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A novel neural network to understand symmetry, speed materials research

#artificialintelligence

Understanding structure-property relations is a key goal of materials research, according to Joshua Agar, a faculty member in Lehigh University's Department of Materials Science and Engineering. And yet currently no metric exists to understand the structure of materials because of the complexity and multidimensional nature of structure. Artificial neural networks, a type of machine learning, can be trained to identify similarities―and even correlate parameters such as structure and properties―but there are two major challenges, says Agar. One is that the majority of vast amounts of data generated by materials experiments are never analyzed. This is largely because such images, produced by scientists in laboratories all over the world, are rarely stored in a usable manner and not usually shared with other research teams.


Discovering Diverse Multi-Agent Strategic Behavior via Reward Randomization

Tang, Zhenggang, Yu, Chao, Chen, Boyuan, Xu, Huazhe, Wang, Xiaolong, Fang, Fei, Du, Simon, Wang, Yu, Wu, Yi

arXiv.org Artificial Intelligence

We propose a simple, general and effective technique, Reward Randomization for discovering diverse strategic policies in complex multi-agent games. Combining reward randomization and policy gradient, we derive a new algorithm, Reward-Randomized Policy Gradient (RPG). RPG is able to discover multiple distinctive human-interpretable strategies in challenging temporal trust dilemmas, including grid-world games and a real-world game Agar.io, Furthermore, with the set of diverse strategies from RPG, we can (1) achieve higher payoffs by fine-tuning the best policy from the set; and (2) obtain an adaptive agent by using this set of strategies as its training opponents. Games have been a long-standing benchmark for artificial intelligence, which prompts persistent technical advances towards our ultimate goal of building intelligent agents like humans, from Shannon's initial interest in Chess (Shannon, 1950) and IBM DeepBlue (Campbell et al., 2002), to the most recent deep reinforcement learning breakthroughs in Go (Silver et al., 2017), Dota II (OpenAI et al., 2019) and Starcraft (Vinyals et al., 2019). Hence, analyzing and understanding the challenges in various games also become critical for developing new learning algorithms for even harder challenges. Most recent successes in games are based on decentralized multi-agent learning (Brown, 1951; Singh et al., 2000; Lowe et al., 2017; Silver et al., 2018), where agents compete against each other and optimize their own rewards to gradually improve their strategies. Despite the empirical success of these algorithms, a fundamental question remains largely unstudied in the field: even if an MARL algorithm converges to an NE, which equilibrium will it converge to? The existence of multiple NEs is extremely common in many multi-agent games. Discovering as many NE strategies as possible is particularly important in practice not only because different NEs can produce drastically different payoffs but also because when facing unknown players who are trained to play an NE strategy, we can gain advantage by identifying which NE strategy the opponent is playing and choosing the most appropriate response. Unfortunately, in many games where multiple distinct NEs exist, the popular decentralized policy gradient algorithm (PG), which has led to great successes in numerous games including Dota II and Stacraft, always converge to a particular NE with non-optimal payoffs and fail to explore more diverse modes in the strategy space. Consider an extremely simple example, a 2-by-2 matrix game Stag-Hunt (Rousseau, 1984; Skyrms, 2004), where two pure strategy NEs exist: a "risky" cooperative equilibrium with the highest payoff for both agents and a "safe" non-cooperative equilibrium with strictly lower payoffs.


Investigation on the generalization of the Sampled Policy Gradient algorithm

Ansó, Nil Stolt

arXiv.org Artificial Intelligence

The Sampled Policy Gradient (SPG) algorithm is a new offline actor-critic variant that samples in the action space to approximate the policy gradient. It does so by using the critic to evaluate the sampled actions. SPG offers theoretical promise over similar algorithms such as DPG as it searches the action-Q-value space independently of the local gradient, enabling it to avoid local minima. This paper aims to compare SPG to two similar actor-critic algorithms, CACLA and DPG. The comparison is made across two different environments, two different network architectures, as well as training on on-policy transitions in contrast to using an experience buffer. Results seem to show that although SPG does often not perform the worst, it doesn't always match the performance of the best performing algorithm at a particular task. Further experiments are required to get a better estimate of the qualities of SPG.


5 Reasons Humans Should Never Become Machines

AITopics Original Links

Above, Jean Luc Picard has been assimilated and given a new identity as a Borg. Are humans doomed to a machine-like future of radically-enhanced lifespan and intelligence, but without the intangibles that have made our 200,000 year-old species so unique? Using technology to stave off Alzheimer's, Parkinson's or other neurological maladies is easy to justify. But is it inevitable that humans and machines will meld into a Borg-like future? That is, something akin to the "Trekian" villains who appear to have all the personality of a side-by-side refrigerator.