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Exploring Gameplay With AI Agents

arXiv.org Artificial Intelligence

The process of playtesting a game is subjective, expensive and incomplete. In this paper, we present a playtesting approach that explores the game space with automated agents and collects data to answer questions posed by the designers. Rather than have agents interacting with an actual game client, this approach recreates the bare bone mechanics of the game as a separate system. Our agent is able to play in minutes what would take testers days of organic gameplay. The analysis of thousands of game simulations exposed imbalances in game actions, identified inconsequential rewards and evaluated the effectiveness of optional strategic choices. Our test case game, The Sims Mobile, was recently released and the findings shown here influenced design changes that resulted in improved player experience.


Optimizing Photonic Nanostructures via Multi-fidelity Gaussian Processes

arXiv.org Machine Learning

We apply numerical methods in combination with finite-difference-time-domain (FDTD) simulations to optimize transmission properties of plasmonic mirror color filters using a multi-objective figure of merit over a five-dimensional parameter space by utilizing novel multi-fidelity Gaussian processes approach. We compare these results with conventional derivative-free global search algorithms, such as (single-fidelity) Gaussian Processes optimization scheme, and Particle Swarm Optimization---a commonly used method in nanophotonics community, which is implemented in Lumerical commercial photonics software. We demonstrate the performance of various numerical optimization approaches on several pre-collected real-world datasets and show that by properly trading off expensive information sources with cheap simulations, one can more effectively optimize the transmission properties with a fixed budget.


Seq2Seq Mimic Games: A Signaling Perspective

arXiv.org Artificial Intelligence

We study the emergence of communication in multiagent adversarial settings inspired by the classic Imitation game. A class of three player games is used to explore how agents based on sequence to sequence (Seq2Seq) models can learn to communicate information in adversarial settings. We propose a modeling approach, an initial set of experiments and use signaling theory to support our analysis. In addition, we describe how we operationalize the learning process of actor-critic Seq2Seq based agents in these communicational games.


Adversarial Resilience Learning - Towards Systemic Vulnerability Analysis for Large and Complex Systems

arXiv.org Artificial Intelligence

Current newspapers are full of horrific tales of "cyber-attackers" threatening our energy systems. And, if not for the notorious "evil state"-actor, it is the ongoing digitization necessary to enable increasing renewable and volatile energy generation that threatens our energy supply and thus the stability of our society. And while the main approach seems to be to patch-up the detected vulnerabilities of protocols, software and controller devices, our approach is to research and develop the means to systematically design and test systems that are structurally resilient against failures and attackers alike. Security in cyber-systems mostly should be concerned with establishing asymetric control in favour of the operator of a system. In order to achieve this on a structural level at design time, reproducible benchmark tests are required.


Modelling the Dynamic Joint Policy of Teammates with Attention Multi-agent DDPG

arXiv.org Artificial Intelligence

Modelling and exploiting teammates' policies in cooperative multi-agent systems have long been an interest and also a big challenge for the reinforcement learning (RL) community. The interest lies in the fact that if the agent knows the teammates' policies, it can adjust its own policy accordingly to arrive at proper cooperations; while the challenge is that the agents' policies are changing continuously due to they are learning concurrently, which imposes difficulty to model the dynamic policies of teammates accurately. In this paper, we present \emph{ATTention Multi-Agent Deep Deterministic Policy Gradient} (ATT-MADDPG) to address this challenge. ATT-MADDPG extends DDPG, a single-agent actor-critic RL method, with two special designs. First, in order to model the teammates' policies, the agent should get access to the observations and actions of teammates. ATT-MADDPG adopts a centralized critic to collect such information. Second, to model the teammates' policies using the collected information in an effective way, ATT-MADDPG enhances the centralized critic with an attention mechanism. This attention mechanism introduces a special structure to explicitly model the dynamic joint policy of teammates, making sure that the collected information can be processed efficiently. We evaluate ATT-MADDPG on both benchmark tasks and the real-world packet routing tasks. Experimental results show that it not only outperforms the state-of-the-art RL-based methods and rule-based methods by a large margin, but also achieves better performance in terms of scalability and robustness.


