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General Video Game Rule Generation

arXiv.org Artificial Intelligence

We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate the rules of a game that fits that level. This can be seen as the inverse of the General Video Game Level Generation problem. Conceptualizing these two problems as separate helps breaking the very hard problem of generating complete games into smaller, more manageable subproblems. The proposed framework builds on the GVGAI software and thus asks the rule generator for rules defined in the Video Game Description Language. We describe the API, and three different rule generators: a random, a constructive and a search-based generator. Early results indicate that the constructive generator generates playable and somewhat interesting game rules but has a limited expressive range, whereas the search-based generator generates remarkably diverse rulesets, but with an uneven quality.


Causal Discovery with Reinforcement Learning

arXiv.org Machine Learning

Discovering causal structure among a set of variables is a fundamental problem in many empirical sciences. Traditional score-based casual discovery methods rely on various local heuristics to search for a directly acyclic graph (DAG) according to a predefined score function. While these methods, e.g., greedy equivalence search (GES), may have attractive results with infinite samples and certain model assumptions, they are less satisfactory in practice due to finite data and possible violation of assumptions. Motivated by recent advances in neural combinatorial optimization, we propose to use reinforcement learning (RL) to search for the DAG with the best scoring. Our encoder-decoder model takes observable data as input and generates graph adjacency matrices that are used to compute corresponding rewards. The reward incorporates both the predefined score function and two penalty terms for enforcing acyclicity. In contrast with typical RL applications where the goal is to learn a policy, we use RL as a search strategy and our final output would be the graph, among all graphs generated during training, that achieves the best reward. We conduct experiments on both synthetic and real data, and show that the proposed approach not only has an improved search ability but also allows for a flexible score function under the acyclicity constraint.


Online Learning and Planning in Partially Observable Domains without Prior Knowledge

arXiv.org Artificial Intelligence

How an agent can act optimally in stochastic, partially observable domains is a challenge problem, the standard approach to address this issue is to learn the domain model firstly and then based on the learned model to find the (near) optimal policy. However, offline learning the model often needs to store the entire training data and cannot utilize the data generated in the planning phase. Furthermore, current research usually assumes the learned model is accurate or presupposes knowledge of the nature of the unobservable part of the world. In this paper, for systems with discrete settings, with the benefits of Predictive State Representations~(PSRs), a model-based planning approach is proposed where the learning and planning phases can both be executed online and no prior knowledge of the underlying system is required. Experimental results show compared to the state-of-the-art approaches, our algorithm achieved a high level of performance with no prior knowledge provided, along with theoretical advantages of PSRs. Source code is available at https://github.com/DMU-XMU/PSR-MCTS-Online.


Two-step Constructive Approaches for Dungeon Generation

arXiv.org Artificial Intelligence

This paper presents a two-step generative approach for creating While research on level generation focuses on level generators dungeons in the rogue-like puzzle game MiniDungeons 2. Generation based on stochastic search [14], constraint solving [11, 12], or machine is split into two steps, initially producing the architectural learning [13], level generation in published games is mostly layout of the level as its walls and floor tiles, and then furnishing it carried out via constructive algorithms. Unlike generate-and-test with game objects representing the player's start and goal position, processes, constructive generators do not evaluate and regenerate challenges and rewards. Three layout creators and three furnishers output; for example, cellular automata and grammars can be used are introduced in this paper, which can be combined in different for constructive generation, as well as more freeform approaches ways in the two-step generative process for producing diverse dungeons such as diggers [10]. Such generators are computationally lightweight levels. Layout creators generate the floors and walls of a level, since they do not evaluate their generated output. This while furnishers populate it with monsters, traps, and treasures.


Reinforcement Learning for Integer Programming: Learning to Cut

arXiv.org Machine Learning

Integer programming (IP) is a general optimization framework widely applicable to a variety of unstructured and structured problems arising in, e.g., scheduling, production planning, and graph optimization. As IP models many provably hard to solve problems, modern IP solvers rely on many heuristics. These heuristics are usually human-designed, and naturally prone to suboptimality. The goal of this work is to show that the performance of those solvers can be greatly enhanced using reinforcement learning (RL). In particular, we investigate a specific methodology for solving IPs, known as the Cutting Plane Method. This method is employed as a subroutine by all modern IP solvers. We present a deep RL formulation, network architecture, and algorithms for intelligent adaptive selection of cutting planes (aka cuts). Across a wide range of IP tasks, we show that the trained RL agent significantly outperforms human-designed heuristics, and effectively generalizes to 10X larger instances and across IP problem classes. The trained agent is also demonstrated to benefit the popular downstream application of cutting plane methods in Branch-and-Cut algorithm, which is the backbone of state-of-the-art commercial IP solvers.


