Evolutionary Systems
Who Killed Albert Einstein? From Open Data to Murder Mystery Games
Barros, Gabriella A. B., Green, Michael Cerny, Liapis, Antonios, Togelius, Julian
This paper presents a framework for generating adventure games from open data. Focusing on the murder mystery type of adventure games, the generator is able to transform open data from Wikipedia articles, OpenStreetMap and images from Wikimedia Commons into WikiMysteries. Every WikiMystery game revolves around the murder of a person with a Wikipedia article and populates the game with suspects who must be arrested by the player if guilty of the murder or absolved if innocent. Starting from only one person as the victim, an extensive generative pipeline finds suspects, their alibis, and paths connecting them from open data, transforms open data into cities, buildings, non-player characters, locks and keys and dialog options. The paper describes in detail each generative step, provides a specific playthrough of one WikiMystery where Albert Einstein is murdered, and evaluates the outcomes of games generated for the 100 most influential people of the 20th century.
Evolved Policy Gradients
Houthooft, Rein, Chen, Richard Y., Isola, Phillip, Stadie, Bradly C., Wolski, Filip, Ho, Jonathan, Abbeel, Pieter
We propose a meta-learning approach for learning gradient-based reinforcement learning (RL) algorithms. The idea is to evolve a differentiable loss function, such that an agent, which optimizes its policy to minimize this loss, will achieve high rewards. The loss is parametrized via temporal convolutions over the agent's experience. Because this loss is highly flexible in its ability to take into account the agent's history, it enables fast task learning and eliminates the need for reward shaping at test time. Empirical results show that our evolved policy gradient algorithm achieves faster learning on several randomized environments compared to an off-the-shelf policy gradient method. Moreover, at test time, our learner optimizes only its learned loss function, and requires no explicit reward signal. In effect, the agent internalizes the reward structure, suggesting a direction toward agents that learn to solve new tasks simply from intrinsic motivation.
Introduction to Genetic Algorithms -- Including Example Code
A genetic algorithm is a search heuristic that is inspired by Charles Darwin's theory of natural evolution. This algorithm reflects the process of natural selection where the fittest individuals are selected for reproduction in order to produce offspring of the next generation. The process of natural selection starts with the selection of fittest individuals from a population. They produce offspring which inherit the characteristics of the parents and will be added to the next generation. If parents have better fitness, their offspring will be better than parents and have a better chance at surviving.
Sentient Ascend: AI-Based Massively Multivariate Conversion Rate Optimization
Miikkulainen, Risto (The University of Texas at Austin) | Iscoe, Neil (Sentient Technologies) | Shagrin, Aaron (Sentient Technologies) | Rapp, Ryan (Sentient Technologies) | Nazari, Sam (Sentient Technologies) | McGrath, Patrick (Sentient Technologies) | Schoolland, Cory (Sentient Technologies) | Achkar, Elyas (Sentient Technologies) | Brundage, Myles (Sentient Technologies ) | Miller, Jeremy (Sentient Technologies ) | Epstein, Jonathan (Sentient Technologies) | Lamba, Gurmeet (Sentient Technologies)
Conversion rate optimization (CRO) means designing an e-commerce web interface so that as many users as possible take a desired action such as registering for an account, requesting a contact, or making a purchase. Such design is usually done by hand, evaluating one change at a time through A/B testing, or evaluating all combinations of two or three variables through multivariate testing. Traditional CRO is thus limited to a small fraction of the design space only. This paper describes Sentient Ascend, an automatic CRO system that uses evolutionary search to discover effective web interfaces given a human-designed search space. Design candidates are evaluated in parallel on line with real users, making it possible to discover and utilize interactions between the design elements that are difficult to identify otherwise. A commercial product since September 2016, Ascend has been applied to numerous web interfaces across industries and search space sizes, with up to four-fold improvements over human design. Ascend can therefore be seen as massively multivariate CRO made possible by AI.
Optimizing Interventions via Offline Policy Evaluation: Studies in Citizen Science
Segal, Avi (Ben-Gurion University of the Negev) | Gal, Kobi (Ben-Gurion University of the Negev) | Kamar, Ece (Microsoft Research, Redmond WA) | Horvitz, Eric (Microsoft Research, Redmond WA) | Miller, Grant (University of Oxford)
Volunteers who help with online crowdsourcing such as citizen science tasks typically make only a few contributions before exiting. We propose a computational approach for increasing users' engagement in such settings that is based on optimizing policies for displaying motivational messages to users. The approach, which we refer to as Trajectory Corrected Intervention (TCI), reasons about the tradeoff between the long-term influence of engagement messages on participants' contributions and the potential risk of disrupting their current work. We combine model-based reinforcement learning with off-line policy evaluation to generate intervention policies, without relying on a fixed representation of the domain. TCI works iteratively to learn the best representation from a set of random intervention trials and to generate candidate intervention policies. It is able to refine selected policies off-line by exploiting the fact that users can only be interrupted once per session.We implemented TCI in the wild with Galaxy Zoo, one of the largest citizen science platforms on the web. We found that TCI was able to outperform the state-of-the-art intervention policy for this domain, and significantly increased the contributions of thousands of users. This work demonstrates the benefit of combining traditional AI planning with off-line policy methods to generate intelligent intervention strategies.
