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From Chess and Atari to StarCraft and Beyond: How Game AI is Driving the World of AI

arXiv.org Artificial Intelligence

This paper reviews the field of Game AI, which not only deals with creating agents that can play a certain game, but also with areas as diverse as creating game content automatically, game analytics, or player modelling. While Game AI was for a long time not very well recognized by the larger scientific community, it has established itself as a research area for developing and testing the most advanced forms of AI algorithms and articles covering advances in mastering video games such as StarCraft 2 and Quake III appear in the most prestigious journals. Because of the growth of the field, a single review cannot cover it completely. Therefore, we put a focus on important recent developments, including that advances in Game AI are starting to be extended to areas outside of games, such as robotics or the synthesis of chemicals. In this article, we review the algorithms and methods that have paved the way for these breakthroughs, report on the other important areas of Game AI research, and also point out exciting directions for the future of Game AI.


A Model-Based Derivative-Free Approach to Black-Box Adversarial Examples: BOBYQA

arXiv.org Machine Learning

We demonstrate that model-based derivative free optimisation algorithms can generate adversarial targeted misclassification of deep networks using fewer network queries than non-model-based methods. Specifically, we consider the black-box setting, and show that the number of networks queries is less impacted by making the task more challenging either through reducing the allowed $\ell^{\infty}$ perturbation energy or training the network with defences against adversarial misclassification. We illustrate this by contrasting the BOBYQA algorithm with the state-of-the-art model-free adversarial targeted misclassification approaches based on genetic, combinatorial, and direct-search algorithms. We observe that for high $\ell^{\infty}$ energy perturbations on networks, the aforementioned simpler model-free methods require the fewest queries. In contrast, the proposed BOBYQA based method achieves state-of-the-art results when the perturbation energy decreases, or if the network is trained against adversarial perturbations.


FSinR: an exhaustive package for feature selection

arXiv.org Machine Learning

Feature Selection (FS) is a key task in Machine Learning. It consists in selecting a number of relevant variables for the model construction or data analysis. We present the R package, FSinR, which implements a variety of widely known filter and wrapper methods, as well as search algorithms. Thus, the package provides the possibility to perform the feature selection process, which consists in the combination of a guided search on the subsets of features with the filter or wrapper methods that return an evaluation measure of those subsets. In this article, we also present some examples on the usage of the package and a comparison with other packages available in R that contain methods for feature selection.


Optimal and Greedy Algorithms for Multi-Armed Bandits with Many Arms

arXiv.org Machine Learning

We characterize Bayesian regret in a stochastic multi-armed bandit problem with a large but finite number of arms. In particular, we assume the number of arms $k$ is $T^{\alpha}$, where $T$ is the time-horizon and $\alpha$ is in $(0,1)$. We consider a Bayesian setting where the reward distribution of each arm is drawn independently from a common prior, and provide a complete analysis of expected regret with respect to this prior. Our results exhibit a sharp distinction around $\alpha = 1/2$. When $\alpha < 1/2$, the fundamental lower bound on regret is $\Omega(k)$; and it is achieved by a standard UCB algorithm. When $\alpha > 1/2$, the fundamental lower bound on regret is $\Omega(\sqrt{T})$, and it is achieved by an algorithm that first subsamples $\sqrt{T}$ arms uniformly at random, then runs UCB on just this subset. Interestingly, we also find that a sufficiently large number of arms allows the decision-maker to benefit from "free" exploration if she simply uses a greedy algorithm. In particular, this greedy algorithm exhibits a regret of $\tilde{O}(\max(k,T/\sqrt{k}))$, which translates to a {\em sublinear} (though not optimal) regret in the time horizon. We show empirically that this is because the greedy algorithm rapidly disposes of underperforming arms, a beneficial trait in the many-armed regime. Technically, our analysis of the greedy algorithm involves a novel application of the Lundberg inequality, an upper bound for the ruin probability of a random walk; this approach may be of independent interest.


Optimal Structured Principal Subspace Estimation: Metric Entropy and Minimax Rates

arXiv.org Machine Learning

Driven by a wide range of applications, many principal subspace estimation problems have been studied individually under different structural constraints. This paper presents a unified framework for the statistical analysis of a general structured principal subspace estimation problem which includes as special cases non-negative PCA/SVD, sparse PCA/SVD, subspace constrained PCA/SVD, and spectral clustering. General minimax lower and upper bounds are established to characterize the interplay between the information-geometric complexity of the structural set for the principal subspaces, the signal-to-noise ratio (SNR), and the dimensionality. The results yield interesting phase transition phenomena concerning the rates of convergence as a function of the SNRs and the fundamental limit for consistent estimation. Applying the general results to the specific settings yields the minimax rates of convergence for those problems, including the previous unknown optimal rates for non-negative PCA/SVD, sparse SVD and subspace constrained PCA/SVD.


