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Memory Bounded Monte Carlo Tree Search

AAAI Conferences

Monte Carlo Tree Search (MCTS) is an effective decision making algorithm that often works well without domain knowledge, finding an increasing application in commercial mobile and video games. A promising application of MCTS is creating AI opponents for board and card games, where Information Set MCTS (ISMCTS) can provide a challenging opponent and reduces the cost of creating game-specific AI opponents. Most research to date has aimed at improving the quality of decision making by (IS)MCTS, with respect to time usage. Memory usage is also an important constraint in commercial applications, particularly on mobile platforms or when there are many AI agents. This paper presents the first systematic study of memory bounding techniques for (IS)MCTS. (IS)MCTS is well known to be an anytime algorithm. We also introduce an anyspace version of (IS)MCTS which can make effective use of any pre-specified amount of memory. This algorithm has been implemented in a commercial version of the card game Spades downloaded more than 6 million times. We find that for games of imperfect information high quality decisions can be made with rather small memory footprints, making (IS)MCTS an even more attractive algorithm for commercial game implementations.


HyPED: Modeling and Analyzing Action Games as Hybrid Systems

AAAI Conferences

Platformers and action-adventure games have high-dimensional state spaces with difficult, non-linear constraints on character movement; even worse, game environments often respond to the player in complex ways that can cause exponential expansion of the planning search space. Planning problems in these high-dimensional spaces generally require domain-specific knowledge and manually abstracted models of game rules to replicate the intuition of human designers or playtesters. In this work, we outline a system for modeling these complex games at a precise and low level in terms of hybrid automata. With this representation, standard incremental search algorithms can be used to answer reachable-region queries, taking advantage of the domain information embedded in the system.


Combining Strategic Learning with Tactical Search in Real-Time Strategy Games

AAAI Conferences

A commonly used technique for managing AI complexity in real-time strategy (RTS) games is to use action and/or state abstractions. High-level abstractions can often lead to good strategic decision making, but tactical decision quality may suffer due to lost details. A competing method is to sample the search space which often leads to good tactical performance in simple scenarios, but poor high-level planning. We propose to use a deep convolutional neural network (CNN) to select among a limited set of abstract action choices, and to utilize the remaining computation time for game tree search to improve low level tactics. The CNN is trained by supervised learning on game states labelled by Puppet Search, a strategic search algorithm that uses action abstractions. The network is then used to select a script — an abstract action -— to produce low level actions for all units. Subsequently, the game tree search algorithm improves the tactical actions of a subset of units using a limited view of the game state only considering units close to opponent units. Experiments in the microRTS game show that the combined algorithm results in higher win-rates than either of its two independent components and other state-of-the-art microRTS agents. To the best of our knowledge, this is the first successful application of a convolutional network to play a full RTS game on standard game maps, as previous work has focused on sub-problems, such as combat, or on very small maps.


Interesting Application of the Greedy Algorithm for Egyptian Fractions

@machinelearnbot

Here we discuss a new system to represent numbers, for instance constants such as Pi, e, or log 2, using rational fractions. Each iteration doubles the precision (the number of correct decimals computed) making it converging much faster than current systems such as continued fractions, to represent any positive real number. The algorithm discussed here is equivalent to the greedy algorithm to compute Egyptian fractions, except that we use it here mostly for irrational numbers. You start with a seed p(1) 1 (though you can work with other seed values) and loop over k 1, 2, and so on. As k tends to infinity, x(k) tends to x.


Mining a Sub-Matrix of Maximal Sum

arXiv.org Machine Learning

Biclustering techniques have been widely used to identify homogeneous subgroups within large data matrices, such as subsets of genes similarly expressed across subsets of patients. Mining a max-sum sub-matrix is a related but distinct problem for which one looks for a (non-necessarily contiguous) rectangular sub-matrix with a maximal sum of its entries. Le Van et al. (Ranked Tiling, 2014) already illustrated its applicability to gene expression analysis and addressed it with a constraint programming (CP) approach combined with large neighborhood search (CP-LNS). In this work, we exhibit some key properties of this NP-hard problem and define a bounding function such that larger problems can be solved in reasonable time. Two different algorithms are proposed in order to exploit the highlighted characteristics of the problem: a CP approach with a global constraint (CPGC) and mixed integer linear programming (MILP). Practical experiments conducted both on synthetic and real gene expression data exhibit the characteristics of these approaches and their relative benefits over the original CP-LNS method. Overall, the CPGC approach tends to be the fastest to produce a good solution. Yet, the MILP formulation is arguably the easiest to formulate and can also be competitive.


