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A Novel CNet-assisted Evolutionary Level Repairer and Its Applications to Super Mario Bros
Shu, Tianye, Wang, Ziqi, Liu, Jialin, Yao, Xin
Applying latent variable evolution to game level design has become more and more popular as little human expert knowledge is required. However, defective levels with illegal patterns may be generated due to the violation of constraints for level design. A traditional way of repairing the defective levels is programming specific rule-based repairers to patch the flaw. However, programming these constraints is sometimes complex and not straightforward. An autonomous level repairer which is capable of learning the constraints is needed. In this paper, we propose a novel approach, CNet, to learn the probability distribution of tiles giving its surrounding tiles on a set of real levels, and then detect the illegal tiles in generated new levels. Then, an evolutionary repairer is designed to search for optimal replacement schemes equipped with a novel search space being constructed with the help of CNet and a novel heuristic function. The proposed approaches are proved to be effective in our case study of repairing GAN-generated and artificially destroyed levels of Super Mario Bros. game. Our CNet-assisted evolutionary repairer can also be easily applied to other games of which the levels can be represented by a matrix of objects or tiles.
Solve Traveling Salesman Problem by Monte Carlo Tree Search and Deep Neural Network
Xing, Zhihao, Tu, Shikui, Xu, Lei
We present a self-learning approach that combines deep reinforcement learning and Monte Carlo tree search to solve the traveling salesman problem. The proposed approach has two advantages. First, it adopts deep reinforcement learning to compute the value functions for decision, which removes the need of hand-crafted features and labelled data. Second, it uses Monte Carlo tree search to select the best policy by comparing different value functions, which increases its generalization ability. Experimental results show that the proposed method performs favorably against other methods in small-to-medium problem settings. And it shows comparable performance as state-of-the-art in large problem setting.
Competing in a Complex Hidden Role Game with Information Set Monte Carlo Tree Search
Advances in intelligent game playing agents have led to successes in perfect information games like Go and imperfect information games like Poker. The Information Set Monte Carlo Tree Search (ISMCTS) family of algorithms outperforms previous algorithms using Monte Carlo methods in imperfect information games. In this paper, Single Observer Information Set Monte Carlo Tree Search (SO-ISMCTS) is applied to Secret Hitler, a popular social deduction board game that combines traditional hidden role mechanics with the randomness of a card deck. This combination leads to a more complex information model than the hidden role and card deck mechanics alone. It is shown in 10108 simulated games that SO-ISMCTS plays as well as simpler rule based agents, and demonstrates the potential of ISMCTS algorithms in complicated information set domains.
Many-Objective Software Remodularization using NSGA-III
Mkaouer, Mohamed Wiem, Kessentini, Marouane, Shaout, Adnan, Koligheu, Patrice, Bechikh, Slim, Deb, Kalyanmoy, Ouni, Ali
Software systems nowadays are complex and difficult to maintain due to continuous changes and bad design choices. To handle the complexity of systems, software products are, in general, decomposed in terms of packages/modules containing classes that are dependent. However, it is challenging to automatically remodularize systems to improve their maintainability. The majority of existing remodularization work mainly satisfy one objective which is improving the structure of packages by optimizing coupling and cohesion. In addition, most of existing studies are limited to only few operation types such as move class and split packages. Many other objectives, such as the design semantics, reducing the number of changes and maximizing the consistency with development change history, are important to improve the quality of the software by remodularizing it. In this paper, we propose a novel many-objective search-based approach using NSGA-III. The process aims at finding the optimal remodularization solutions that improve the structure of packages, minimize the number of changes, preserve semantics coherence, and re-use the history of changes. We evaluate the efficiency of our approach using four different open-source systems and one automotive industry project, provided by our industrial partner, through a quantitative and qualitative study conducted with software engineers.
Data-driven Algorithm for Scheduling with Total Tardiness
Bouška, Michal, Novák, Antonín, Šůcha, Přemysl, Módos, István, Hanzálek, Zdeněk
In this paper, we investigate the use of deep learning for solving a classical NP-Hard single machine scheduling problem where the criterion is to minimize the total tardiness. Instead of designing an end-to-end machine learning model, we utilize well known decomposition of the problem and we enhance it with a data-driven approach. We have designed a regressor containing a deep neural network that learns and predicts the criterion of a given set of jobs. The network acts as a polynomial-time estimator of the criterion that is used in a single-pass scheduling algorithm based on Lawler's decomposition theorem. Essentially, the regressor guides the algorithm to select the best position for each job. The experimental results show that our data-driven approach can efficiently generalize information from the training phase to significantly larger instances (up to 350 jobs) where it achieves an optimality gap of about 0.5%, which is four times less than the gap of the state-of-the-art NBR heuristic.