Noisy Derivative-Free Optimization With Value Suppression
Wang, Hong (Nanjing University) | Qian, Hong (Nanjing University) | Yu, Yang (Nanjing University)
Derivative-free optimization has shown advantage in solving sophisticated problems such as policy search, when the environment is noise-free. Many real-world environments are noisy, where solution evaluations are inaccurate due to the noise. Noisy evaluation can badly injure derivative-free optimization, as it may make a worse solution looks better. Sampling is a straightforward way to reduce noise, while previous studies have shown that delay the noise handling to the comparison time point (i.e., threshold selection) can be helpful for derivative-free optimization. This work further delays the noise handling, and proposes a simple noise handling mechanism, i.e., value suppression. By value suppression, we do nothing about noise until the best-so-far solution has not been improved for a period, and then suppress the value of the best-so-far solution and continue the optimization. On synthetic problems as well as reinforcement learning tasks, experiments verify that value suppression can be significantly more effective than the previous methods.
On the Time and Space Complexity of Genetic Programming for Evolving Boolean Conjunctions
Lissovoi, Andrei (University of Sheffield) | Oliveto, Pietro S. (University of Sheffield)
Genetic Programming (GP) is a general purpose bio-inspired meta-heuristic for the evolution of computer programs. In contrast to the several successful applications, there is little understanding of the working principles behind GP. In this paper we present a performance analysis that sheds light on the behaviour of simple GP systems for evolving conjunctions of n variables (AND_n). The analysis of a random local search GP system with minimal terminal and function sets reveals the relationship between the number of iterations and the expected error of the evolved program on the complete training set. Afterwards we consider a more realistic GP system equipped with a global mutation operator and prove that it can efficiently solve AND_n by producing programs of linear size that fit a training set to optimality and with high probability generalise well. Additionally, we consider more general problems which extend the terminal set with undesired variables or negated variables. In the presence of undesired variables, we prove that, if non-strict selection is used, then the algorithm fits the complete training set efficiently while the strict selection algorithm may fail with high probability unless the substitution operator is switched off. In the presence of negations, we show that while the algorithms fail to fit the complete training set, the constructed solutions generalise well. Finally, from a problem hardness perspective, we reveal the existence of small training sets that allow the evolution of the exact conjunctions even in the presence of negations or of undesired variables.
A.I. perfectly predicted last year's Super Bowl score. What happens to betting?
Competitive sports are ultimately numbers games. Whether it's a gymnast racking up points on a balance beam, a tennis player acing her opponent, or a football team scoring on a last second Hail Mary, all matches are won and lost by numbers. There are upsets, comebacks, and situations when the losing team still seems to outperform the other -- but, even then, victory distills into digits. As such, it's obvious that many sports lend themselves nicely to the type of mathematical analyses that let keen-eyed statisticians predict outcomes -- maybe even exact scores -- just by crunching a bunch of numbers. After all, that's the basis of sports betting, and it's helped baseball managers craft winning teams on a tight budget just by considering little more than batting average, runs batted in, and stolen bases.
Parameter Space Noise for Exploration
Plappert, Matthias, Houthooft, Rein, Dhariwal, Prafulla, Sidor, Szymon, Chen, Richard Y., Chen, Xi, Asfour, Tamim, Abbeel, Pieter, Andrychowicz, Marcin
Deep reinforcement learning (RL) methods generally engage in exploratory behavior through noise injection in the action space. An alternative is to add noise directly to the agent's parameters, which can lead to more consistent exploration and a richer set of behaviors. Methods such as evolutionary strategies use parameter perturbations, but discard all temporal structure in the process and require significantly more samples. Combining parameter noise with traditional RL methods allows to combine the best of both worlds. We demonstrate that both off- and on-policy methods benefit from this approach through experimental comparison of DQN, DDPG, and TRPO on high-dimensional discrete action environments as well as continuous control tasks. Our results show that RL with parameter noise learns more efficiently than traditional RL with action space noise and evolutionary strategies individually.