Gray, Jonathan
Human-Level Performance in No-Press Diplomacy via Equilibrium Search
Gray, Jonathan, Lerer, Adam, Bakhtin, Anton, Brown, Noam
Prior AI breakthroughs in complex games have focused on either the purely adversarial or purely cooperative settings. In contrast, Diplomacy is a game of shifting alliances that involves both cooperation and competition. For this reason, Diplomacy has proven to be a formidable research challenge. In this paper we describe an agent for the no-press variant of Diplomacy that combines supervised learning on human data with one-step lookahead search via external regret minimization. External regret minimization techniques have been behind previous AI successes in adversarial games, most notably poker, but have not previously been shown to be successful in large-scale games involving cooperation. We show that our agent greatly exceeds the performance of past no-press Diplomacy bots, is unexploitable by expert humans, and achieves a rank of 23 out of 1,128 human players when playing anonymous games on a popular Diplomacy website. A primary goal for AI research is to develop agents that can act optimally in real-world multi-agent interactions (i.e., games). However, previous large-scale game AI results have focused on either purely competitive or purely cooperative settings. In contrast, real-world games, such as business negotiations, politics, and traffic navigation, involve a far more complex mixture of cooperation and competition. In such settings, the theoretical grounding for the techniques used in previous AI breakthroughs falls apart. In this paper we augment neural policies trained through imitation learning with regret minimization search techniques, and evaluate on the benchmark game of no-press Diplomacy.
Why Build an Assistant in Minecraft?
Szlam, Arthur, Gray, Jonathan, Srinet, Kavya, Jernite, Yacine, Joulin, Armand, Synnaeve, Gabriel, Kiela, Douwe, Yu, Haonan, Chen, Zhuoyuan, Goyal, Siddharth, Guo, Demi, Rothermel, Danielle, Zitnick, C. Lawrence, Weston, Jason
In the last decade, we have seen a qualitative jump in the performance of machine learning (ML) methods directed at narrow, well-defined tasks. For example, there has been marked progress in object recognition [57], game-playing [73], and generative models of images [40] and text [39]. Some of these methods have achieved superhuman performance within their domain [73, 64]. In each of these cases, a powerful ML model was trained using large amounts of data on a highly complex task to surpass what was commonly believed possible. Here we consider the transpose of this situation.
CraftAssist: A Framework for Dialogue-enabled Interactive Agents
Gray, Jonathan, Srinet, Kavya, Jernite, Yacine, Yu, Haonan, Chen, Zhuoyuan, Guo, Demi, Goyal, Siddharth, Zitnick, C. Lawrence, Szlam, Arthur
This paper describes an implementation of a bot assistant in Minecraft, and the tools and platform allowing players to interact with the bot and to record those interactions. The purpose of building such an assistant is to facilitate the study of agents that can complete tasks specified by dialogue, and eventually, to learn from dialogue interactions.
CraftAssist Instruction Parsing: Semantic Parsing for a Minecraft Assistant
Jernite, Yacine, Srinet, Kavya, Gray, Jonathan, Szlam, Arthur
We propose a large scale semantic parsing dataset focused on instruction-driven communication with an agent in Minecraft. We describe the data collection process which yields additional 35K human generated instructions with their semantic annotations. We report the performance of three baseline models and find that while a dataset of this size helps us train a usable instruction parser, it still poses interesting generalization challenges which we hope will help develop better and more robust models.