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Policy Based Inference in Trick-Taking Card Games
Rebstock, Douglas, Solinas, Christopher, Buro, Michael, Sturtevant, Nathan R.
Trick-taking card games feature a large amount of private information that slowly gets revealed through a long sequence of actions. This makes the number of histories exponentially large in the action sequence length, as well as creating extremely large information sets. As a result, these games become too large to solve. To deal with these issues many algorithms employ inference, the estimation of the probability of states within an information set. In this paper, we demonstrate a Policy Based Inference (PI) algorithm that uses player modelling to infer the probability we are in a given state. We perform experiments in the German trick-taking card game Skat, in which we show that this method vastly improves the inference as compared to previous work, and increases the performance of the state-of-the-art Skat AI system Kermit when it is employed into its determinized search algorithm.
Learning Policies from Human Data for Skat
Rebstock, Douglas, Solinas, Christopher, Buro, Michael
Decision-making in large imperfect information games is difficult. Thanks to recent success in Poker, Counterfactual Regret Minimization (CFR) methods have been at the forefront of research in these games. However, most of the success in large games comes with the use of a forward model and powerful state abstractions. In trick-taking card games like Bridge or Skat, large information sets and an inability to advance the simulation without fully determinizing the state make forward search problematic. Furthermore, state abstractions can be especially difficult to construct because the precise holdings of each player directly impact move values. In this paper we explore learning model-free policies for Skat from human game data using deep neural networks (DNN). We produce a new state-of-the-art system for bidding and game declaration by introducing methods to a) directly vary the aggressiveness of the bidder and b) declare games based on expected value while mitigating issues with rarely observed state-action pairs. Although cardplay policies learned through imitation are slightly weaker than the current best search-based method, they run orders of magnitude faster. We also explore how these policies could be learned directly from experience in a reinforcement learning setting and discuss the value of incorporating human data for this task.
Nonregular and Minimax Estimation of Individualized Thresholds in High Dimension with Binary Responses
Feng, Huijie, Ning, Yang, Zhao, Jiwei
Given a large number of covariates $Z$, we consider the estimation of a high-dimensional parameter $\theta$ in an individualized linear threshold $\theta^T Z$ for a continuous variable $X$, which minimizes the disagreement between $\text{sign}(X-\theta^TZ)$ and a binary response $Y$. While the problem can be formulated into the M-estimation framework, minimizing the corresponding empirical risk function is computationally intractable due to discontinuity of the sign function. Moreover, estimating $\theta$ even in the fixed-dimensional setting is known as a nonregular problem leading to nonstandard asymptotic theory. To tackle the computational and theoretical challenges in the estimation of the high-dimensional parameter $\theta$, we propose an empirical risk minimization approach based on a regularized smoothed loss function. The statistical and computational trade-off of the algorithm is investigated. Statistically, we show that the finite sample error bound for estimating $\theta$ in $\ell_2$ norm is $(s\log d/n)^{\beta/(2\beta+1)}$, where $d$ is the dimension of $\theta$, $s$ is the sparsity level, $n$ is the sample size and $\beta$ is the smoothness of the conditional density of $X$ given the response $Y$ and the covariates $Z$. The convergence rate is nonstandard and slower than that in the classical Lasso problems. Furthermore, we prove that the resulting estimator is minimax rate optimal up to a logarithmic factor. The Lepski's method is developed to achieve the adaption to the unknown sparsity $s$ and smoothness $\beta$. Computationally, an efficient path-following algorithm is proposed to compute the solution path. We show that this algorithm achieves geometric rate of convergence for computing the whole path. Finally, we evaluate the finite sample performance of the proposed estimator in simulation studies and a real data analysis.
Ensemble Decision Systems for General Video Game Playing
Anderson, Damien, Guerrero-Romero, Cristina, Perez-Liebana, Diego, Rodgers, Philip, Levine, John
Ensemble Decision Systems offer a unique form of decision making that allows a collection of algorithms to reason together about a problem. Each individual algorithm has its own inherent strengths and weaknesses, and often it is difficult to overcome the weaknesses while retaining the strengths. Instead of altering the properties of the algorithm, the Ensemble Decision System augments the performance with other algorithms that have complementing strengths. This work outlines different options for building an Ensemble Decision System as well as providing analysis on its performance compared to the individual components of the system with interesting results, showing an increase in the generality of the algorithms without significantly impeding performance.
Learning to Optimize Computational Resources: Frugal Training with Generalization Guarantees
Balcan, Maria-Florina, Sandholm, Tuomas, Vitercik, Ellen
Algorithms typically come with tunable parameters that have a considerable impact on the computational resources they consume. Too often, practitioners must hand-tune the parameters, a tedious and error-prone task. A recent line of research provides algorithms that return nearly-optimal parameters from within a finite set. These algorithms can be used when the parameter space is infinite by providing as input a random sample of parameters. This data-independent discretization, however, might miss pockets of nearly-optimal parameters: prior research has presented scenarios where the only viable parameters lie within an arbitrarily small region. We provide an algorithm that learns a finite set of promising parameters from within an infinite set. Our algorithm can help compile a configuration portfolio, or it can be used to select the input to a configuration algorithm for finite parameter spaces. Our approach applies to any configuration problem that satisfies a simple yet ubiquitous structure: the algorithm's performance is a piecewise constant function of its parameters. Prior research has exhibited this structure in domains from integer programming to clustering. For these types of combinatorial problems, this is the first configuration algorithm beyond exhaustive search whose output provably competes with the best parameters from an infinite space.
