia (COVID-19), and community prevention has become the most essential part in reducing the spread risk and protecting populations. However, most communities use a uniform TCM prevention program for all residents, which violates the "treatment based on syndrome differentiation" principle of TCM and limits the effectiveness of prevention. In this paper, we propose an intelligent optimization method to develop diversified TCM prevention programs for community residents. First, we use a fuzzy clustering method to divide the population based on both modern medicine and TCM health characteristics; we then use an interactive optimization method, in which TCM experts develop different TCM prevention programs for different clusters, and a heuristic algorithm is used to optimize the programs under the resource constraints. We demonstrate the computational efficiency of the proposed method and report its successful application to TCM-based prevention of COVID-19 in 12 communities in Zhejiang province, China, during the peak of the pandemic.


Tabletop Roleplaying Games as Procedural Content Generators

arXiv.org Artificial Intelligence

Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content. In this paper, we argue that TTRPG design can usefully be viewed as procedural content generator design. We present several case studies linking key concepts from PCG research -- including possibility spaces, expressive range analysis, and generative pipelines -- to key concepts in TTRPG design. We then discuss the implications of these relationships and suggest directions for future work uniting research in TTRPGs and PCG.


Integrating Variable Reduction Strategy with Evolutionary Algorithm for Solving Nonlinear Equations Systems

arXiv.org Artificial Intelligence

Nonlinear equations systems (NESs) are widely used in real-world problems while they are also difficult to solve due to their characteristics of nonlinearity and multiple roots. Evolutionary algorithm (EA) is one of the methods for solving NESs, given their global search capability and an ability to locate multiple roots of a NES simultaneously within one run. Currently, the majority of research on using EAs to solve NESs focuses on transformation techniques and improving the performance of the used EAs. By contrast, the problem domain knowledge of NESs is particularly investigated in this study, using which we propose to incorporate the variable reduction strategy (VRS) into EAs to solve NESs. VRS makes full use of the systems of expressing a NES and uses some variables (i.e., core variable) to represent other variables (i.e., reduced variables) through the variable relationships existing in the equation systems. It enables to reduce partial variables and equations and shrink the decision space, thereby reducing the complexity of the problem and improving the search efficiency of the EAs. To test the effectiveness of VRS in dealing with NESs, this paper integrates VRS into two existing state-of-the-art EA methods (i.e., MONES and DRJADE), respectively. Experimental results show that, with the assistance of VRS, the EA methods can significantly produce better results than the original methods and other compared methods.


Bottom-up mechanism and improved contract net protocol for the dynamic task planning of heterogeneous Earth observation resources

arXiv.org Artificial Intelligence

Earth observation resources are becoming increasingly indispensable in disaster relief, damage assessment and related domains. Many unpredicted factors, such as the change of observation task requirements, to the occurring of bad weather and resource failures, may cause the scheduled observation scheme to become infeasible. Therefore, it is crucial to be able to promptly and maybe frequently develop high-quality replanned observation schemes that minimize the effects on the scheduled tasks. A bottom-up distributed coordinated framework together with an improved contract net are proposed to facilitate the dynamic task replanning for heterogeneous Earth observation resources. This hierarchical framework consists of three levels, namely, neighboring resource coordination, single planning center coordination, and multiple planning center coordination. Observation tasks affected by unpredicted factors are assigned and treated along with a bottom-up route from resources to planning centers. This bottom-up distributed coordinated framework transfers part of the computing load to various nodes of the observation systems to allocate tasks more efficiently and robustly. To support the prompt assignment of large-scale tasks to proper Earth observation resources in dynamic environments, we propose a multiround combinatorial allocation (MCA) method. Moreover, a new float interval-based local search algorithm is proposed to obtain the promising planning scheme more quickly. The experiments demonstrate that the MCA method can achieve a better task completion rate for large-scale tasks with satisfactory time efficiency. It also demonstrates that this method can help to efficiently obtain replanning schemes based on original scheme in dynamic environments.


A Conceptual Framework for Externally-influenced Agents: An Assisted Reinforcement Learning Review

arXiv.org Artificial Intelligence

A long-term goal of reinforcement learning agents is to be able to perform tasks in complex real-world scenarios. The use of external information is one way of scaling agents to more complex problems. However, there is a general lack of collaboration or interoperability between different approaches using external information. In this work, we propose a conceptual framework and taxonomy for assisted reinforcement learning, aimed at fostering such collaboration by classifying and comparing various methods that use external information in the learning process. The proposed taxonomy details the relationship between the external information source and the learner agent, highlighting the process of information decomposition, structure, retention, and how it can be used to influence agent learning. As well as reviewing state-of-the-art methods, we identify current streams of reinforcement learning that use external information in order to improve the agent's performance and its decision-making process. These include heuristic reinforcement learning, interactive reinforcement learning, learning from demonstration, transfer learning, and learning from multiple sources, among others. These streams of reinforcement learning operate with the shared objective of scaffolding the learner agent. Lastly, we discuss further possibilities for future work in the field of assisted reinforcement learning systems.


