Oceania
Learning Diverse Policies in MOBA Games via Macro-Goals
Gao, Yiming, Shi, Bei, Du, Xueying, Wang, Liang, Chen, Guangwei, Lian, Zhenjie, Qiu, Fuhao, Han, Guoan, Wang, Weixuan, Ye, Deheng, Fu, Qiang, Yang, Wei, Huang, Lanxiao
Recently, many researchers have made successful progress in building the AI systems for MOBA-game-playing with deep reinforcement learning, such as on Dota 2 and Honor of Kings. Even though these AI systems have achieved or even exceeded human-level performance, they still suffer from the lack of policy diversity. In this paper, we propose a novel Macro-Goals Guided framework, called MGG, to learn diverse policies in MOBA games. MGG abstracts strategies as macro-goals from human demonstrations and trains a Meta-Controller to predict these macro-goals. To enhance policy diversity, MGG samples macro-goals from the Meta-Controller prediction and guides the training process towards these goals. Experimental results on the typical MOBA game Honor of Kings demonstrate that MGG can execute diverse policies in different matches and lineups, and also outperform the state-of-the-art methods over 102 heroes.
How Much Coffee Was Consumed During EMNLP 2019? Fermi Problems: A New Reasoning Challenge for AI
Kalyan, Ashwin, Kumar, Abhinav, Chandrasekaran, Arjun, Sabharwal, Ashish, Clark, Peter
Many real-world problems require the combined application of multiple reasoning abilities employing suitable abstractions, commonsense knowledge, and creative synthesis of problem-solving strategies. To help advance AI systems towards such capabilities, we propose a new reasoning challenge, namely Fermi Problems (FPs), which are questions whose answers can only be approximately estimated because their precise computation is either impractical or impossible. For example, "How much would the sea level rise if all ice in the world melted?" FPs are commonly used in quizzes and interviews to bring out and evaluate the creative reasoning abilities of humans. To do the same for AI systems, we present two datasets: 1) A collection of 1k real-world FPs sourced from quizzes and olympiads; and 2) a bank of 10k synthetic FPs of intermediate complexity to serve as a sandbox for the harder real-world challenge. In addition to question answer pairs, the datasets contain detailed solutions in the form of an executable program and supporting facts, helping in supervision and evaluation of intermediate steps. We demonstrate that even extensively fine-tuned large scale language models perform poorly on these datasets, on average making estimates that are off by two orders of magnitude. Our contribution is thus the crystallization of several unsolved AI problems into a single, new challenge that we hope will spur further advances in building systems that can reason.
sbp-env: Sampling-based Motion Planners' Testing Environment
Sampling-based motion planners' testing environment (sbp-env) is a full feature framework to quickly test different sampling-based algorithms for motion planning. sbp-env focuses on the flexibility of tinkering with different aspects of the framework, and had divided the main planning components into two categories (i) samplers and (ii) planners. The focus of motion planning research had been mainly on (i) improving the sampling efficiency (with methods such as heuristic or learned distribution) and (ii) the algorithmic aspect of the planner using different routines to build a connected graph. Therefore, by separating the two components one can quickly swap out different components to test novel ideas.
Width-based Lookaheads with Learnt Base Policies and Heuristics Over the Atari-2600 Benchmark
O'Toole, Stefan, Lipovetzky, Nir, Ramirez, Miquel, Pearce, Adrian
We propose new width-based planning and learning algorithms inspired from a careful analysis of the design decisions made by previous width-based planners. The algorithms are applied over the Atari-2600 games and our best performing algorithm, Novelty guided Critical Path Learning (N-CPL), outperforms the previously introduced width-based planning and learning algorithms $\pi$-IW(1), $\pi$-IW(1)+ and $\pi$-HIW(n, 1). Furthermore, we present a taxonomy of the Atari-2600 games according to some of their defining characteristics. This analysis of the games provides further insight into the behaviour and performance of the algorithms introduced. Namely, for games with large branching factors, and games with sparse meaningful rewards, N-CPL outperforms $\pi$-IW, $\pi$-IW(1)+ and $\pi$-HIW(n, 1).
Large Scale Learning on Non-Homophilous Graphs: New Benchmarks and Strong Simple Methods
Lim, Derek, Hohne, Felix, Li, Xiuyu, Huang, Sijia Linda, Gupta, Vaishnavi, Bhalerao, Omkar, Lim, Ser-Nam
Many widely used datasets for graph machine learning tasks have generally been homophilous, where nodes with similar labels connect to each other. Recently, new Graph Neural Networks (GNNs) have been developed that move beyond the homophily regime; however, their evaluation has often been conducted on small graphs with limited application domains. We collect and introduce diverse non-homophilous datasets from a variety of application areas that have up to 384x more nodes and 1398x more edges than prior datasets. We further show that existing scalable graph learning and graph minibatching techniques lead to performance degradation on these non-homophilous datasets, thus highlighting the need for further work on scalable non-homophilous methods. To address these concerns, we introduce LINKX -- a strong simple method that admits straightforward minibatch training and inference. Extensive experimental results with representative simple methods and GNNs across our proposed datasets show that LINKX achieves state-of-the-art performance for learning on non-homophilous graphs. Our codes and data are available at https://github.com/CUAI/Non-Homophily-Large-Scale.
