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ELF: An Extensive, Lightweight and Flexible Research Platform for Real-time Strategy Games

Neural Information Processing Systems

In this paper, we propose ELF, an Extensive, Lightweight and Flexible platform for fundamental reinforcement learning research. Using ELF, we implement a highly customizable real-time strategy (RTS) engine with three game environments (Mini-RTS, Capture the Flag and Tower Defense). Mini-RTS, as a miniature version of StarCraft, captures key game dynamics and runs at 165K frame-per-second (FPS) on a laptop. When coupled with modern reinforcement learning methods, the system can train a full-game bot against built-in AIs end-to-end in one day with 6 CPUs and 1 GPU. In addition, our platform is flexible in terms of environment-agent communication topologies, choices of RL methods, changes in game parameters, and can host existing C/C++-based game environments like ALE. Using ELF, we thoroughly explore training parameters and show that a network with Leaky ReLU and Batch Normalization coupled with long-horizon training and progressive curriculum beats the rule-based built-in AI more than 70% of the time in the full game of Mini-RTS. Strong performance is also achieved on the other two games. In game replays, we show our agents learn interesting strategies.


ELF: An Extensive, Lightweight and Flexible Research Platform for Real-time Strategy Games

Neural Information Processing Systems

In this paper, we propose ELF, an Extensive, Lightweight and Flexible platform for fundamental reinforcement learning research. Using ELF, we implement a highly customizable real-time strategy (RTS) engine with three game environments (Mini-RTS, Capture the Flag and Tower Defense). Mini-RTS, as a miniature version of StarCraft, captures key game dynamics and runs at 165K frame-per-second (FPS) on a laptop. When coupled with modern reinforcement learning methods, the system can train a full-game bot against built-in AIs end-to-end in one day with 6 CPUs and 1 GPU. In addition, our platform is flexible in terms of environment-agent communication topologies, choices of RL methods, changes in game parameters, and can host existing C/C++-based game environments like ALE. Using ELF, we thoroughly explore training parameters and show that a network with Leaky ReLU and Batch Normalization coupled with long-horizon training and progressive curriculum beats the rule-based built-in AI more than 70% of the time in the full game of Mini-RTS. Strong performance is also achieved on the other two games. In game replays, we show our agents learn interesting strategies.


ELF: An Extensive, Lightweight and Flexible Research Platform for Real-time Strategy Games

Yuandong Tian, Qucheng Gong, Wenling Shang, Yuxin Wu, C. Lawrence Zitnick

Neural Information Processing Systems

In this paper, we propose ELF, an Extensive, Lightweight and Flexible platform for fundamental reinforcement learning research. Using ELF, we implement a highly customizable real-time strategy (RTS) engine with three game environments (Mini-RTS, Capture the Flag and Tower Defense). Mini-RTS, as a miniature version of StarCraft, captures key game dynamics and runs at 40K frame-per-second (FPS) per core on a laptop. When coupled with modern reinforcement learning methods, the system can train a full-game bot against built-in AIs end-to-end in one day with 6 CPUs and 1 GPU. In addition, our platform is flexible in terms of environment-agent communication topologies, choices of RL methods, changes in game parameters, and can host existing C/C++-based game environments like ALE [4]. Using ELF, we thoroughly explore training parameters and show that a network with Leaky ReLU [17] and Batch Normalization [11] coupled with long-horizon training and progressive curriculum beats the rule-based built-in AI more than 70% of the time in the full game of Mini-RTS. Strong performance is also achieved on the other two games. In game replays, we show our agents learn interesting strategies.


We agree G COMB

Neural Information Processing Systems

We are addressing only the major comments in this document. In this document, RXCY refers to Comment Y by Reviewer X. We will ensure to make this crystal clear. In contrast, [4] is an end-to-end reinforcement learning architecture and thus time-consuming. The slowness of CELF in IM is also reported in [2].


ELF: Efficient Logic Synthesis by Pruning Redundancy in Refactoring

Tsaras, Dimitris, Li, Xing, Chen, Lei, Xie, Zhiyao, Yuan, Mingxuan

arXiv.org Artificial Intelligence

--In electronic design automation, logic optimization operators play a crucial role in minimizing the gate count of logic circuits. However, their computation demands are high. Operators such as refactor conventionally form iterative cuts for each node, striving for a more compact representation - a task which often fails 98% on average. Prior research has sought to mitigate computational cost through paralleliza-tion. In contrast, our approach leverages a classifier to prune unsuccessful cuts preemptively, thus eliminating unnecessary resynthesis operations. Experiments on the refactor operator using the EPFL benchmark suite and 10 large industrial designs demonstrate that this technique can speedup logic optimization by 3. 9 on average compared with the state-of-the-art ABC implementation. In logic synthesis, Boolean resynthesis is a technology-independent process that optimizes a logic network to reduce its nodes and levels [1]-[7]. It analyzes the Boolean expressions and iteratively applies local transformations (e.g., operators) to the logic gates and their interconnections. While Boolean resynthesis operators are essential for circuit optimization, they must be used with caution due to their computational expenses. Since most resynthesis operators are heuristic and suboptimal, iterative runs are necessary to identify further potential improvements in the logic circuit [1]. Moreover, the demand for a shorter turn-around time keeps increasing in the fast-paced electronics industry.


