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A Review of Real-Time Strategy Game AI

AI Magazine

This literature review covers AI techniques used for real-time strategy video games, focusing specifically on StarCraft. It finds that the main areas of current academic research are in tactical and strategic decision-making, plan recognition, and learning, and it outlines the research contributions in each of these areas. The paper then contrasts the use of game AI in academia and industry, finding the academic research heavily focused on creating game-winning agents, while the indus- try aims to maximise player enjoyment. It finds the industry adoption of academic research is low because it is either in- applicable or too time-consuming and risky to implement in a new game, which highlights an area for potential investi- gation: bridging the gap between academia and industry. Fi- nally, the areas of spatial reasoning, multi-scale AI, and co- operation are found to require future work, and standardised evaluation methods are proposed to produce comparable re- sults between studies.


Bayes-Adaptive Simulation-based Search with Value Function Approximation

Neural Information Processing Systems

Bayes-adaptive planning offers a principled solution to the explorationexploitation trade-offunder model uncertainty. It finds the optimal policy in belief space, which explicitly accounts for the expected effect on future rewards of reductions in uncertainty. However, the Bayes-adaptive solution is typically intractable indomains with large or continuous state spaces. We present a tractable method for approximating the Bayes-adaptive solution by combining simulationbased searchwith a novel value function approximation technique that generalises appropriately over belief space. Our method outperforms prior approaches in both discrete bandit tasks and simple continuous navigation and control tasks.


Online combinatorial optimization with stochastic decision sets and adversarial losses

Neural Information Processing Systems

Most work on sequential learning assumes a fixed set of actions that are available all the time. However, in practice, actions can consist of picking subsets of readings from sensors that may break from time to time, road segments that can be blocked or goods that are out of stock. In this paper we study learning algorithms that are able to deal with stochastic availability of such unreliable composite actions. We propose and analyze algorithms based on the Follow-The-Perturbed-Leader prediction method for several learning settings differing in the feedback provided to the learner. Our algorithms rely on a novel loss estimation technique that we call Counting Asleep Times. We deliver regret bounds for our algorithms for the previously studied full information and (semi-)bandit settings, as well as a natural middle point between the two that we call the restricted information setting. A special consequence of our results is a significant improvement of the best known performance guarantees achieved by an efficient algorithm for the sleeping bandit problem with stochastic availability. Finally, we evaluate our algorithms empirically and show their improvement over the known approaches.


Asymmetric LSH (ALSH) for Sublinear Time Maximum Inner Product Search (MIPS)

Neural Information Processing Systems

We present the first provably sublinear time hashing algorithm for approximate \emph{Maximum Inner Product Search} (MIPS). Searching with (un-normalized) inner product as the underlying similarity measure is a known difficult problem and finding hashing schemes for MIPS was considered hard. While the existing Locality Sensitive Hashing (LSH) framework is insufficient for solving MIPS, in this paper we extend the LSH framework to allow asymmetric hashing schemes. Our proposal is based on a key observation that the problem of finding maximum inner products, after independent asymmetric transformations, can be converted into the problem of approximate near neighbor search in classical settings. This key observation makes efficient sublinear hashing scheme for MIPS possible. Under the extended asymmetric LSH (ALSH) framework, this paper provides an example of explicit construction of provably fast hashing scheme for MIPS. Our proposed algorithm is simple and easy to implement. The proposed hashing scheme leads to significant computational savings over the two popular conventional LSH schemes: (i) Sign Random Projection (SRP) and (ii) hashing based on $p$-stable distributions for $L_2$ norm (L2LSH), in the collaborative filtering task of item recommendations on Netflix and Movielens (10M) datasets.


Biclustering Using Message Passing

Neural Information Processing Systems

Biclustering is the analog of clustering on a bipartite graph. Existent methods infer biclusters through local search strategies that find one cluster at a time; a common technique is to update the row memberships based on the current column memberships, and vice versa. We propose a biclustering algorithm that maximizes a global objective function using message passing. Our objective function closely approximates a general likelihood function, separating a cluster size penalty term into row- and column-count penalties. Because we use a global optimization framework, our approach excels at resolving the overlaps between biclusters, which are important features of biclusters in practice. Moreover, Expectation-Maximization can be used to learn the model parameters if they are unknown. In simulations, we find that our method outperforms two of the best existing biclustering algorithms, ISA and LAS, when the planted clusters overlap. Applied to three gene expression datasets, our method finds coregulated gene clusters that have high quality in terms of cluster size and density.


