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VAIN: Attentional Multi-agent Predictive Modeling

Neural Information Processing Systems

Multi-agent predictive modeling is an essential step for understanding physical, social and team-play systems. Recently, Interaction Networks (INs) were proposed for the task of modeling multi-agent physical systems. One of the drawbacks of INs is scaling with the number of interactions in the system (typically quadratic or higher order in the number of agents). In this paper we introduce VAIN, a novel attentional architecture for multi-agent predictive modeling that scales linearly with the number of agents. We show that VAIN is effective for multi-agent predictive modeling. Our method is evaluated on tasks from challenging multi-agent prediction domains: chess and soccer, and outperforms competing multi-agent approaches.



Amazon's Echo Dot Max just got its best discount yet (25% off)

PCWorld

When you purchase through links in our articles, we may earn a small commission. Amazon's Echo Dot Max just got its best discount yet (25% off) It's the newest model of the Echo Dot and it can be yours for just $75 (was $100) right now with this limited-time Amazon deal. Amazon's newest smart speaker, the Echo Dot Max, has just gone on sale for the best price it's had so far. The latest model of the Echo Dot, this one's a bit larger and a lot louder than previous iterations, plus it now features a new chip that's perfectly optimized for the Alexa Plus AI assistant. In this way, the speaker ensures an effortless experience across all major streaming platforms.


Nvidia faces gamer backlash over 'breakthrough' AI graphics feature

BBC News

Nvidia faces gamer backlash over'breakthrough' AI graphics feature A new feature from chip-maker Nvidia that promises cinematic-quality graphics using AI has prompted a backlash online, despite the company claiming it would reinvent what is possible in video games. Nvidia said the DLSS 5 tool, which will be rolled out this autumn, would allow games to have photoreal computer graphics previously only achieved in Hollywood visual effects. In images shared with the media, the tech was shown radically changing the appearance of characters and environments in games such as Resident Evil Requiem and Hogwarts Legacy. But some industry professionals said its use of AI went too far, making graphics feel airbrushed and hollow. Clearly this is a massive glow-up for environments, said video game critic Alex Donaldson on Bluesky.


Task-based End-to-end Model Learning in Stochastic Optimization

Neural Information Processing Systems

With the increasing popularity of machine learning techniques, it has become common to see prediction algorithms operating within some larger process. However, the criteria by which we train these algorithms often differ from the ultimate criteria on which we evaluate them. This paper proposes an end-to-end approach for learning probabilistic machine learning models in a manner that directly captures the ultimate task-based objective for which they will be used, within the context of stochastic programming. We present three experimental evaluations of the proposed approach: a classical inventory stock problem, a real-world electrical grid scheduling task, and a real-world energy storage arbitrage task. We show that the proposed approach can outperform both traditional modeling and purely black-box policy optimization approaches in these applications.


ELF: An Extensive, Lightweight and Flexible Research Platform for Real-time Strategy Games

Neural Information Processing Systems

In this paper, we propose ELF, an Extensive, Lightweight and Flexible platform for fundamental reinforcement learning research. Using ELF, we implement a highly customizable real-time strategy (RTS) engine with three game environments (Mini-RTS, Capture the Flag and Tower Defense). Mini-RTS, as a miniature version of StarCraft, captures key game dynamics and runs at 165K frame-per-second (FPS) on a laptop. When coupled with modern reinforcement learning methods, the system can train a full-game bot against built-in AIs end-to-end in one day with 6 CPUs and 1 GPU. In addition, our platform is flexible in terms of environment-agent communication topologies, choices of RL methods, changes in game parameters, and can host existing C/C++-based game environments like ALE. Using ELF, we thoroughly explore training parameters and show that a network with Leaky ReLU and Batch Normalization coupled with long-horizon training and progressive curriculum beats the rule-based built-in AI more than 70% of the time in the full game of Mini-RTS. Strong performance is also achieved on the other two games. In game replays, we show our agents learn interesting strategies.


Ireland's 250-million-year-old gray spot

Popular Science

The folds in the tilted rock layers and differences in their erosion rate gives the limestone the step-like appearance we see today. Breakthroughs, discoveries, and DIY tips sent six days a week. While Ireland's natural landscape is known for every shade of green imaginable, a different color dominates one part of Ireland. Along the Burren Region on the country's western coast, gray limestone pavement covers the rocky and treeless landscape. NASA's Operational Land Imager (OLI) on the Landsat 8 satellite captured a view of Burren, showing the rocky landscape and an 860-foot-tall limestone hill called Moneen Mountain.


Scalable trust-region method for deep reinforcement learning using Kronecker-factored approximation

Neural Information Processing Systems

In this work, we propose to apply trust region optimization to deep reinforcement learning using a recently proposed Kronecker-factored approximation to the curvature. We extend the framework of natural policy gradient and propose to optimize both the actor and the critic using Kronecker-factored approximate curvature (K-FAC) with trust region; hence we call our method Actor Critic using Kronecker-Factored Trust Region (ACKTR). To the best of our knowledge, this is the first scalable trust region natural gradient method for actor-critic methods. It is also the method that learns non-trivial tasks in continuous control as well as discrete control policies directly from raw pixel inputs. We tested our approach across discrete domains in Atari games as well as continuous domains in the MuJoCo environment. With the proposed methods, we are able to achieve higher rewards and a 2-to 3-fold improvement in sample efficiency on average, compared to previous state-of-the-art on-policy actor-critic methods.


A multi-agent reinforcement learning model of common-pool resource appropriation

Neural Information Processing Systems

Humanity faces numerous problems of common-pool resource appropriation. This class of multi-agent social dilemma includes the problems of ensuring sustainable use of fresh water, common fisheries, grazing pastures, and irrigation systems. Abstract models of common-pool resource appropriation based on non-cooperative game theory predict that self-interested agents will generally fail to find socially positive equilibria---a phenomenon called the tragedy of the commons. However, in reality, human societies are sometimes able to discover and implement stable cooperative solutions. Decades of behavioral game theory research have sought to uncover aspects of human behavior that make this possible.


Online Learning of Optimal Bidding Strategy in Repeated Multi-Commodity Auctions

Neural Information Processing Systems

We study the online learning problem of a bidder who participates in repeated auctions. With the goal of maximizing his T-period payoff, the bidder determines the optimal allocation of his budget among his bids for $K$ goods at each period. As a bidding strategy, we propose a polynomial-time algorithm, inspired by the dynamic programming approach to the knapsack problem. The proposed algorithm, referred to as dynamic programming on discrete set (DPDS), achieves a regret order of $O(\sqrt{T\log{T}})$. By showing that the regret is lower bounded by $\Omega(\sqrt{T})$ for any strategy, we conclude that DPDS is order optimal up to a $\sqrt{\log{T}}$ term. We evaluate the performance of DPDS empirically in the context of virtual trading in wholesale electricity markets by using historical data from the New York market. Empirical results show that DPDS consistently outperforms benchmark heuristic methods that are derived from machine learning and online learning approaches.