Positional Games and QBF: The Corrective Encoding
Mayer-Eichberger, Valentin, Saffidine, Abdallah
Positional games are a mathematical class of two-player games comprising Tictac-toe and its generalizations. We propose a novel encoding of these games into Quantified Boolean Formulas (QBFs) such that a game instance admits a winning strategy for first player if and only if the corresponding formula is true. Our approach improves over previous QBF encodings of games in multiple ways. First, it is generic and lets us encode other positional games, such as Hex. Second, structural properties of positional games together with a careful treatment of illegal moves let us generate more compact instances that can be solved faster by state-of-the-art QBF solvers. We establish the latter fact through extensive experiments. Finally, the compactness of our new encoding makes it feasible to translate realistic game problems. We identify a few such problems of historical significance and put them forward to the QBF community as milestones of increasing difficulty.
Monotone Boolean Functions, Feasibility/Infeasibility, LP-type problems and MaxCon
Suter, David, Tennakoon, Ruwan, Zhang, Erchuan, Chin, Tat-Jun, Bab-Hadiashar, Alireza
This paper outlines connections between Monotone Boolean Functions, LP-Type problems and the Maximum Consensus Problem. The latter refers to a particular type of robust fitting characterisation, popular in Computer Vision (MaxCon). Indeed, this is our main motivation but we believe the results of the study of these connections are more widely applicable to LP-type problems (at least 'thresholded versions', as we describe), and perhaps even more widely. We illustrate, with examples from Computer Vision, how the resulting perspectives suggest new algorithms. Indeed, we focus, in the experimental part, on how the Influence (a property of Boolean Functions that takes on a special form if the function is Monotone) can guide a search for the MaxCon solution.
Enriching Documents with Compact, Representative, Relevant Knowledge Graphs
Li, Shuxin, Huang, Zixian, Cheng, Gong, Kharlamov, Evgeny, Gunaratna, Kalpa
A prominent application of knowledge graph (KG) is document enrichment. Existing methods identify mentions of entities in a background KG and enrich documents with entity types and direct relations. We compute an entity relation subgraph (ERG) that can more expressively represent indirect relations among a set of mentioned entities. To find compact, representative, and relevant ERGs for effective enrichment, we propose an efficient best-first search algorithm to solve a new combinatorial optimization problem that achieves a trade-off between representativeness and compactness, and then we exploit ontological knowledge to rank ERGs by entity-based document-KG and intra-KG relevance. Extensive experiments and user studies show the promising performance of our approach.
BOP-Elites, a Bayesian Optimisation algorithm for Quality-Diversity search
Quality Diversity (QD) algorithms such as MAP-Elites are a class of optimisation techniques that attempt to find a set of high-performing points from an objective function while enforcing behavioural diversity of the points over one or more interpretable, user chosen, feature functions. In this paper we propose the Bayesian Optimisation of Elites (BOP-Elites) algorithm that uses techniques from Bayesian Optimisation to explicitly model both quality and diversity with Gaussian Processes. By considering user defined regions of the feature space as 'niches' our task is to find the optimal solution in each niche. We propose a novel acquisition function to intelligently choose new points that provide the highest expected improvement to the ensemble problem of identifying the best solution in every niche. In this way each function evaluation enriches our modelling and provides insight to the whole problem, naturally balancing exploration and exploitation of the search space. The resulting algorithm is very effective in identifying the parts of the search space that belong to a niche in feature space, and finding the optimal solution in each niche. It is also significantly more sample efficient than simpler benchmark approaches. BOP-Elites goes further than existing QD algorithms by quantifying the uncertainty around our predictions and offering additional illumination of the search space through surrogate models.
Sparsifying Parity-Check Matrices
Russo, Luís M. S., Dietz, Tobias, Figueira, José Rui, Francisco, Alexandre P., Ruzika, Stefan
Parity check matrices (PCMs) are used to define linear error correcting codes and ensure reliable information transmission over noisy channels. The set of codewords of such a code is the null space of this binary matrix. We consider the problem of minimizing the number of one-entries in parity-check matrices. In the maximum-likelihood (ML) decoding method, the number of ones in PCMs is directly related to the time required to decode messages. We propose a simple matrix row manipulation heuristic which alters the PCM, but not the code itself. We apply simulated annealing and greedy local searches to obtain PCMs with a small number of one entries quickly, i.e. in a couple of minutes or hours when using mainstream hardware. The resulting matrices provide faster ML decoding procedures, especially for large codes.