Edmonton
News AICML
Medical, Agricultural, and Computing Science Researchers at the University of Alberta and the AICML have developed a new test to detect E. coli. The PFM Scheduling Services website is now available here. The AICML has just released a new video talking about what machine learning is and what it can do for you. AICML researcher Patrick Pilarski recently gave a talk at TEDx Edmonton. The Critterbot Project is an initiative of the Reinforcement Learning and Artificial Intelligence (RLAI) lab at the University of Alberta.
Counterfactual Regret Minimization in Sequential Security Games
Lisy, Viliam (University of Alberta) | Davis, Trevor (University of Alberta) | Bowling, Michael (University of Alberta)
Many real world security problems can be modelled as finite zero-sum games with structured sequential strategies and limited interactions between the players. An abstract class of games unifying these models are the normal-form games with sequential strategies (NFGSS). We show that all games from this class can be modelled as well-formed imperfect-recall extensive-form games and consequently can be solved by counterfactual regret minimization. We propose an adaptation of the CFR+ algorithm for NFGSS and compare its performance to the standard methods based on linear programming and incremental game generation. We validate our approach on two security-inspired domains. We show that with a negligible loss in precision, CFR+ can compute a Nash equilibrium with five times less computation than its competitors.
Evaluating the Performance of Presumed Payoff Perfect Information Monte Carlo Sampling Against Optimal Strategies
Wisser, Florian (Vienna University of Technology)
A very recent algorithm shows search of games of imperfect information has been around how both theoretical problems can be fixed (Lisรฝ, Lanctot, for many years. The approach is appealing, for a number of and Bowling 2015), but has yet to be applied to large games reasons: it allows the usage of well-known methods from typically used for search. More recently overestimation of perfect information games, its complexity is magnitudes MAX's knowledge is also dealt with in the field of general lower than the problem of weakly solving a game in the game play (Schofield, Cerexhe, and Thielscher 2013). To the sense of game theory, it can be used in a justin-time manner best of our knowledge, all literature on the deficiencies of (no precalculation phase needed) even for games with PIMC concentrates on the overestimation of MAX's knowledge.
A Universal Primal-Dual Convex Optimization Framework
Yurtsever, Alp, Dinh, Quoc Tran, Cevher, Volkan
We propose a new primal-dual algorithmic framework for a prototypical constrained convex optimization template. The algorithmic instances of our framework are universal since they can automatically adapt to the unknown Holder continuity degree and constant within the dual formulation. They are also guaranteed to have optimal convergence rates in the objective residual and the feasibility gap for each Holder smoothness degree. In contrast to existing primal-dual algorithms, our framework avoids the proximity operator of the objective function. We instead leverage computationally cheaper, Fenchel-type operators, which are the main workhorses of the generalized conditional gradient (GCG)-type methods. In contrast to the GCG-type methods, our framework does not require the objective function to be differentiable, and can also process additional general linear inclusion constraints, while guarantees the convergence rate on the primal problem.
Using Lanchester Attrition Laws for Combat Prediction in StarCraft
Stanescu, Marius Adrian (University of Alberta) | Barriga, Nicolas (University of Alberta) | Buro, Michael (University of Alberta)
Smart decision making at the tactical level is important for Artificial Intelligence (AI) agents to perform well in the domain of real-time strategy (RTS) games. Winning battles is crucial in RTS games, and while humans can decide when and how to attack based on their experience, it is challenging for AI agents to estimate combat outcomes accurately. A few existing models address this problem in the game of StarCraft but present many restrictions, such as not modeling injured units, supporting only a small number of unit types, or being able to predict the winner of a fight but not the remaining army. Prediction using simulations is a popular method, but generally slow and requires extensive coding to model the game engine accurately. This paper introduces a model based on Lanchester's attrition laws which addresses the mentioned limitations while being faster than running simulations. Unit strength values are learned using maximum likelihood estimation from past recorded battles. We present experiments that use a StarCraft simulator for generating battles for both training and testing, and show that the model is capable of making accurate predictions. Furthermore, we implemented our method in a StarCraft bot that uses either this or traditional simulations to decide when to attack or to retreat. We present tournament results (against top bots from 2014 AIIDE competition) comparing the performances of the two versions, and show increased winning percentages for our method.
StarCraft Unit Motion: Analysis and Search Enhancements
Schneider, Douglas Philip (University of Alberta) | Buro, Michael (University of Alberta)
Real-time strategy (RTS) games pose challenges to AI research on many levels, ranging from selecting targets in unit combat situations, over efficient multi-unit pathfinding, to high-level economic decisions. Due to the complexity of RTS games, writing competitive AI systems for these games requires high speed adaptive algorithms and simplified models of the game world. In this paper we focus on motion prediction and motion planning in StarCraft โ a popular RTS game for which a C++ API exists that allows us to write AI systems to play the game. We explore our existing unit motion model of StarCraft and find and fix some inconsistencies to improve the model by accounting for systematic command execution delays and unit acceleration. We then investigate ways to improve existing combat motion planning systems that are based on discrete unit motion sets, and show that search-based algorithms and scripts can benefit from using a new direction set that considers moves towards the closest enemy unit, away from it, and perpendicular to both directions.
Maximizing Flow as a Metacontrol in Angband
Mariusdottir, Thorey Maria (University of Alberta) | Bulitko, Vadim (University of Alberta) | Brown, Matthew (University of Alberta)
Flow is a psychological state that is reported to improve peopleโs performance. Flow can emerge when the personโs skills and the challenges of their activity match. This paper applies this concept to artificial intelligence agents. We equip a decision-making agent with a metacontrol policy that guides the agent to activities where the agentโs skills match the activity difficulty. Consequently, we expect the agentโs performance to improve. We implement and evaluate this approach in the role-playing game of Angband.
A Lightweight Algorithm for Procedural Generation of Emotionally Affected Behavior and Appearance
Manavalan, Yathirajan Brammadesam (University of Alberta) | Bulitko, Vadim (University of Alberta) | Spetch, Marcia (University of Alberta)
Displaying believable emotional reactions in virtual characters is required in applications ranging from virtual-reality trainers to video games. Manual scripting is the most frequently used method and enables an arbitrarily high fidelity of the emotions displayed. However, scripting is labour intense and greatly reduces the scope of emotions displayed and emotionally affected behavior in virtual characters. As a result, only a few virtual characters can display believable emotions and only in pre-scripted encounters. In this paper we implement and evaluate a lightweight algorithm for procedurally controlling both emotionally affected behavior and emotional appearance of a virtual character. The algorithm is based on two psychological models of emotions: conservation of resources and appraisal. The former component controls emotionally affected behavior of a virtual character whereas the latter generates explicit numeric descriptors of the character's emotions which can be used to drive the character's appearance. We implement the algorithm in a simple testbed and compare it to two baseline approaches via a user study. Human participants judged the emotions displayed by the algorithm to be more believable than those of the baselines.
Keeping the Player on an Emotional Trajectory in Interactive Storytelling
Hernandez, Sergio Poo (University of Alberta) | Bulitko, Vadim (University of Alberta) | Spetch, Marcia (University of Alberta)
Artificial Intelligence (AI) techniques have been widely used in video games to control non-playable characters. More recently, AI has been applied to automated story generation with the objective of managing the player's experience in an interactive narrative. Such AI experience managers can generate and adapt narrative dynamically, often in response to the player's in-game actions. We implement and evaluate a recently proposed AI experience manager, PACE, which predicts the player's emotional response to a narrative event and uses such predictions to shape the narrative to keep the player on an author-supplied target emotional curve.