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Compiling Strategic Games with Complete Information into Stochastic CSPs

AAAI Conferences

Among the languages used for representing goals, actions and their consequences on the world for decision making and planning, GDL (Game Description Language) has the ability to represent complex actions in potentially uncertain and competitive environments. The aim of this paper is to exploit stochastic constraint networks in order to provide compact representations of strategic games, and to identify optimal policies in those games with generic forward checking method. From this perspective, we develop a compiler allowing to translate games, described in GDL, into instances of the Stochastic Constraint Optimization Problem (SCSP). Our compiler is proved correct for the class GDL of games with complete information and oblivious environment. The interest of our approach is illustrated by solving several GDL games with a SCSP solver.


The Impact of Determinism on Learning Atari 2600 Games

AAAI Conferences

Atari 2600 games are deterministic given a fixed policy leading to a fixed sequence of actions. This article investigates three methods for adding randomness: random initialization, epsilon-greedy action selection, and epislon-repeat action selection. These methods are evaluated by how well they are able to derail a memorizing agent without hurting the performance of a randomized agent. Results indicate that epsilon-repeat action selection best fits the desired criteria and lower values of epsilon than previously used are sufficient to derail the memorizing agent.


Modeling Spatial-Temporal Dynamics of Human Movements for Predicting Future Trajectories

AAAI Conferences

This paper presents a novel approach to modeling the dynamics of human movements with a grid-based representation.For each grid cell, we formulate the local dynamics using a variant of the left-to-right HMM, and thus explicitly model the exiting direction from the current cell. The dependency of this process on the entry direction is captured by employing the Input-Output HMM (IOHMM). On a higher level, we introduce the place where the whole trajectory originated into the IOHMM framework forming a hierarchical input structure. Therefore, we manage to capture both local spatial-temporal correlations and the long-term dependency on faraway initiating events, thus enabling the developed model to incorporate more information and to generate more informative predictions of future trajectories.The experimental results in an office corridor environment verify the capabilities of our method.


Two Algorithms for the Movements of Robotic Bodyguard Teams

AAAI Conferences

In this paper we consider a scenario where one or more robotic bodyguards are protecting an important individual (VIP) moving in a public space against harassment or harm from unarmed civilians. In this scenario, the main objective of the robots is to position themselves such that at any given moment they provide maximum physical cover for the VIP. The robots need to follow the VIP in its movement and take into account the movements of the civilians as well. The environment can also contain obstacles which present challenges to movement but also provide natural cover. We designed two algorithms for the movement of the bodyguard robots: Threat Vector Resolution (TVR) for a single robot and Quadrant Load Balancing (QLB) for teams of bodyguard robots. We evaluated the proposed approaches against rigid formations in a simulation study.


Trust, Influence and Reputation Management Based on Human Reasoning

AAAI Conferences

Understanding trust, influence and reputation and constructing computational models of these notions are two essential scientific challenges in computer science as well as social sciences. Although scientists in both disciplines have independently conducted research on these topics over the last couple of decades, there is a huge gap between two literatures. This paper therefore illustrates an interdisciplinary work-in-progress on trust, influence and reputation modeling based on human reasoning. Using a survey-based data collection approach, we would like to understand how humans gain/lose trust in their daily life interactions and how behavior/attitudes of humans can be influenced or shaped in various social encounters. The data will be then transformed into mathematical models to be used in technological or software systems.


Solving Games with Functional Regret Estimation

AAAI Conferences

We propose a novel online learning method for minimizing regret in large extensive-form games. The approach learns a function approximator online to estimate the regret for choosing a particular action. A no-regret algorithm uses these estimates in place of the true regrets to define a sequence of policies. We prove the approach sound by providing a bound relating the quality of the function approximation and regret of the algorithm. A corollary being that the method is guaranteed to converge to a Nash equilibrium in self-play so long as the regrets are ultimately realizable by the function approximator. Our technique can be understood as a principled generalization of existing work on abstraction in large games; in our work, both the abstraction as well as the equilibrium are learned during self-play. We demonstrate empirically the method achieves higher quality strategies than state-of-the-art abstraction techniques given the same resources.


Contract Bridge Bidding by Learning

AAAI Conferences

Contract bridge is an example of an incomplete information game for which computers typically do not perform better than expert human bridge players. In particular, the typical bidding decisions of human bridge players are difficult to mimic with a computer program, and thus automatic bridge bidding remains to be a challenging research problem. Currently, the possibility of automatic bidding without mimicking human players has not been fully studied. In this work, we take an initiative to study such a possibility for the specific problem of bidding without competition. We propose a novel learning framework to let a computer program learn its own bidding decisions. The framework transforms the bidding problem into a learning problem, and then solves the problem with a carefully designed model that consists of cost-sensitive classifiers and upper-confidence-bound algorithms. We validate the proposed model and find that it performs competitively to the champion computer bridge program that mimics human bidding decisions.


Hierarchical Abstraction, Distributed Equilibrium Computation, and Post-Processing, with Application to a Champion No-Limit Texas Hold'em Agent

AAAI Conferences

The leading approach for solving large imperfect-information games is automated abstraction followed by running an equilibrium-finding algorithm. We introduce a distributed version of the most commonly used equilibrium-finding algorithm, counterfactual regret minimization (CFR), which enables CFR to scale to dramatically larger abstractions and numbers of cores. The new algorithm begets constraints on the abstraction so as to make the pieces running on different computers disjoint. We introduce an algorithm for generating such abstractions while capitalizing on state-of-the-art abstraction ideas such as imperfect recall and earth-mover's distance. Our techniques enabled an equilibrium computation of unprecedented size on a supercomputer with a high inter-blade memory latency. Prior approaches run slowly on this architecture. Our approach also leads to a significant improvement over using the prior best approach on a large shared-memory server with low memory latency. Finally, we introduce a family of post-processing techniques that outperform prior ones. We applied these techniques to generate an agent for two-player no-limit Texas Hold'em that won the 2014 Annual Computer Poker Competition, beating each opponent with statistical significance.


Agents Vote for the Environment: Designing Energy-Efficient Architecture

AAAI Conferences

Saving energy is a major concern. Hence, it is fundamental to design and construct buildings that are energy-efficient. It is known that the early stage of architectural design has a significant impact on this matter. However, it is complex to create designs that are optimally energy efficient, and at the same time balance other essential criterias such as economics, space, and safety. One state-of-the art approach is to create parametric designs, and use a genetic algorithm to optimize across different objectives. We further improve this method, by aggregating the solutions of multiple agents. We evaluate diverse teams, composed by different agents; and uniform teams, composed by multiple copies of a single agent. We test our approach across three design cases of increasing complexity, and show that the diverse team provides a significantly larger percentage of optimal solutions than single agents.


NOTES2: Networks-of-Traces for Epidemic Spread Simulations

AAAI Conferences

Decision making and intervention against infectious diseases require analysis of large volumes of data, including demographic data, contact networks, age-specific contact rates, mobility networks, and healthcare and control intervention data and models. In this paper, we present our Networks-Of-Traces for Epidemic Spread Simulations (NOTES2) model and system which aim at assisting experts and helping them explore existing simulation trace data sets. NOTES2 supports analysis and indexing of simulation data sets as well as parameter and feature analysis, including identification of unknown dependencies across the input parameters and output variables spanning the different layers of the observation and simulation data.