SPoC: Search-based Pseudocode to Code

arXiv.org Machine Learning

We consider the task of mapping pseudocode to long programs that are functionally correct. Given test cases as a mechanism to validate programs, we search over the space of possible translations of the pseudocode to find a program that passes the validation. However, without proper credit assignment to localize the sources of program failures, it is difficult to guide search toward more promising programs. We propose to perform credit assignment based on signals from compilation errors, which constitute 88.7% of program failures. Concretely, we treat the translation of each pseudocode line as a discrete portion of the program, and whenever a synthesized program fails to compile, an error localization method tries to identify the portion of the program responsible for the failure. We then focus search over alternative translations of the pseudocode for those portions. For evaluation, we collected the SPoC dataset (Search-based Pseudocode to Code) containing 18,356 programs with human-authored pseudocode and test cases. Under a budget of 100 program compilations, performing search improves the synthesis success rate over using the top-one translation of the pseudocode from 25.6% to 44.7%.


Automated Machine Learning: State-of-The-Art and Open Challenges

arXiv.org Machine Learning

With the continuous and vast increase in the amount of data in our digital world, it has been acknowledged that the number of knowledgeable data scientists can not scale to address these challenges. Thus, there was a crucial need for automating the process of building good machine learning models. In the last few years, several techniques and frameworks have been introduced to tackle the challenge of automating the process of Combined Algorithm Selection and Hyper-parameter tuning (CASH) in the machine learning domain. The main aim of these techniques is to reduce the role of the human in the loop and fill the gap for non-expert machine learning users by playing the role of the domain expert. In this paper, we present a comprehensive survey for the state-of-the-art efforts in tackling the CASH problem. In addition, we highlight the research work of automating the other steps of the full complex machine learning pipeline (AutoML) from data understanding till model deployment. Furthermore, we provide comprehensive coverage for the various tools and frameworks that have been introduced in this domain. Finally, we discuss some of the research directions and open challenges that need to be addressed in order to achieve the vision and goals of the AutoML process.


Artificial Intelligence 2018: Build the Most Powerful AI

#artificialintelligence

Two months ago we discovered that a very new kind of AI was invented. The kind of AI which is based on a genius idea and that you can build from scratch and without the need for any framework. We checked that out, we built it, and... the results are absolutely insane! This game-changing AI called Augmented Random Search, ARS for short. And in a very simple implementation, it is able to do an exact same thing that Google Deep Mind did in their accomplishment last year - which is to train an AI to walk and run across a field.


The Riddle of Togelby

arXiv.org Artificial Intelligence

At the 2017 Artificial and Computational Intelligence in Games meeting at Dagstuhl, Julian Togelius asked how to make spaces where every way of filling in the details yielded a good game. This study examines the possibility of enriching search spaces so that they contain very high rates of interesting objects, specifically game elements. While we do not answer the full challenge of finding good games throughout the space, this study highlights a number of potential avenues. These include naturally rich spaces, a simple technique for modifying a representation to search only rich parts of a larger search space, and representations that are highly expressive and so exhibit highly restricted and consequently enriched search spaces.


Write, Execute, Assess: Program Synthesis with a REPL

arXiv.org Artificial Intelligence

We present a neural program synthesis approach integrating components which write, execute, and assess code to navigate the search space of possible programs. We equip the search process with an interpreter or a read-eval-print-loop (REPL), which immediately executes partially written programs, exposing their semantics. The REPL addresses a basic challenge of program synthesis: tiny changes in syntax can lead to huge changes in semantics. We train a pair of models, a policy that proposes the new piece of code to write, and a value function that assesses the prospects of the code written so-far. At test time we can combine these models with a Sequential Monte Carlo algorithm. We apply our approach to two domains: synthesizing text editing programs and inferring 2D and 3D graphics programs.