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Planning in RTS Games with Incomplete Action Definitions via Answer Set Programming

AAAI Conferences

Standard game tree search algorithms, such as minimax or Monte Carlo Tree Search, assume the existence of an accurate forward model that simulates the effects of actions in the game. Creating such model, however, is a challenge in itself.One cause of the complexity of the task is the gap in level of abstraction between the informal specification of the model and its implementation language. To overcome this issue, we propose a technique for the implementation of forward models that relies on the Answer Set Programming paradigm and on well-established knowledge representation techniques from defeasible reasoning and reasoning about actions and change. We evaluate our approach in the context of Real-Time Strategy games using a collection of StarCraft scenarios.


Automatic Learning of Combat Models for RTS Games

AAAI Conferences

Game tree search algorithms, such as Monte Carlo Tree Search (MCTS), require access to a forward model (or "simulator") of the game at hand. However, in some games such forward model is not readily available. In this paper we address the problem of automatically learning forward models (more specifically, combats models) for two-player attrition games. We report experiments comparing several approaches to learn such combat model from replay data to models generated by hand. We use StarCraft, a Real-Time Strategy (RTS) game, as our application domain. Specifically, we use a large collection of already collected replays, and focus on learning a combat model for tactical combats.


A Hierarchical MdMC Approach to 2D Video Game Map Generation

AAAI Conferences

In this paper we describe a hierarchical method for procedurally generating 2D game maps using multi-dimensional Markov chains (MdMCs). Our method takes a collection of 2D game maps, breaks them into small chunks and performs clustering to find a set of chunks that correspond to high-level structures (high-level tiles) in the training maps. This set of high-level tiles is then used to re-represent the training maps, and to fit two sets of MdMC models: a high-level model captures the distribution of high-level tiles in the map, and a set of low-level models capture the internal structure of each high-level tile. These two sets of models can then be used to hierarchically generate new maps. We test our approach using two classic games, Super Mario Bros. and Loderunner, and compare the results against other existing map generators.


An Empirical Evaluation of Evaluation Metrics of Procedurally Generated Mario Levels

AAAI Conferences

There are several approaches in the literature for automatically generating Infinite Mario Bros levels. The evaluation of such approaches is often performed solely with computational metrics such as leniency and linearity. While these metrics are important for an initial exploratory evaluation of the content generated, it is not clear whether they are able to capture the player's perception of the content generated. In this paper we evaluate several of the commonly used computational metrics. Namely, we perform a systematic user study with procedural content generation systems and compare the insights gained from our user study with those gained from analyzing the computational metric values. The results of our experiment suggest that current computational metrics should not be used in lieu of user studies for evaluating content generated by computer programs.


Width-Based Planning for General Video-Game Playing

AAAI Conferences

IW(1) is a simple search algorithm that assumes that states can be characterized in terms of a set of boolean features or atoms. IW(1) consists of a standard breadth-first search with one variation: a newly generated state is pruned if it does not make a new atom true. Thus, while a breadth-first search runs in time that is exponential in the number of atoms, IW(1) runs in linear time. Variations of the algorithm have been shown to yield state-of-the-art results in classical planning and more recently in the Atari video games. In this paper, we use the algorithm for selecting actions in the games of the general video-game AI competition (GVG-AI) which, unlike classical planning problems and the Atari games, are stochastic. We evaluate a variation of the algorithm over 30 games under different time windows using the number of wins as the performance measure. We find that IW(1) does better than the sample MCTS and OLMCTS controllers for all time windows with the performance gap growing with the window size. The exception are the puzzle-like games where all the algorithms do poorly. For such problems, we show that much better results can be obtained with the IW(2) algorithm, which is like IW(1), except that states are pruned in the breadth-first search when they fail to make true a new pair of atoms.


A latent shared-component generative model for real-time disease surveillance using Twitter data

arXiv.org Machine Learning

Exploiting the large amount of available data for addressing relevant social problems has been one of the key challenges in data mining. Such efforts have been recently named "data science for social good" and attracted the attention of several researchers and institutions. We give a contribution in this objective in this paper considering a difficult public health problem, the timely monitoring of dengue epidemics in small geographical areas. We develop a generative simple yet effective model to connect the fluctuations of disease cases and disease-related Twitter posts. We considered a hidden Markov process driving both, the fluctuations in dengue reported cases and the tweets issued in each region. We add a stable but random source of tweets to represent the posts when no disease cases are recorded. The model is learned through a Markov chain Monte Carlo algorithm that produces the posterior distribution of the relevant parameters. Using data from a significant number of large Brazilian towns, we demonstrate empirically that our model is able to predict well the next weeks of the disease counts using the tweets and disease cases jointly.


