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Collaborating Authors

 Shi, Bei


On the Diversity and Realism of Distilled Dataset: An Efficient Dataset Distillation Paradigm

arXiv.org Artificial Intelligence

Contemporary machine learning requires training large neural networks on massive datasets and thus faces the challenges of high computational demands. Dataset distillation, as a recent emerging strategy, aims to compress real-world datasets for efficient training. However, this line of research currently struggle with large-scale and high-resolution datasets, hindering its practicality and feasibility. To this end, we re-examine the existing dataset distillation methods and identify three properties required for large-scale real-world applications, namely, realism, diversity, and efficiency. As a remedy, we propose RDED, a novel computationally-efficient yet effective data distillation paradigm, to enable both diversity and realism of the distilled data. Extensive empirical results over various neural architectures and datasets demonstrate the advancement of RDED: we can distill the full ImageNet-1K to a small dataset comprising 10 images per class within 7 minutes, achieving a notable 42% top-1 accuracy with ResNet-18 on a single RTX-4090 GPU (while the SOTA only achieves 21% but requires 6 hours).


Learning Diverse Policies in MOBA Games via Macro-Goals

arXiv.org Artificial Intelligence

Recently, many researchers have made successful progress in building the AI systems for MOBA-game-playing with deep reinforcement learning, such as on Dota 2 and Honor of Kings. Even though these AI systems have achieved or even exceeded human-level performance, they still suffer from the lack of policy diversity. In this paper, we propose a novel Macro-Goals Guided framework, called MGG, to learn diverse policies in MOBA games. MGG abstracts strategies as macro-goals from human demonstrations and trains a Meta-Controller to predict these macro-goals. To enhance policy diversity, MGG samples macro-goals from the Meta-Controller prediction and guides the training process towards these goals. Experimental results on the typical MOBA game Honor of Kings demonstrate that MGG can execute diverse policies in different matches and lineups, and also outperform the state-of-the-art methods over 102 heroes.


Supervised Learning Achieves Human-Level Performance in MOBA Games: A Case Study of Honor of Kings

arXiv.org Artificial Intelligence

We present JueWu-SL, the first supervised-learning-based artificial intelligence (AI) program that achieves human-level performance in playing multiplayer online battle arena (MOBA) games. Unlike prior attempts, we integrate the macro-strategy and the micromanagement of MOBA-game-playing into neural networks in a supervised and end-to-end manner. Tested on Honor of Kings, the most popular MOBA at present, our AI performs competitively at the level of High King players in standard 5v5 games.


Towards Playing Full MOBA Games with Deep Reinforcement Learning

arXiv.org Artificial Intelligence

MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much attention accordingly. However, existing work falls short in handling the raw game complexity caused by the explosion of agent combinations, i.e., lineups, when expanding the hero pool in case that OpenAI's Dota AI limits the play to a pool of only 17 heroes. As a result, full MOBA games without restrictions are far from being mastered by any existing AI system. In this paper, we propose a MOBA AI learning paradigm that methodologically enables playing full MOBA games with deep reinforcement learning. Specifically, we develop a combination of novel and existing learning techniques, including curriculum self-play learning, policy distillation, off-policy adaption, multi-head value estimation, and Monte-Carlo tree-search, in training and playing a large pool of heroes, meanwhile addressing the scalability issue skillfully. Tested on Honor of Kings, a popular MOBA game, we show how to build superhuman AI agents that can defeat top esports players. The superiority of our AI is demonstrated by the first large-scale performance test of MOBA AI agent in the literature.


Learning Domain-Sensitive and Sentiment-Aware Word Embeddings

arXiv.org Artificial Intelligence

Word embeddings have been widely used in sentiment classification because of their efficacy for semantic representations of words. Given reviews from different domains, some existing methods for word embeddings exploit sentiment information, but they cannot produce domain-sensitive embeddings. On the other hand, some other existing methods can generate domain-sensitive word embeddings, but they cannot distinguish words with similar contexts but opposite sentiment polarity. We propose a new method for learning domain-sensitive and sentiment-aware embeddings that simultaneously capture the information of sentiment semantics and domain sensitivity of individual words. Our method can automatically determine and produce domain-common embeddings and domain-specific embeddings. The differentiation of domain-common and domain-specific words enables the advantage of data augmentation of common semantics from multiple domains and capture the varied semantics of specific words from different domains at the same time. Experimental results show that our model provides an effective way to learn domain-sensitive and sentiment-aware word embeddings which benefit sentiment classification at both sentence level and lexicon term level.