Minimax-optimal Inference from Partial Rankings

Neural Information Processing Systems

This paper studies the problem of rank aggregation under the Plackett-Luce model. The goal is to infer a global ranking and related scores of the items, based on partial rankings provided by multiple users over multiple subsets of items. A question of particular interest is how to optimally assign items to users for ranking and how many item assignments are needed to achieve a target estimation error. Without any assumptions on how the items are assigned to users, we derive an oracle lower bound and the Cram\'er-Rao lower bound of the estimation error. We prove an upper bound on the estimation error achieved by the maximum likelihood estimator, and show that both the upper bound and the Cram\'er-Rao lower bound inversely depend on the spectral gap of the Laplacian of an appropriately defined comparison graph. Since random comparison graphs are known to have large spectral gaps, this suggests the use of random assignments when we have the control. Precisely, the matching oracle lower bound and the upper bound on the estimation error imply that the maximum likelihood estimator together with a random assignment is minimax-optimal up to a logarithmic factor. We further analyze a popular rank-breaking scheme that decompose partial rankings into pairwise comparisons. We show that even if one applies the mismatched maximum likelihood estimator that assumes independence (on pairwise comparisons that are now dependent due to rank-breaking), minimax optimal performance is still achieved up to a logarithmic factor.


Optimistic Planning in Markov Decision Processes Using a Generative Model

Neural Information Processing Systems

We consider the problem of online planning in a Markov decision process with discounted rewards for any given initial state. We consider the PAC sample complexity problem of computing, with probability $1-\delta$, an $\epsilon$-optimal action using the smallest possible number of calls to the generative model (which provides reward and next-state samples). We design an algorithm, called StOP (for Stochastic-Optimistic Planning), based on the optimism in the face of uncertainty" principle. StOP can be used in the general setting, requires only a generative model, and enjoys a complexity bound that only depends on the local structure of the MDP."


Tighten after Relax: Minimax-Optimal Sparse PCA in Polynomial Time

Neural Information Processing Systems

We provide statistical and computational analysis of sparse Principal Component Analysis (PCA) in high dimensions. The sparse PCA problem is highly nonconvex in nature. Consequently, though its global solution attains the optimal statistical rate of convergence, such solution is computationally intractable to obtain. Meanwhile, although its convex relaxations are tractable to compute, they yield estimators with suboptimal statistical rates of convergence. On the other hand, existing nonconvex optimization procedures, such as greedy methods, lack statistical guarantees. In this paper, we propose a two-stage sparse PCA procedure that attains the optimal principal subspace estimator in polynomial time. The main stage employs a novel algorithm named sparse orthogonal iteration pursuit, which iteratively solves the underlying nonconvex problem. However, our analysis shows that this algorithm only has desired computational and statistical guarantees within a restricted region, namely the basin of attraction. To obtain the desired initial estimator that falls into this region, we solve a convex formulation of sparse PCA with early stopping. Under an integrated analytic framework, we simultaneously characterize the computational and statistical performance of this two-stage procedure. Computationally, our procedure converges at the rate of $1/\sqrt{t}$ within the initialization stage, and at a geometric rate within the main stage. Statistically, the final principal subspace estimator achieves the minimax-optimal statistical rate of convergence with respect to the sparsity level $s^*$, dimension $d$ and sample size $n$. Our procedure motivates a general paradigm of tackling nonconvex statistical learning problems with provable statistical guarantees.


An Integer Polynomial Programming Based Framework for Lifted MAP Inference

Neural Information Processing Systems

In this paper, we present a new approach for lifted MAP inference in Markov logic networks (MLNs). The key idea in our approach is to compactly encode the MAP inference problem as an Integer Polynomial Program (IPP) by schematically applying three lifted inference steps to the MLN: lifted decomposition, lifted conditioning, and partial grounding. Our IPP encoding is lifted in the sense that an integer assignment to a variable in the IPP may represent a truth-assignment to multiple indistinguishable ground atoms in the MLN. We show how to solve the IPP by first converting it to an Integer Linear Program (ILP) and then solving the latter using state-of-the-art ILP techniques. Experiments on several benchmark MLNs show that our new algorithm is substantially superior to ground inference and existing methods in terms of computational efficiency and solution quality.


Learning to Search in Branch and Bound Algorithms

Neural Information Processing Systems

Branch-and-bound is a widely used method in combinatorial optimization, including mixed integer programming, structured prediction and MAP inference. While most work has been focused on developing problem-specific techniques, little is known about how to systematically design the node searching strategy on a branch-and-bound tree. We address the key challenge of learning an adaptive node searching order for any class of problem solvable by branch-and-bound. Our strategies are learned by imitation learning. We apply our algorithm to linear programming based branch-and-bound for solving mixed integer programs (MIP). We compare our method with one of the fastest open-source solvers, SCIP; and a very efficient commercial solver, Gurobi. We demonstrate that our approach achieves better solutions faster on four MIP libraries.