Building a Competitive Associative Classifier

arXiv.org Machine Learning

With the huge success of deep learning, other machine learning paradigms have had to take back seat. Yet other models, particularly rule-based, are more readable and explainable and can even be competitive when labelled data is not abundant. However, most of the existing rule-based classifiers suffer from the production of a large number of classification rules, affecting the model readability. This hampers the classification accuracy as noisy rules might not add any useful informationfor classification and also lead to longer classification time. In this study, we propose SigD2 which uses a novel, two-stage pruning strategy which prunes most of the noisy, redundant and uninteresting rules and makes the classification model more accurate and readable. To make SigDirect more competitive with the most prevalent but uninterpretable machine learning-based classifiers like neural networks and support vector machines, we propose bagging and boosting on the ensemble of the SigDirect classifier. The results of the proposed algorithms are quite promising and we are able to obtain a minimal set of statistically significant rules for classification without jeopardizing the classification accuracy. We use 15 UCI datasets and compare our approach with eight existing systems.The SigD2 and boosted SigDirect (ACboost) ensemble model outperform various state-of-the-art classifiers not only in terms of classification accuracy but also in terms of the number of rules.


Spectral Methods for Ranking with Scarce Data

arXiv.org Machine Learning

Given a number of pairwise preferences of items, a common task is to rank all the items. Examples include pairwise movie ratings, New Yorker cartoon caption contests, and many other consumer preferences tasks. What these settings have in common is two-fold: a scarcity of data (it may be costly to get comparisons for all the pairs of items) and additional feature information about the items (e.g., movie genre, director, and cast). In this paper we modify a popular and well studied method, RankCentrality for rank aggregation to account for few comparisons and that incorporates additional feature information. This method returns meaningful rankings even under scarce comparisons. Using diffusion based methods, we incorporate feature information that outperforms state-of-the-art methods in practice. We also provide improved sample complexity for RankCentrality in a variety of sampling schemes.


Learning and Planning in Average-Reward Markov Decision Processes

arXiv.org Artificial Intelligence

We introduce improved learning and planning algorithms for average-reward MDPs, including 1) the first general proven-convergent off-policy model-free control algorithm without reference states, 2) the first proven-convergent off-policy model-free prediction algorithm, and 3) the first learning algorithms that converge to the actual value function rather than to the value function plus an offset. All of our algorithms are based on using the temporal-difference error rather than the conventional error when updating the estimate of the average reward. Our proof techniques are based on those of Abounadi, Bertsekas, and Borkar (2001). Empirically, we show that the use of the temporal-difference error generally results in faster learning, and that reliance on a reference state generally results in slower learning and risks divergence. All of our learning algorithms are fully online, and all of our planning algorithms are fully incremental.


Policy Evaluation and Seeking for Multi-Agent Reinforcement Learning via Best Response

arXiv.org Machine Learning

This paper introduces two metrics (cycle-based and memory-based metrics), grounded on a dynamical game-theoretic solution concept called sink equilibrium, for the evaluation, ranking, and computation of policies in multi-agent learning. We adopt strict best response dynamics (SBRD) to model selfish behaviors at a meta-level for multi-agent reinforcement learning. Our approach can deal with dynamical cyclical behaviors (unlike approaches based on Nash equilibria and Elo ratings), and is more compatible with single-agent reinforcement learning than alpha-rank which relies on weakly better responses. We first consider settings where the difference between largest and second largest underlying metric has a known lower bound. With this knowledge we propose a class of perturbed SBRD with the following property: only policies with maximum metric are observed with nonzero probability for a broad class of stochastic games with finite memory. We then consider settings where the lower bound for the difference is unknown. For this setting, we propose a class of perturbed SBRD such that the metrics of the policies observed with nonzero probability differ from the optimal by any given tolerance. The proposed perturbed SBRD addresses the opponent-induced non-stationarity by fixing the strategies of others for the learning agent, and uses empirical game-theoretic analysis to estimate payoffs for each strategy profile obtained due to the perturbation.