Convex and Combinatorial Optimization for Dynamic Robots in the Real World

VideoLectures.NET

Humanoid robots walking across intermittent terrain, robotic arms grasping multifaceted objects, or UAVs darting left or right around a tree ... many of the dynamics and control problems we face today have both rich nonlinear dynamics and an inherently combinatorial structure. In this talk, Tedrake will review some recent work on planning and control methods which address these two challenges simultaneously.


Non-Depth-First Search against Independent Distributions on an AND-OR Tree

arXiv.org Artificial Intelligence

Suzuki and Niida (Ann. Pure. Appl. Logic, 2015) showed the following results on independent distributions (IDs) on an AND-OR tree, where they took only depth-first algorithms into consideration. (1) Among IDs such that probability of the root having value 0 is fixed as a given r such that 0 < r < 1, if d is a maximizer of cost of the best algorithm then d is an independent and identical distribution (IID). (2) Among all IDs, if d is a maximizer of cost of the best algorithm then d is an IID. In the case where non-depth-first algorithms are taken into consideration, the counter parts of (1) and (2) are left open in the above work. Peng et al. (Inform. Process. Lett., 2017) extended (1) and (2) to multi-branching trees, where in (2) they put an additional hypothesis on IDs that probability of the root having value 0 is neither 0 nor 1. We give positive answers for the two questions of Suzuki-Niida. A key to the proof is that if ID d achieves the equilibrium among IDs then we can chose an algorithm of the best cost against d from depth-first algorithms. In addition, we extend the result of Peng et al. to the case where non-depth-first algorithms are taken into consideration.


A minimax and asymptotically optimal algorithm for stochastic bandits

arXiv.org Machine Learning

We propose the kl-UCB ++ algorithm for regret minimization in stochastic bandit models with exponential families of distributions. We prove that it is simultaneously asymptotically optimal (in the sense of Lai and Robbins' lower bound) and minimax optimal. This is the first algorithm proved to enjoy these two properties at the same time. This work thus merges two different lines of research with simple and clear proofs.


[Discussion] Solving a Rubik's Cube using a Simple ConvNet • r/MachineLearning

@machinelearnbot

Plenty of efficient algorithms exist to solve a rubik's cube. I was curious to find out if a neural net could learn how to solve a cube in the most "efficient" way, by solving the cube in less than 20 moves, i.e god's number. This is a very naive solution, to start as a proof of concept. I used a 2 layer neural net: 1 convnet layer and 1 feedforward layer. The input is the state of the cube to be solved.


Property Testing in High Dimensional Ising models

arXiv.org Machine Learning

This paper explores the information-theoretic limitations of graph property testing in zero-field Ising models. Instead of learning the entire graph structure, sometimes testing a basic graph property such as connectivity, cycle presence or maximum clique size is a more relevant and attainable objective. Since property testing is more fundamental than graph recovery, any necessary conditions for property testing imply corresponding conditions for graph recovery, while custom property tests can be statistically and/or computationally more efficient than graph recovery based algorithms. Understanding the statistical complexity of property testing requires the distinction of ferromagnetic (i.e., positive interactions only) and general Ising models. Using combinatorial constructs such as graph packing and strong monotonicity, we characterize how target properties affect the corresponding minimax upper and lower bounds within the realm of ferromagnets. On the other hand, by studying the detection of an antiferromagnetic (i.e., negative interactions only) Curie-Weiss model buried in Rademacher noise, we show that property testing is strictly more challenging over general Ising models. In terms of methodological development, we propose two types of correlation based tests: computationally efficient screening for ferromagnets, and score type tests for general models, including a fast cycle presence test. Our correlation screening tests match the information-theoretic bounds for property testing in ferromagnets.