De Vylder, Bart
Game Plan: What AI can do for Football, and What Football can do for AI
Tuyls, Karl, Omidshafiei, Shayegan, Muller, Paul, Wang, Zhe, Connor, Jerome, Hennes, Daniel, Graham, Ian, Spearman, William, Waskett, Tim, Steele, Dafydd, Luc, Pauline, Recasens, Adria, Galashov, Alexandre, Thornton, Gregory, Elie, Romuald, Sprechmann, Pablo, Moreno, Pol, Cao, Kris, Garnelo, Marta, Dutta, Praneet, Valko, Michal, Heess, Nicolas, Bridgland, Alex, Perolat, Julien, De Vylder, Bart, Eslami, Ali, Rowland, Mark, Jaegle, Andrew, Munos, Remi, Back, Trevor, Ahamed, Razia, Bouton, Simon, Beauguerlange, Nathalie, Broshear, Jackson, Graepel, Thore, Hassabis, Demis
The rapid progress in artificial intelligence (AI) and machine learning has opened unprecedented analytics possibilities in various team and individual sports, including baseball, basketball, and tennis. More recently, AI techniques have been applied to football, due to a huge increase in data collection by professional teams, increased computational power, and advances in machine learning, with the goal of better addressing new scientific challenges involved in the analysis of both individual players' and coordinated teams' behaviors. The research challenges associated with predictive and prescriptive football analytics require new developments and progress at the intersection of statistical learning, game theory, and computer vision. In this paper, we provide an overarching perspective highlighting how the combination of these fields, in particular, forms a unique microcosm for AI research, while offering mutual benefits for professional teams, spectators, and broadcasters in the years to come. We illustrate that this duality makes football analytics a game changer of tremendous value, in terms of not only changing the game of football itself, but also in terms of what this domain can mean for the field of AI. We review the state-of-the-art and exemplify the types of analysis enabled by combining the aforementioned fields, including illustrative examples of counterfactual analysis using predictive models, and the combination of game-theoretic analysis of penalty kicks with statistical learning of player attributes. We conclude by highlighting envisioned downstream impacts, including possibilities for extensions to other sports (real and virtual).
Navigating the Landscape of Multiplayer Games to Probe the Drosophila of AI
Omidshafiei, Shayegan, Tuyls, Karl, Czarnecki, Wojciech M., Santos, Francisco C., Rowland, Mark, Connor, Jerome, Hennes, Daniel, Muller, Paul, Perolat, Julien, De Vylder, Bart, Gruslys, Audrunas, Munos, Remi
Multiplayer games have a long history in being used as key testbeds for evaluation and training in artificial intelligence (AI), aptly referred to as the "Drosophila of AI". Traditionally, researchers have focused on using games to build strong AI agents that, e.g., achieve human-level performance. This progress, however, also requires a classification of how 'interesting' a game is for an artificial agent, which requires characterization of games and their topological landscape. Tackling this latter question not only facilitates an understanding of the characteristics of learnt AI agents in games, but can also help determine what game an AI should address next as part of its training. Here, we show how network measures applied to so-called response graphs of large-scale games enable the creation of a useful landscape of games, quantifying the relationships between games of widely varying sizes, characteristics, and complexities. We illustrate our findings in various domains, ranging from well-studied canonical games to significantly more complex empirical games capturing the performance of trained AI agents pitted against one another. Our results culminate in a demonstration of how one can leverage this information to automatically generate new and interesting games, including mixtures of empirical games synthesized from real world games.
OpenSpiel: A Framework for Reinforcement Learning in Games
Lanctot, Marc, Lockhart, Edward, Lespiau, Jean-Baptiste, Zambaldi, Vinicius, Upadhyay, Satyaki, Pérolat, Julien, Srinivasan, Sriram, Timbers, Finbarr, Tuyls, Karl, Omidshafiei, Shayegan, Hennes, Daniel, Morrill, Dustin, Muller, Paul, Ewalds, Timo, Faulkner, Ryan, Kramár, János, De Vylder, Bart, Saeta, Brennan, Bradbury, James, Ding, David, Borgeaud, Sebastian, Lai, Matthew, Schrittwieser, Julian, Anthony, Thomas, Hughes, Edward, Danihelka, Ivo, Ryan-Davis, Jonah
OpenSpiel is a collection of environments and algorithms for research in general reinforcement learning and search/planning in games. OpenSpiel supports n-player (single- and multi- agent) zero-sum, cooperative and general-sum, one-shot and sequential, strictly turn-taking and simultaneous-move, perfect and imperfect information games, as well as traditional multiagent environments such as (partially- and fully- observable) grid worlds and social dilemmas. OpenSpiel also includes tools to analyze learning dynamics and other common evaluation metrics. This document serves both as an overview of the code base and an introduction to the terminology, core concepts, and algorithms across the fields of reinforcement learning, computational game theory, and search.