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Pitt Researcher Uses Video Games to Unlock New Levels of AI
A University of Pennsylvania computer scientists designs algorithms that learn decision strategies in complex and uncertain environments, and tests them in the simulated environments of Multiplayer Online Battle Arena games. The University of Pittsburgh's Daniel Jiang has developed algorithms that learn decision strategies in complex and uncertain environments, and tests them on a genre of video games called Multiplayer Online Battle Arena (MOBA). MOBAs involve players controlling one of several "hero" characters in order to destroy opponents' bases while protecting their own. A successful algorithm for training a gameplay artificial intelligence system must overcome several challenges, like real-time decision making and long decision horizons. Jiang's team designed the algorithm to evaluate 41 pieces of information and output one of 22 different actions; the most successful player used the Monte Carlo tree search method to generate data, which was fed into a neural network.
Machine Learning for Combinatorial Optimization: a Methodological Tour d'Horizon
Bengio, Yoshua, Lodi, Andrea, Prouvost, Antoine
This paper surveys the recent attempts, both from the machine learning and operations research communities, at leveraging machine learning to solve combinatorial optimization problems. Given the hard nature of these problems, state-of-the-art methodologies involve algorithmic decisions that either require too much computing time or are not mathematically well defined. Thus, machine learning looks like a promising candidate to effectively deal with those decisions. We advocate for pushing further the integration of machine learning and combinatorial optimization and detail methodology to do so. A main point of the paper is seeing generic optimization problems as data points and inquiring what is the relevant distribution of problems to use for learning on a given task.
Minimax Rates in Network Analysis: Graphon Estimation, Community Detection and Hypothesis Testing
We focus on minimax optimal rates in three fundamental problems of network analysis: graphon estimation, community detection, and hypothesis testing. For each problem, we review state-of-the-art results in the literature followed by general principles behind the optimal procedures that lead to minimax estimation and testing. This allows us to connect problems in network analysis to other statistical inference problems from a general perspective.
Theoretical Analysis of Adversarial Learning: A Minimax Approach
Tu, Zhuozhuo, Zhang, Jingwei, Tao, Dacheng
We propose a general theoretical method for analyzing the risk bound in the presence of adversaries. In particular, we try to fit the adversarial learning problem into the minimax framework. We first show that the original adversarial learning problem could be reduced to a minimax statistical learning problem by introducing a transport map between distributions. Then we prove a risk bound for this minimax problem in terms of covering numbers. In contrast to previous minimax bounds in \cite{lee,far}, our bound is informative when the radius of the ambiguity set is small. Our method could be applied to multi-class classification problems and commonly-used loss functions such as hinge loss and ramp loss. As two illustrative examples, we derive the adversarial risk bounds for kernel-SVM and deep neural networks. Our results indicate that a stronger adversary might have a negative impact on the complexity of the hypothesis class and the existence of margin could serve as a defense mechanism to counter adversarial attacks.
Controllability, Multiplexing, and Transfer Learning in Networks using Evolutionary Learning
Ooi, Rise, Yang, C. -H. Huck, Chen, Pin-Yu, Eguìluz, Vìctor, Kiani, Narsis, Zenil, Hector, Gomez-Cabrero, David, Tegnèr, Jesper
Networks are fundamental building blocks for representing data, and computations. Remarkable progress in learning in structurally defined (shallow or deep) networks has recently been achieved. Here we introduce evolutionary exploratory search and learning method of topologically flexible networks under the constraint of producing elementary computational steady-state input-output operations. Our results include; (1) the identification of networks, over four orders of magnitude, implementing computation of steady-state input-output functions, such as a band-pass filter, a threshold function, and an inverse band-pass function. Next, (2) the learned networks are technically controllable as only a small number of driver nodes are required to move the system to a new state. Furthermore, we find that the fraction of required driver nodes is constant during evolutionary learning, suggesting a stable system design. (3), our framework allows multiplexing of different computations using the same network. For example, using a binary representation of the inputs, the network can readily compute three different input-output functions. Finally, (4) the proposed evolutionary learning demonstrates transfer learning. If the system learns one function A, then learning B requires on average less number of steps as compared to learning B from tabula rasa. We conclude that the constrained evolutionary learning produces large robust controllable circuits, capable of multiplexing and transfer learning. Our study suggests that network-based computations of steady-state functions, representing either cellular modules of cell-to-cell communication networks or internal molecular circuits communicating within a cell, could be a powerful model for biologically inspired computing. This complements conceptualizations such as attractor based models, or reservoir computing.