Unsupervised Transfer Learning for Spoken Language Understanding in Intelligent Agents

arXiv.org Artificial Intelligence

User interaction with voice-powered agents generates large amounts of unlabeled utterances. In this paper, we explore techniques to efficiently transfer the knowledge from these unlabeled utterances to improve model performance on Spoken Language Understanding (SLU) tasks. We use Embeddings from Language Model (ELMo) to take advantage of unlabeled data by learning contextualized word representations. Additionally, we propose ELMo-Light (ELMoL), a faster and simpler unsupervised pre-training method for SLU. Our findings suggest unsupervised pre-training on a large corpora of unlabeled utterances leads to significantly better SLU performance compared to training from scratch and it can even outperform conventional supervised transfer. Additionally, we show that the gains from unsupervised transfer techniques can be further improved by supervised transfer. The improvements are more pronounced in low resource settings and when using only 1000 labeled in-domain samples, our techniques match the performance of training from scratch on 10-15x more labeled in-domain data.


Identifying Sources and Sinks in the Presence of Multiple Agents with Gaussian Process Vector Calculus

arXiv.org Artificial Intelligence

In systems of multiple agents, identifying the cause of observed agent dynamics is challenging. Often, these agents operate in diverse, non-stationary environments, where models rely on hand-crafted environment-specific features to infer influential regions in the system's surroundings. To overcome the limitations of these inflexible models, we present GP-LAPLACE, a technique for locating sources and sinks from trajectories in time-varying fields. Using Gaussian processes, we jointly infer a spatio-temporal vector field, as well as canonical vector calculus operations on that field. Notably, we do this from only agent trajectories without requiring knowledge of the environment, and also obtain a metric for denoting the significance of inferred causal features in the environment by exploiting our probabilistic method. To evaluate our approach, we apply it to both synthetic and real-world GPS data, demonstrating the applicability of our technique in the presence of multiple agents, as well as its superiority over existing methods.


Agent Embeddings: A Latent Representation for Pole-Balancing Networks

arXiv.org Artificial Intelligence

We show that it is possible to reduce a high-dimensional object like a neural network agent into a low-dimensional vector representation with semantic meaning that we call agent embeddings, akin to word or face embeddings. This can be done by collecting examples of existing networks, vectorizing their weights, and then learning a generative model over the weight space in a supervised fashion. We investigate a pole-balancing task, Cart-Pole, as a case study and show that multiple new pole-balancing networks can be generated from their agent embeddings without direct access to training data from the Cart-Pole simulator. In general, the learned embedding space is helpful for mapping out the space of solutions for a given task. We observe in the case of Cart-Pole the surprising finding that good agents make different decisions despite learning similar representations, whereas bad agents make similar (bad) decisions while learning dissimilar representations. Linearly interpolating between the latent embeddings for a good agent and a bad agent yields an agent embedding that generates a network with intermediate performance, where the performance can be tuned according to the coefficient of interpolation. Linear extrapolation in the latent space also results in performance boosts, up to a point.


Playing by the Book: Towards Agent-based Narrative Understanding through Role-playing and Simulation

arXiv.org Machine Learning

Understanding procedural text requires tracking entities, actions and effects as the narrative unfolds (often implicitly). We focus on the challenging real-world problem of structured narrative extraction in the materials science domain, where language is highly specialized and suitable annotated data is not publicly available. We propose an approach, Text2Quest, where procedural text is interpreted as instructions for an interactive game. A reinforcement-learning agent completes the game by understanding and executing the procedure correctly, in a text-based simulated lab environment. The framework is intended to be more broadly applicable to other domain-specific and data-scarce settings. We conclude with a discussion of challenges and interesting potential extensions enabled by the agent-based perspective.


The Price of Governance: A Middle Ground Solution to Coordination in Organizational Control

arXiv.org Artificial Intelligence

Achieving coordination is crucial in organizational control. This paper investigates a middle ground solution between decentralized interactions and centralized administrations for coordinating agents beyond inefficient behavior. We first propose the price of governance (PoG) to evaluate how such a middle ground solution performs in terms of effectiveness and cost. We then propose a hierarchical supervision framework to explicitly model the PoG, and define step by step how to realize the core principle of the framework and compute the optimal PoG for a control problem. Two illustrative case studies are carried out to exemplify the applications of the proposed framework and its methodology. Results show that by properly formulating and implementing each step, the hierarchical supervision framework is capable of promoting coordination among agents while bounding administrative cost to a minimum in different kinds of organizational control problems.