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Mutation Models: Learning to Generate Levels by Imitating Evolution

arXiv.org Artificial Intelligence

Search-based procedural content generation (PCG) is a well-known method for level generation in games. Its key advantage is that it is generic and able to satisfy functional constraints. However, due to the heavy computational costs to run these algorithms online, search-based PCG is rarely utilized for real-time generation. In this paper, we introduce mutation models, a new type of iterative level generator based on machine learning. We train a model to imitate the evolutionary process and use the trained model to generate levels. This trained model is able to modify noisy levels sequentially to create better levels without the need for a fitness function during inference. We evaluate our trained models on a 2D maze generation task. We compare several different versions of the method: training the models either at the end of evolution (normal evolution) or every 100 generations (assisted evolution) and using the model as a mutation function during evolution. Using the assisted evolution process, the final trained models are able to generate mazes with a success rate of 99% and high diversity of 86%. The trained model is many times faster than the evolutionary process it was trained on. This work opens the door to a new way of learning level generators guided by an evolutionary process, meaning automatic creation of generators with specifiable constraints and objectives that are fast enough for runtime deployment in games.


A Survey of Open Source Automation Tools for Data Science Predictions

arXiv.org Artificial Intelligence

We present an expository overview of technical and cultural challenges to the development and adoption of automation at various stages in the data science prediction lifecycle, restricting focus to supervised learning with structured datasets. In addition, we review popular open source Python tools implementing common solution patterns for the automation challenges and highlight gaps where we feel progress still demands to be made.


A model-based approach to meta-Reinforcement Learning: Transformers and tree search

arXiv.org Artificial Intelligence

Meta-learning is a line of research that develops the ability to leverage past experiences to efficiently solve new learning problems. Meta-Reinforcement Learning (meta-RL) methods demonstrate a capability to learn behaviors that efficiently acquire and exploit information in several meta-RL problems. In this context, the Alchemy benchmark has been proposed by Wang et al. [2021]. Alchemy features a rich structured latent space that is challenging for state-of-the-art model-free RL methods. These methods fail to learn to properly explore then exploit. We develop a model-based algorithm. We train a model whose principal block is a Transformer Encoder to fit the symbolic Alchemy environment dynamics. Then we define an online planner with the learned model using a tree search method. This algorithm significantly outperforms previously applied model-free RL methods on the symbolic Alchemy problem. Our results reveal the relevance of model-based approaches with online planning to perform exploration and exploitation successfully in meta-RL. Moreover, we show the efficiency of the Transformer architecture to learn complex dynamics that arise from latent spaces present in meta-RL problems.


Evolving symbolic density functionals

arXiv.org Artificial Intelligence

Systematic development of accurate density functionals has been a decades-long challenge for scientists. Despite the emerging application of machine learning (ML) in approximating functionals, the resulting ML functionals usually contain more than tens of thousands parameters, which makes a huge gap in the formulation with the conventional human-designed symbolic functionals. We propose a new framework, Symbolic Functional Evolutionary Search (SyFES), that automatically constructs accurate functionals in the symbolic form, which is more explainable to humans, cheaper to evaluate, and easier to integrate to existing density functional theory codes than other ML functionals. We first show that without prior knowledge, SyFES reconstructed a known functional from scratch. We then demonstrate that evolving from an existing functional $\omega$B97M-V, SyFES found a new functional, GAS22 (Google Accelerated Science 22), that performs better for the majority of molecular types in the test set of Main Group Chemistry Database (MGCDB84). Our framework opens a new direction in leveraging computing power for the systematic development of symbolic density functionals.


On Linking Level Segments

arXiv.org Artificial Intelligence

An increasingly common area of study in procedural content generation is the creation of level segments: short pieces that can be used to form larger levels. Previous work has used basic concatenation to form these larger levels. However, even if the segments themselves are completable and well-formed, concatenation can fail to produce levels that are completable and can cause broken in-game structures (e.g. malformed pipes in Mario). We show this with three tile-based games: a side-scrolling platformer, a vertical platformer, and a top-down roguelike. Additionally, we present a Markov chain and a tree search algorithm that finds a link between two level segments, which uses filters to ensure completability and unbroken in-game structures in the linked segments. We further show that these links work well for multi-segment levels. We find that this method reliably finds links between segments and is customizable to meet a designer's needs.