Vectorization of hypotheses and speech for faster beam search in encoder decoder-based speech recognition
Seki, Hiroshi, Hori, Takaaki, Watanabe, Shinji
Attention-based encoder decoder network uses a left-to-right beam search algorithm in the inference step. The current beam search expands hypotheses and traverses the expanded hypotheses at the next time step. This traversal is implemented using a for-loop program in general, and it leads to speed down of the recognition process. In this paper, we propose a parallelism technique for beam search, which accelerates the search process by vectorizing multiple hypotheses to eliminate the for-loop program. We also propose a technique to batch multiple speech utterances for off-line recognition use, which reduces the for-loop program with regard to the traverse of multiple utterances. This extension is not trivial during beam search unlike during training due to several pruning and thresholding techniques for efficient decoding. In addition, our method can combine scores of external modules, RNNLM and CTC, in a batch as shallow fusion. We achieved 3.7 x speedup compared with the original beam search algorithm by vectoring hypotheses, and achieved 10.5 x speedup by further changing processing unit to GPU.
Automated Multi-Label Classification based on ML-Plan
Wever, Marcel, Mohr, Felix, Hüllermeier, Eyke
Automated machine learning (AutoML) has received increasing attention in the recent past. While the main tools for AutoML, such as Auto-WEKA, TPOT, and auto-sklearn, mainly deal with single-label classification and regression, there is very little work on other types of machine learning tasks. In particular, there is almost no work on automating the engineering of machine learning applications for multi-label classification. This paper makes two contributions. First, it discusses the usefulness and feasibility of an AutoML approach for multi-label classification. Second, we show how the scope of ML-Plan, an AutoML-tool for multi-class classification, can be extended towards multi-label classification using MEKA, which is a multi-label extension of the well-known Java library WEKA. The resulting approach recursively refines MEKA's multi-label classifiers, which sometimes nest another multi-label classifier, up to the selection of a single-label base learner provided by WEKA. In our evaluation, we find that the proposed approach yields superb results and performs significantly better than a set of baselines.
Scalable Robust Kidney Exchange
McElfresh, Duncan C, Bidkhori, Hoda, Dickerson, John P
In barter exchanges, participants directly trade their endowed goods in a constrained economic setting without money. Transactions in barter exchanges are often facilitated via a central clearinghouse that must match participants even in the face of uncertainty---over participants, existence and quality of potential trades, and so on. Leveraging robust combinatorial optimization techniques, we address uncertainty in kidney exchange, a real-world barter market where patients swap (in)compatible paired donors. We provide two scalable robust methods to handle two distinct types of uncertainty in kidney exchange---over the quality and the existence of a potential match. The latter case directly addresses a weakness in all stochastic-optimization-based methods to the kidney exchange clearing problem, which all necessarily require explicit estimates of the probability of a transaction existing---a still-unsolved problem in this nascent market. We also propose a novel, scalable kidney exchange formulation that eliminates the need for an exponential-time constraint generation process in competing formulations, maintains provable optimality, and serves as a subsolver for our robust approach. For each type of uncertainty we demonstrate the benefits of robustness on real data from a large, fielded kidney exchange in the United States. We conclude by drawing parallels between robustness and notions of fairness in the kidney exchange setting.
Action Abstractions for Combinatorial Multi-Armed Bandit Tree Search
Moraes, Rubens O. (Universidade Federal de Viçosa) | Mariño, Julian R. H. (Universidade de São Paulo) | Lelis, Levi H. S. (Universidade Federal de Viçosa) | Nascimento, Mario A. (University of Alberta)
Search algorithms based on combinatorial multi-armed bandits (CMABs) are promising for dealing with state-space sequential decision problems. However, current CMAB-based algorithms do not scale to problem domains with very large actions spaces, such as real-time strategy games played in large maps. In this paper we introduce CMAB-based search algorithms that use action abstraction schemes to reduce the action space considered during search. One of the approaches we introduce use regular action abstractions (A1N), while the other two use asymmetric action abstractions (A2N and A3N). Empirical results on MicroRTS show that A1N, A2N, and A3N are able to outperform an existing CMAB-based algorithm in matches played in large maps, and A3N is able to outperform all state-of-the-art search algorithms tested.
Engaging Turn-Based Combat in the Children of the Galaxy Videogame
Šmejkal, Pavel (Charles University) | Gemrot, Jakub (Charles University)
In this paper we tackle a problem of tile-based combat in the turn-based strategy (space 4X) video game Children of the Galaxy (CotG). We propose an improved version of Monte Carlo tree search (MCTS) called MCTS considering hit points (MCTS_HP). We show MCTS_HP is superior to Portfolio greedy search (PGS), MCTS and NOKAV reactive agent in small to medium combat scenarios. MCTS_HP performance is shown to be stable when compared to PGS, while it is also more time-efficient than regular MCTS. In smaller scenarios, the performance of MCTS_HP with 100 millisecond time limit is comparable to MCTS with 2 seconds time limit. This fact is crucial for CotG as the combat outcome assessment is precursor to many strategical decisions in CotG game. Finally, if we fix the amount of search time given to the combat agent, we show that different techniques dominate different scales of combat situations. As the result, if search-based techniques are to be deployed in commercial products, a combat agent will need to be implemented with portfolio of techniques it can choose from given the complexity of situation it is dealing with to smooth gameplay experience for human players.