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Federated Extra-Trees with Privacy Preserving

arXiv.org Machine Learning

It is commonly observed that the data are scattered everywhere and difficult to be centralized. The data privacy and security also become a sensitive topic. The laws and regulations such as the European Union's General Data Protection Regulation (GDPR) are designed to protect the public's data privacy. However, machine learning requires a large amount of data for better performance, and the current circumstances put deploying real-life AI applications in an extremely difficult situation. To tackle these challenges, in this paper we propose a novel privacy-preserving federated machine learning model, named Federated Extra-Trees, which applies local differential privacy in the federated trees model. A secure multi-institutional machine learning system was developed to provide superior performance by processing the modeling jointly on different clients without exchanging any raw data. We have validated the accuracy of our work by conducting extensive experiments on public datasets and the efficiency and robustness were also verified by simulating the real-world scenarios. Overall, we presented an extensible, scalable and practical solution to handle the data island problem.


A Bayesian Model for Plan Recognition in RTS Games applied to StarCraft

arXiv.org Artificial Intelligence

The task of keyhole (unobtrusive) plan recognition is central to adaptive game AI. "Tech trees" or "build trees" are the core of real-time strategy (RTS) game strategic (long term) planning. This paper presents a generic and simple Bayesian model for RTS build tree prediction from noisy observations, which parameters are learned from replays (game logs). This unsupervised machine learning approach involves minimal work for the game developers as it leverage players' data (com- mon in RTS). We applied it to StarCraft1 and showed that it yields high quality and robust predictions, that can feed an adaptive AI.


A Bayesian Model for Plan Recognition in RTS Games Applied to StarCraft

AAAI Conferences

The task of keyhole (unobtrusive) plan recognition is central to adaptive game AI. “Tech trees” or “build trees” are the core of real-time strategy (RTS) game strategic (long term) planning. This paper presents a generic and simple Bayesian model for RTS build tree prediction from noisy observations, which parameters are learned from replays (game logs). This unsupervised machine learning approach involves minimal work for the game developers as it leverage players’ data (com- mon in RTS). We applied it to StarCraft1 and showed that it yields high quality and robust predictions, that can feed an adaptive AI.