invasion game
Multi-Excitation Projective Simulation with a Many-Body Physics Inspired Inductive Bias
LeMaitre, Philip A., Krumm, Marius, Briegel, Hans J.
With the impressive progress of deep learning, applications relying on machine learning are increasingly being integrated into daily life. However, most deep learning models have an opaque, oracle-like nature making it difficult to interpret and understand their decisions. This problem led to the development of the field known as eXplainable Artificial Intelligence (XAI). One method in this field known as Projective Simulation (PS) models a chain-of-thought as a random walk of a particle on a graph with vertices that have concepts attached to them. While this description has various benefits, including the possibility of quantization, it cannot be naturally used to model thoughts that combine several concepts simultaneously. To overcome this limitation, we introduce Multi-Excitation Projective Simulation (mePS), a generalization that considers a chain-of-thought to be a random walk of several particles on a hypergraph. A definition for a dynamic hypergraph is put forward to describe the agent's training history along with applications to AI and hypergraph visualization. An inductive bias inspired by the remarkably successful few-body interaction models used in quantum many-body physics is formalized for our classical mePS framework and employed to tackle the exponential complexity associated with naive implementations of hypergraphs. We prove that our inductive bias reduces the complexity from exponential to polynomial, with the exponent representing the cutoff on how many particles can interact. We numerically apply our method to two toy environments and a more complex scenario modelling the diagnosis of a broken computer. These environments demonstrate the resource savings provided by an appropriate choice of inductive bias, as well as showcasing aspects of interpretability. A quantum model for mePS is also briefly outlined and some future directions for it are discussed.
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Presenting Multiagent Challenges in Team Sports Analytics
This paper draws correlations between several challenges and opportunities within the area of team sports analytics and key research areas within multiagent systems (MAS). We specifically consider invasion games, defined as sports where players invade the opposing team's territory and can interact anywhere on a playing surface such as ice hockey, soccer, and basketball. We argue that MAS is well-equipped to study invasion games and will benefit both MAS and sports analytics fields. Our discussion highlights areas for MAS implementation and further development along two axes: short-term in-game strategy (coaching) and long-term team planning (management).
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Multi-agent projective simulation: A starting point
We develop a two-defender (Alice and Bob) invasion game using the method of projective simulation as an embodied model for artificial intelligence. We hope that it will be the first step towards the effect of perception on different actions in a given game. As a given perception of a given situation, the agent, say Alice, encounters some attack symbols coming from the right attacker where she can learn to prevent. However, some of these percepts are invisible for her. Instead, she perceives some other signs that are related to her partner's (Bob) task. We elaborate an example in which an agent perceives an equal portion of percepts from both attackers. Alice can choose to concentrate on her job, though she loses some attacks. Alternatively, she can have some sort of cooperation with Bob to get and give help. It follows that the maximum blocking efficiency in concentration is just the minimum blocking efficiency in cooperation. Furthermore, Alice would have a choice to select two different forgetting factors for blocking attacks and for helping task. Therefore, she can choose between herself and the other. Consequently, selfishness is discerned as an only Nash equilibrium in this game. It is a pure strategy and Pareto optimal and containing Shapley value in this superadditive coalition. Finally, we propose another perception for the same situation that can be tracked in the future regarding the present study.
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Meta-learning within Projective Simulation
Makmal, Adi, Melnikov, Alexey A., Dunjko, Vedran, Briegel, Hans J.
Learning models of artificial intelligence can nowadays perform very well on a large variety of tasks. However, in practice different task environments are best handled by different learning models, rather than a single, universal, approach. Most non-trivial models thus require the adjustment of several to many learning parameters, which is often done on a case-by-case basis by an external party. Meta-learning refers to the ability of an agent to autonomously and dynamically adjust its own learning parameters, or meta-parameters. In this work we show how projective simulation, a recently developed model of artificial intelligence, can naturally be extended to account for meta-learning in reinforcement learning settings. The projective simulation approach is based on a random walk process over a network of clips. The suggested meta-learning scheme builds upon the same design and employs clip networks to monitor the agent's performance and to adjust its meta-parameters "on the fly". We distinguish between "reflexive adaptation" and "adaptation through learning", and show the utility of both approaches. In addition, a trade-off between flexibility and learning-time is addressed. The extended model is examined on three different kinds of reinforcement learning tasks, in which the agent has different optimal values of the meta-parameters, and is shown to perform well, reaching near-optimal to optimal success rates in all of them, without ever needing to manually adjust any meta-parameter.
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Quantum machine learning with glow for episodic tasks and decision games
Clausen, Jens, Briegel, Hans J.
We consider a general class of models, where a reinforcement learning (RL) agent learns from cyclic interactions with an external environment via classical signals. Perceptual inputs are encoded as quantum states, which are subsequently transformed by a quantum channel representing the agent's memory, while the outcomes of measurements performed at the channel's output determine the agent's actions. The learning takes place via stepwise modifications of the channel properties. They are described by an update rule that is inspired by the projective simulation (PS) model and equipped with a glow mechanism that allows for a backpropagation of policy changes, analogous to the eligibility traces in RL and edge glow in PS. In this way, the model combines features of PS with the ability for generalization, offered by its physical embodiment as a quantum system. We apply the agent to various setups of an invasion game and a grid world, which serve as elementary model tasks allowing a direct comparison with a basic classical PS agent.
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Projective simulation for classical learning agents: a comprehensive investigation
Mautner, Julian, Makmal, Adi, Manzano, Daniel, Tiersch, Markus, Briegel, Hans J.
We study the model of projective simulation (PS), a novel approach to artificial intelligence based on stochastic processing of episodic memory which was recently introduced [H.J. Briegel and G. De las Cuevas. Sci. Rep. 2, 400, (2012)]. Here we provide a detailed analysis of the model and examine its performance, including its achievable efficiency, its learning times and the way both properties scale with the problems' dimension. In addition, we situate the PS agent in different learning scenarios, and study its learning abilities. A variety of new scenarios are being considered, thereby demonstrating the model's flexibility. Furthermore, to put the PS scheme in context, we compare its performance with those of Q-learning and learning classifier systems, two popular models in the field of reinforcement learning. It is shown that PS is a competitive artificial intelligence model of unique properties and strengths.
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