ORCSolver: An Efficient Solver for Adaptive GUI Layout with OR-Constraints

arXiv.org Artificial Intelligence

OR-constrained (ORC) graphical user interface layouts unify conventional constraint-based layouts with flow layouts, which enables the definition of flexible layouts that adapt to screens with different sizes, orientations, or aspect ratios with only a single layout specification. Unfortunately, solving ORC layouts with current solvers is time-consuming and the needed time increases exponentially with the number of widgets and constraints. To address this challenge, we propose ORCSolver, a novel solving technique for adaptive ORC layouts, based on a branch-and-bound approach with heuristic preprocessing. We demonstrate that ORCSolver simplifies ORC specifications at runtime and our approach can solve ORC layout specifications efficiently at near-interactive rates.


Mixed Integer Programming for Searching Maximum Quasi-Bicliques

arXiv.org Artificial Intelligence

This paper is related to the problem of finding the maximal quasi-bicliques in a bipartite graph (bigraph). A quasi-biclique in the bigraph is its "almost" complete subgraph. The relaxation of completeness can be understood variously; here, we assume that the subgraph is a $\gamma$-quasi-biclique if it lacks a certain number of edges to form a biclique such that its density is at least $\gamma \in (0,1]$. For a bigraph and fixed $\gamma$, the problem of searching for the maximal quasi-biclique consists of finding a subset of vertices of the bigraph such that the induced subgraph is a quasi-biclique and its size is maximal for a given graph. Several models based on Mixed Integer Programming (MIP) to search for a quasi-biclique are proposed and tested for working efficiency. An alternative model inspired by biclustering is formulated and tested; this model simultaneously maximizes both the size of the quasi-biclique and its density, using the least-square criterion similar to the one exploited by triclustering \textsc{TriBox}.


Conceptual Game Expansion

arXiv.org Artificial Intelligence

Automated game design is the problem of automatically producing games through computational processes. Traditionally these methods have relied on the authoring of search spaces by a designer, defining the space of all possible games for the system to author. In this paper we instead learn representations of existing games and use these to approximate a search space of novel games. In a human subject study we demonstrate that these novel games are indistinguishable from human games for certain measures.


Global Convergence and Variance-Reduced Optimization for a Class of Nonconvex-Nonconcave Minimax Problems

arXiv.org Machine Learning

Nonconvex minimax problems appear frequently in emerging machine learning applications, such as generative adversarial networks and adversarial learning. Simple algorithms such as the gradient descent ascent (GDA) are the common practice for solving these nonconvex games and receive lots of empirical success. Yet, it is known that these vanilla GDA algorithms with constant step size can potentially diverge even in the convex setting. In this work, we show that for a subclass of nonconvex-nonconcave objectives satisfying a so-called two-sided Polyak-{\L}ojasiewicz inequality, the alternating gradient descent ascent (AGDA) algorithm converges globally at a linear rate and the stochastic AGDA achieves a sublinear rate. We further develop a variance reduced algorithm that attains a provably faster rate than AGDA when the problem has the finite-sum structure.


Minimax-Optimal Off-Policy Evaluation with Linear Function Approximation

arXiv.org Machine Learning

This paper studies the statistical theory of batch data reinforcement learning with function approximation. Consider the off-policy evaluation problem, which is to estimate the cumulative value of a new target policy from logged history generated by unknown behavioral policies. We study a regression-based fitted Q iteration method, and show that it is equivalent to a model-based method that estimates a conditional mean embedding of the transition operator. We prove that this method is information-theoretically optimal and has nearly minimal estimation error. In particular, by leveraging contraction property of Markov processes and martingale concentration, we establish a finite-sample instance-dependent error upper bound and a nearly-matching minimax lower bound. The policy evaluation error depends sharply on a restricted $\chi^2$-divergence over the function class between the long-term distribution of the target policy and the distribution of past data. This restricted $\chi^2$-divergence is both instance-dependent and function-class-dependent. It characterizes the statistical limit of off-policy evaluation. Further, we provide an easily computable confidence bound for the policy evaluator, which may be useful for optimistic planning and safe policy improvement.