Online Learning Made Simple - Anytime, Anywhere Simpliv
Artificial Intelligence has come a long way from being the stuff of science fiction movies and books to becoming an integral part of our daily lives. Today, AI is one of the fastest growing global industries. Investments and experiments in AI have been taking place all around the world. Given its unimaginably wide range of uses; AI is a field of expertise that is set to grow in a very huge way over the coming years. AI professionals are among the highest paid in the field of IT. Ans: Artificial Intelligence is a part of computer science that aims to create machine that are intelligent and seek to work and react the way humans do. Q2)What to you understand by an artificial intelligence Neural Network?
Binary Classification with Bounded Abstention Rate
Shekhar, Shubhanshu, Ghavamzadeh, Mohammad, Javidi, Tara
We consider the problem of binary classification with abstention in the relatively less studied \emph{bounded-rate} setting. We begin by obtaining a characterization of the Bayes optimal classifier for an arbitrary input-label distribution $P_{XY}$. Our result generalizes and provides an alternative proof for the result first obtained by \cite{chow1957optimum}, and then re-derived by \citet{denis2015consistency}, under a continuity assumption on $P_{XY}$. We then propose a plug-in classifier that employs unlabeled samples to decide the region of abstention and derive an upper-bound on the excess risk of our classifier under standard \emph{H\"older smoothness} and \emph{margin} assumptions. Unlike the plug-in rule of \citet{denis2015consistency}, our constructed classifier satisfies the abstention constraint with high probability and can also deal with discontinuities in the empirical cdf. We also derive lower-bounds that demonstrate the minimax near-optimality of our proposed algorithm. To address the excessive complexity of the plug-in classifier in high dimensions, we propose a computationally efficient algorithm that builds upon prior work on convex loss surrogates, and obtain bounds on its excess risk in the \emph{realizable} case. We empirically compare the performance of the proposed algorithm with a baseline on a number of UCI benchmark datasets.
A Learning based Branch and Bound for Maximum Common Subgraph Problems
Liu, Yan-li, Li, Chu-min, Jiang, Hua, He, Kun
Branch-and-bound (BnB) algorithms are widely used to solve combinatorial problems, and the performance crucially depends on its branching heuristic.In this work, we consider a typical problem of maximum common subgraph (MCS), and propose a branching heuristic inspired from reinforcement learning with a goal of reaching a tree leaf as early as possible to greatly reduce the search tree size.Extensive experiments show that our method is beneficial and outperforms current best BnB algorithm for the MCS.
Seeker: Real-Time Interactive Search
Biswas, Ari, Pham, Thai T, Vogelsong, Michael, Snyder, Benjamin, Nassif, Houssam
This paper introduces Seeker, a system that allows users to interactively refine search rankings in real time, through feedback in the form of likes and dislikes. When searching online, users may not know how to accurately describe their product of choice in words. An alternative approach is to search an embedding space, allowing the user to query using a representation of the item (like a tune for a song, or a picture for an object). However, this approach requires the user to possess an example representation of their desired item. Additionally, most current search systems do not allow the user to dynamically adapt the results with further feedback. On the other hand, users often have a mental picture of the desired item and are able to answer ordinal questions of the form: "Is this item similar to what you have in mind?" With this assumption, our algorithm allows for users to provide sequential feedback on search results to adapt the search feed. We show that our proposed approach works well both qualitatively and quantitatively. Unlike most previous representation-based search systems, we can quantify the quality of our algorithm by evaluating humans-in-the-loop experiments.
A Correctness Result for Synthesizing Plans With Loops in Stochastic Domains
Treszkai, Laszlo, Belle, Vaishak
In AI, FSCs are much sought after for automated planning paradigms such as generalized planning, as in Figure 1, where one attempts to synthesize a controller that works in multiple initial states. Such controllers are usually handwritten by domain experts, which is problematic when expert knowledge is either unavailable or unreliable. To that end, the automated synthesis of FSCs has received considerable attention in recent years, e.g., [16, 7, 26, 24, 11, 27]. Of course, FSCs synthesis is closely related to program synthesis [16], and FSCs are frequently seen as program-like plans [17], and recent synthesis literature involves an exciting exchange of technical insights between the two fields [26]; representative examples include the use of program synthesis to infer high-level action types [25], and the use of partial order planning for imperative program synthesis [13]. Naturally, from an algorithmic perspective, the two most immediate questions are: in which sense are controllers correct, and how do we synthesize controllers that are provably correct?