GACAN: Graph Attention-Convolution-Attention Networks for Traffic Forecasting Based on Multi-granularity Time Series
Zhang, Sikai, Zheng, Hong, Su, Hongyi, Yan, Bo, Liu, Jiamou, Yang, Song
Traffic forecasting is an integral part of intelligent transportation systems (ITS). Achieving a high prediction accuracy is a challenging task due to a high level of dynamics and complex spatial-temporal dependency of road networks. For this task, we propose Graph Attention-Convolution-Attention Networks (GACAN). The model uses a novel Att-Conv-Att (ACA) block which contains two graph attention layers and one spectral-based GCN layer sandwiched in between. The graph attention layers are meant to capture temporal features while the spectral-based GCN layer is meant to capture spatial features. The main novelty of the model is the integration of time series of four different time granularities: the original time series, together with hourly, daily, and weekly time series. Unlike previous work that used multi-granularity time series by handling every time series separately, GACAN combines the outcome of processing all time series after each graph attention layer. Thus, the effects of different time granularities are integrated throughout the model. We perform a series of experiments on three real-world datasets. The experimental results verify the advantage of using multi-granularity time series and that the proposed GACAN model outperforms the state-of-the-art baselines.
SubTab: Subsetting Features of Tabular Data for Self-Supervised Representation Learning
Ucar, Talip, Hajiramezanali, Ehsan, Edwards, Lindsay
Self-supervised learning has been shown to be very effective in learning useful representations, and yet much of the success is achieved in data types such as images, audio, and text. The success is mainly enabled by taking advantage of spatial, temporal, or semantic structure in the data through augmentation. However, such structure may not exist in tabular datasets commonly used in fields such as healthcare, making it difficult to design an effective augmentation method, and hindering a similar progress in tabular data setting. In this paper, we introduce a new framework, Subsetting features of Tabular data (SubTab), that turns the task of learning from tabular data into a multi-view representation learning problem by dividing the input features to multiple subsets. We argue that reconstructing the data from the subset of its features rather than its corrupted version in an autoencoder setting can better capture its underlying latent representation. In this framework, the joint representation can be expressed as the aggregate of latent variables of the subsets at test time, which we refer to as collaborative inference. Our experiments show that the SubTab achieves the state of the art (SOTA) performance of 98.31% on MNIST in tabular setting, on par with CNN-based SOTA models, and surpasses existing baselines on three other real-world datasets by a significant margin.
Researchers think mysterious radio signal that might have been a sign of aliens is 'false positive'
In 1996 Nasa and the White House made the explosive announcement that the rock contained traces of Martian bugs. The meteorite, catalogued as Allen Hills (ALH) 84001, crashed onto the frozen wastes of Antarctica 13,000 years ago and was recovered in 1984. Photographs were released showing elongated segmented objects that appeared strikingly lifelike.
Goal-Aware Cross-Entropy for Multi-Target Reinforcement Learning
Kim, Kibeom, Lee, Min Whoo, Kim, Yoonsung, Ryu, Je-Hwan, Lee, Minsu, Zhang, Byoung-Tak
Learning in a multi-target environment without prior knowledge about the targets requires a large amount of samples and makes generalization difficult. To solve this problem, it is important to be able to discriminate targets through semantic understanding. In this paper, we propose goal-aware cross-entropy (GACE) loss, that can be utilized in a self-supervised way using auto-labeled goal states alongside reinforcement learning. Based on the loss, we then devise goal-discriminative attention networks (GDAN) which utilize the goal-relevant information to focus on the given instruction. We evaluate the proposed methods on visual navigation and robot arm manipulation tasks with multi-target environments and show that GDAN outperforms the state-of-the-art methods in terms of task success ratio, sample efficiency, and generalization. Additionally, qualitative analyses demonstrate that our proposed method can help the agent become aware of and focus on the given instruction clearly, promoting goal-directed behavior.
Fuzzy Conceptual Graphs: a comparative discussion
Faci, Adam, Lesot, Marie-Jeanne, Laudy, Claire
Conceptual Graphs (CG) are a graph-based knowledge representation and reasoning formalism; fuzzy Conceptual Graphs (fCG) constitute an extension that enriches their expressiveness, exploiting the fuzzy set theory so as to relax their constraints at various levels. This paper proposes a comparative study of existing approaches over their respective advantages and possible limitations. The discussion revolves around three axes: (a) Critical view of each approach and comparison with previous propositions from the state of the art; (b) Presentation of the many possible interpretations of each definition to illustrate its potential and its limits; (c) Clarification of the part of CG impacted by the definition as well as the relaxed constraint.