What It's Like to Brainstorm with a Bot

The New Yorker

Contrary to what many of my friends believe, good academics are always working--at least in the sense that when we're stuck on a problem, which is most of the time, it's impossible to leave it behind. A worthwhile problem is a brainworm: it stays with you until it's resolved or replaced by another one. My Dartmouth colleague Luke Chang, a neuroscientist who studies what happens in people's heads when we communicate, is no stranger to this affliction. One day, on a long drive back to Hanover, he found himself preoccupied with such a worm. The drive up I-89 is usually uneventful--a straight shot north, ideal for letting your mind off the leash. But Luke's mind snagged on a technical challenge: how to turn a decent model of facial expression into something truly convincing. The aim was to encode the various nuanced ways human faces transmit states of mind, and then to visualize them; smiles and frowns are the barest beginning. The spectrum of human emotions and intentions is embodied in a range of expressions which serve as a basic alphabet for communication.


Effects of structure on reasoning in instance-level Self-Discover

Gunasekara, Sachith, Ratnayake, Yasiru

arXiv.org Artificial Intelligence

The drive for predictable LLM reasoning in their integration with compound systems has popularized structured outputs, yet concerns remain about performance trade-offs compared to unconstrained natural language. At the same time, training on unconstrained Chain of Thought (CoT) traces has brought about a new class of strong reasoning models that nevertheless present novel compute budget and faithfulness challenges. This paper introduces iSelf-Discover, an instance-level adaptation of the Self-Discover framework, and using it compares dynamically generated structured JSON reasoning with its unstructured counterpart. Our empirical evaluation across diverse benchmarks using state-of-the-art open-source models supports a consistent advantage for unstructured reasoning. Notably, on the complex MATH benchmark, unstructured plans achieved relative performance improvements of up to 18.90\% over structured approaches. Zero-shot unstructured iSelf-Discover variants are also shown to outperform their five-shot structured counterparts, underscoring the significance of this gap, even when structured plans are dynamically generated to ensure reasoning precedes the final answer. We further demonstrate that the optimal granularity of plan generation (instance-level vs. task-level) is context-dependent. These findings invite re-evaluation of the reliance on structured formats for complex problem-solving and how compound systems should be organized.


Geographical Node Clustering and Grouping to Guarantee Data IIDness in Federated Learning

Lee, Minkwon, Kim, Hyoil, Joo, Changhee

arXiv.org Artificial Intelligence

Federated learning (FL) is a decentralized AI mechanism suitable for a large number of devices like in smart IoT. A major challenge of FL is the non-IID dataset problem, originating from the heterogeneous data collected by FL participants, leading to performance deterioration of the trained global model. There have been various attempts to rectify non-IID dataset, mostly focusing on manipulating the collected data. This paper, however, proposes a novel approach to ensure data IIDness by properly clustering and grouping mobile IoT nodes exploiting their geographical characteristics, so that each FL group can achieve IID dataset. We first provide an experimental evidence for the independence and identicalness features of IoT data according to the inter-device distance, and then propose Dynamic Clustering and Partial-Steady Grouping algorithms that partition FL participants to achieve near-IIDness in their dataset while considering device mobility. Our mechanism significantly outperforms benchmark grouping algorithms at least by 110 times in terms of the joint cost between the number of dropout devices and the evenness in per-group device count, with a mild increase in the number of groups only by up to 0.93 groups.


Reviews: ELF: An Extensive, Lightweight and Flexible Research Platform for Real-time Strategy Games

Neural Information Processing Systems

The main proposal of the paper is a real-time strategy simulator specifically designed for reinforcement learning purposes. The paper presents with several details the architecture of the simulator, along with how gaming is done on it and some experimentations with the software with some RL techniques implemented in the software. Although I think there are good values in making with software for research, I don't think that NIPS is the right forum for presenting technical papers on them. Machine Learning Open Source Software (MLOSS) track from JMLR or relevant workshop are much relevant for that. And in the current case, a publication in the IEEE Computational Intelligence and Games (IEEE-CIG) conference might be a much better fit.


ELF: An Extensive, Lightweight and Flexible Research Platform for Real-time Strategy Games

Yuandong Tian, Qucheng Gong, Wenling Shang, Yuxin Wu, C. Lawrence Zitnick

Neural Information Processing Systems

In this paper, we propose ELF, an Extensive, Lightweight and Flexible platform for fundamental reinforcement learning research. Using ELF, we implement a highly customizable real-time strategy (RTS) engine with three game environments (Mini-RTS, Capture the Flag and Tower Defense). Mini-RTS, as a miniature version of StarCraft, captures key game dynamics and runs at 40K frameper-second (FPS) per core on a laptop. When coupled with modern reinforcement learning methods, the system can train a full-game bot against built-in AIs endto-end in one day with 6 CPUs and 1 GPU. In addition, our platform is flexible in terms of environment-agent communication topologies, choices of RL methods, changes in game parameters, and can host existing C/C++-based game environments like ALE [4]. Using ELF, we thoroughly explore training parameters and show that a network with Leaky ReLU [17] and Batch Normalization [11] coupled with long-horizon training and progressive curriculum beats the rule-based built-in AI more than 70% of the time in the full game of Mini-RTS. Strong performance is also achieved on the other two games. In game replays, we show our agents learn interesting strategies.