A DEEP analysis of the META-DES framework for dynamic selection of ensemble of classifiers

arXiv.org Machine Learning

Dynamic ensemble selection (DES) techniques work by estimating the level of competence of each classifier from a pool of classifiers. Only the most competent ones are selected to classify a given test sample. Hence, the key issue in DES is the criterion used to estimate the level of competence of the classifiers in predicting the label of a given test sample. In order to perform a more robust ensemble selection, we proposed the META-DES framework using meta-learning, where multiple criteria are encoded as meta-features and are passed down to a meta-classifier that is trained to estimate the competence level of a given classifier. In this technical report, we present a step-by-step analysis of each phase of the framework during training and test. We show how each set of meta-features is extracted as well as their impact on the estimation of the competence level of the base classifier. We show that using the dynamic selection of linear classifiers through the META-DES framework, we can solve complex nonlinear classification problems where other combination techniques such as AdaBoost cannot. Introduction Multiple Classifier Systems (MCS) aim to combine classifiers in order to increase the recognition accuracy in pattern recognition systems [1, 2]. MCS are composed of three phases [3]: (1) Generation, (2) Selection, and (3) Integration. In the first phase, a pool of classifiers is generated. In the second phase, a single classifier or a subset having the best classifiers of the pool is(are) selected. We refer to the subset of classifiers as the Ensemble of Classifiers (EoC).


Knowledge-Based Textual Inference via Parse-Tree Transformations

Journal of Artificial Intelligence Research

Textual inference is an important component in many applications for understanding natural language. Classical approaches to textual inference rely on logical representations for meaning, which may be regarded as "external" to the natural language itself. However, practical applications usually adopt shallower lexical or lexical-syntactic representations, which correspond closely to language structure. In many cases, such approaches lack a principled meaning representation and inference framework. We describe an inference formalism that operates directly on language-based structures, particularly syntactic parse trees. New trees are generated by applying inference rules, which provide a unified representation for varying types of inferences. We use manual and automatic methods to generate these rules, which cover generic linguistic structures as well as specific lexical-based inferences. We also present a novel packed data-structure and a corresponding inference algorithm that allows efficient implementation of this formalism. We proved the correctness of the new algorithm and established its efficiency analytically and empirically. The utility of our approach was illustrated on two tasks: unsupervised relation extraction from a large corpus, and the Recognizing Textual Entailment (RTE) benchmarks.


Non-normal modalities in variants of Linear Logic

arXiv.org Artificial Intelligence

This article presents modal versions of resource-conscious logics. We concentrate on extensions of variants of Linear Logic with one minimal non-normal modality. In earlier work, where we investigated agency in multi-agent systems, we have shown that the results scale up to logics with multiple non-minimal modalities. Here, we start with the language of propositional intuitionistic Linear Logic without the additive disjunction, to which we add a modality. We provide an interpretation of this language on a class of Kripke resource models extended with a neighbourhood function: modal Kripke resource models. We propose a Hilbert-style axiomatization and a Gentzen-style sequent calculus. We show that the proof theories are sound and complete with respect to the class of modal Kripke resource models. We show that the sequent calculus admits cut elimination and that proof-search is in PSPACE. We then show how to extend the results when non-commutative connectives are added to the language. Finally, we put the logical framework to use by instantiating it as logics of agency. In particular, we propose a logic to reason about the resource-sensitive use of artefacts and illustrate it with a variety of examples.


ITSAT: An Efficient SAT-Based Temporal Planner

Journal of Artificial Intelligence Research

Planning as satisfiability is known as an efficient approach to deal with many types of planning problems. However, this approach has not been competitive with the state-space based methods in temporal planning. This paper describes ITSAT as an efficient SAT-based (satisfiability based) temporal planner capable of temporally expressive planning. The novelty of ITSAT lies in the way it handles temporal constraints of given problems without getting involved in the difficulties of introducing continuous variables into the corresponding satisfiability problems. We also show how, as in SAT-based classical planning, carefully devised preprocessing and encoding schemata can considerably improve the efficiency of SAT-based temporal planning. We present two preprocessing methods for mutex relation extraction and action compression. We also show that the separation of causal and temporal reasoning enables us to employ compact encodings that are based on the concept of parallel execution semantics. Although such encodings have been shown to be quite effective in classical planning, ITSAT is the first temporal planner utilizing this type of encoding. Our empirical results show that not only does ITSAT outperform the state-of-the-art temporally expressive planners, it is also competitive with the fast temporal planners that cannot handle required concurrency.