behavior algorithm
Reinforced In-Context Black-Box Optimization
Song, Lei, Gao, Chenxiao, Xue, Ke, Wu, Chenyang, Li, Dong, Hao, Jianye, Zhang, Zongzhang, Qian, Chao
Black-Box Optimization (BBO) has found successful applications in many fields of science and engineering. Recently, there has been a growing interest in meta-learning particular components of BBO algorithms to speed up optimization and get rid of tedious hand-crafted heuristics. As an extension, learning the entire algorithm from data requires the least labor from experts and can provide the most flexibility. In this paper, we propose RIBBO, a method to reinforce-learn a BBO algorithm from offline data in an end-to-end fashion. RIBBO employs expressive sequence models to learn the optimization histories produced by multiple behavior algorithms and tasks, leveraging the in-context learning ability of large models to extract task information and make decisions accordingly. Central to our method is to augment the optimization histories with \textit{regret-to-go} tokens, which are designed to represent the performance of an algorithm based on cumulative regret over the future part of the histories. The integration of regret-to-go tokens enables RIBBO to automatically generate sequences of query points that satisfy the user-desired regret, which is verified by its universally good empirical performance on diverse problems, including BBO benchmark functions, hyper-parameter optimization and robot control problems.
- North America > United States > Hawaii > Honolulu County > Honolulu (0.04)
- Africa > Rwanda > Kigali > Kigali (0.04)
- Oceania > Australia > New South Wales > Sydney (0.04)
- (15 more...)
A 2020 taxonomy of algorithms inspired on living beings behavior
Since the emerge of ideas about simulation of life in last decades, several algorithms have been proposed to solve complex problems inspired on nature phenomena; i.e. evolutionary computation or artificial life. A role of a naturalist or biologist is taken with the purpose for studying all living forms in a new ecosystem and trying to make a classification of all discoveries to form a taxonomy of living beings. This role is taken as a computer naturalist to make a compilation of algorithms inspired on behavior of living beings. There are several bio-inspired algorithms; however, this work focus on actions of living beings like the growth of plants, reproduction of mushrooms, living of bacteria, the individuals behavior of animals, etc.; however, highlights the interactions between individuals of a group of different animals like school of fishes, flock of birds, herd of mammals, or swarm of insects. Focusing on algorithms inspired in actions of living beings that belongs to any kingdom of the nature; nevertheless, it is important to locate all algorithms as possible. Only basic algorithms are considered, but derivations, variants and hybrids are omitted; at least, algorithms which involves an inspiration of any living being. Location of bio-inspired algorithms related with a specific species is made by a review of several papers of surveys which involve nature bio-inspired, swarm intelligence, and metaheuristics algorithms; however, several of these surveys consider different points of view. It was consider only survey papers from ten years old ago because it is expected a more complete reviews since then. Surveys span in many cases all kind of algorithms; however many of them have been proposed recently; it maybe because the year 2020 is iconic.
- North America > United States (0.14)
- North America > Mexico > Nuevo León (0.14)
- Europe > Czechia (0.14)
- (2 more...)
- Energy > Oil & Gas (0.67)
- Health & Medicine > Therapeutic Area > Infections and Infectious Diseases (0.46)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Optimization (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Agents (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Evolutionary Systems (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Statistical Learning > Clustering (0.46)
Introduction to Behavior Algorithms for Fighting Games
Gajardo, Ignacio, Besoain, Felipe, Barriga, Nicolas A.
The quality of opponent Artificial Intelligence (AI) in fighting videogames is crucial. Some other game genres can rely on their story or visuals, but fighting games are all about the adversarial experience. In this paper, we will introduce standard behavior algorithms in videogames, such as Finite-State Machines and Behavior Trees, as well as more recent developments, such as Monte-Carlo Tree Search. We will also discuss the existing and potential combinations of these algorithms, and how they might be used in fighting games. Since we are at the financial peak of fighting games, both for casual players and in tournaments, it is important to build and expand on fighting game AI, as it is one of the pillars of this growing market.
- South America > Chile > Maule Region > Talca Province > Talca (0.04)
- North America > United States (0.04)