Deterministic Graph-Walking Program Mining

arXiv.org Artificial Intelligence

Owing to their versatility, graph structures admit representations of intricate relationships between the separate entities comprising the data. We formalise the notion of connection between two vertex sets in terms of edge and vertex features by introducing graph-walking programs. We give two algorithms for mining of deterministic graph-walking programs that yield programs in the order of increasing length. These programs characterise linear long-distance relationships between the given two vertex sets in the context of the whole graph.


One Model, Any CSP: Graph Neural Networks as Fast Global Search Heuristics for Constraint Satisfaction

arXiv.org Artificial Intelligence

We propose a universal Graph Neural Network architecture which can be trained as an end-2-end search heuristic for any Constraint Satisfaction Problem (CSP). Our architecture can be trained unsupervised with policy gradient descent to generate problem specific heuristics for any CSP in a purely data driven manner. The approach is based on a novel graph representation for CSPs that is both generic and compact and enables us to process every possible CSP instance with one GNN, regardless of constraint arity, relations or domain size. Unlike previous RL-based methods, we operate on a global search action space and allow our GNN to modify any number of variables in every step of the stochastic search. This enables our method to properly leverage the inherent parallelism of GNNs. We perform a thorough empirical evaluation where we learn heuristics for well known and important CSPs from random data, including graph coloring, MaxCut, 3-SAT and MAX-k-SAT. Our approach outperforms prior approaches for neural combinatorial optimization by a substantial margin. It can compete with, and even improve upon, conventional search heuristics on test instances that are several orders of magnitude larger and structurally more complex than those seen during training.


Rubik's Cube solution unlocked by memorising 3915 final move sequences

New Scientist

A speedcuber has combined two commonly used final moves into one to solve a Rubik's cube A Rubik's cube solver has become the first person to show proof of successfully combining the final two steps of solving the mechanical puzzle into one move. The feat required the memorisation of thousands of possible sequences for the final step. Most skilled speedcubers – people who compete to solve Rubik's cubes with the most speed and efficiency – choose to solve the final layer of the cube with two separate moves that involve 57 possible sequences for the penultimate step and 21 possible sequences for the final move. Combining those two separate actions into a single move requires a person to memorise 3915 possible sequences. These sequences were previously known to be possible, but nobody is reported to have successfully achieved this so-called "Full 1 Look Last Layer" (Full 1LLL) move until a speedcuber going by the online username "edmarter" shared a YouTube video demonstrating that accomplishment.


Google will modify search algorithms to tackle clickbait

The Guardian

Google is tweaking its search results in an effort to prioritise "content by people, for people" and fight back against the scourge of clickbait, the company says. "We know people don't find content helpful if it seems like it was designed to attract clicks rather than inform readers," Danny Sullivan, from Google, said in a blog post. "Many of us have experienced the frustration of visiting a webpage that seems like it has what we're looking for, but doesn't live up to our expectations. The content might not have the insights you want, or it may not even seem like it was created for, or even by, a person." So-called "SEO spam", content written explicitly for the purposes of appearing high up on the results pages of search engines, has long been a thorn in the side of companies like Google.


Accelerating sampling-based optimal path planning via adaptive informed sampling

arXiv.org Artificial Intelligence

This paper improves the performance of RRT*-like sampling-based path planners by combining admissible informed sampling and local sampling (i.e., sampling the neighborhood of the current solution). An adaptive strategy that accounts for the cost progression regulates the trade-off between exploration (admissible informed sampling) and exploitation (local sampling). The paper proves that the resulting algorithm is asymptotically optimal. Furthermore, its convergence rate is superior to that of state-of-the-art path planners, such as Informed-RRT*, both in simulations and manufacturing case studies. An open-source ROS-compatible implementation is also released.