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 social game


Offline-Online Reinforcement Learning for Energy Pricing in Office Demand Response: Lowering Energy and Data Costs

Jang, Doseok, Spangher, Lucas, Khattar, Manan, Agwan, Utkarsha, Nadarajah, Selvaprabuh, Spanos, Costas

arXiv.org Artificial Intelligence

Our team is proposing to run a full-scale energy demand response experiment in an office building. Although this is an exciting endeavor which will provide value to the community, collecting training data for the reinforcement learning agent is costly and will be limited. In this work, we examine how offline training can be leveraged to minimize data costs (accelerate convergence) and program implementation costs. We present two approaches to doing so: pretraining our model to warm start the experiment with simulated tasks, and using a planning model trained to simulate the real world's rewards to the agent. We present results that demonstrate the utility of offline reinforcement learning to efficient price-setting in the energy demand response problem.


Design, Benchmarking and Explainability Analysis of a Game-Theoretic Framework towards Energy Efficiency in Smart Infrastructure

Konstantakopoulos, Ioannis C., Das, Hari Prasanna, Barkan, Andrew R., He, Shiying, Veeravalli, Tanya, Liu, Huihan, Manasawala, Aummul Baneen, Lin, Yu-Wen, Spanos, Costas J.

arXiv.org Machine Learning

In this paper, we propose a gamification approach as a novel framework for smart building infrastructure with the goal of motivating human occupants to reconsider personal energy usage and to have positive effects on their environment. Human interaction in the context of cyber-physical systems is a core component and consideration in the implementation of any smart building technology. Research has shown that the adoption of human-centric building services and amenities leads to improvements in the operational efficiency of these cyber-physical systems directed towards controlling building energy usage. We introduce a strategy in form of a game-theoretic framework that incorporates humans-in-the-loop modeling by creating an interface to allow building managers to interact with occupants and potentially incentivize energy efficient behavior. Prior works on game theoretic analysis typically rely on the assumption that the utility function of each individual agent is known a priori. Instead, we propose novel utility learning framework for benchmarking that employs robust estimations of occupant actions towards energy efficiency. To improve forecasting performance, we extend the utility learning scheme by leveraging deep bi-directional recurrent neural networks. Using the proposed methods on data gathered from occupant actions for resources such as room lighting, we forecast patterns of energy resource usage to demonstrate the prediction performance of the methods. The results of our study show that we can achieve a highly accurate representation of the ground truth for occupant energy resource usage. We also demonstrate the explainable nature on human decision making towards energy usage inherent in the dataset using graphical lasso and granger causality algorithms. Finally, we open source the de-identified, high-dimensional data pertaining to the energy game-theoretic framework.


Segmentation Analysis in Human Centric Cyber-Physical Systems using Graphical Lasso

Das, Hari Prasanna, Konstantakopoulos, Ioannis C., Manasawala, Aummul Baneen, Veeravalli, Tanya, Liu, Huihan, Spanos, Costas J.

arXiv.org Machine Learning

A generalized gamification framework is introduced as a form of smart infrastructure with potential to improve sustainability and energy efficiency by leveraging humans-in-the-loop strategy. The proposed framework enables a Human-Centric Cyber-Physical System using an interface to allow building managers to interact with occupants. The interface is designed for occupant engagement-integration supporting learning of their preferences over resources in addition to understanding how preferences change as a function of external stimuli such as physical control, time or incentives. Towards intelligent and autonomous incentive design, a noble statistical learning algorithm performing occupants energy usage behavior segmentation is proposed. We apply the proposed algorithm, Graphical Lasso, on energy resource usage data by the occupants to obtain feature correlations--dependencies. Segmentation analysis results in characteristic clusters demonstrating different energy usage behaviors. The features--factors characterizing human decision-making are made explainable.


A Deep Learning and Gamification Approach to Energy Conservation at Nanyang Technological University

Konstantakopoulos, Ioannis C., Barkan, Andrew R., He, Shiying, Veeravalli, Tanya, Liu, Huihan, Spanos, Costas

arXiv.org Machine Learning

The implementation of smart building technology in the form of smart infrastructure applications has great potential to improve sustainability and energy efficiency by leveraging humans-in-the-loop strategy. However, human preference in regard to living conditions is usually unknown and heterogeneous in its manifestation as control inputs to a building. Furthermore, the occupants of a building typically lack the independent motivation necessary to contribute to and play a key role in the control of smart building infrastructure. Moreover, true human actions and their integration with sensing/actuation platforms remains unknown to the decision maker tasked with improving operational efficiency. By modeling user interaction as a sequential discrete game between non-cooperative players, we introduce a gamification approach for supporting user engagement and integration in a human-centric cyber-physical system. We propose the design and implementation of a large-scale network game with the goal of improving the energy efficiency of a building through the utilization of cutting-edge Internet of Things (IoT) sensors and cyber-physical systems sensing/actuation platforms. A benchmark utility learning framework that employs robust estimations for classical discrete choice models provided for the derived high dimensional imbalanced data. To improve forecasting performance, we extend the benchmark utility learning scheme by leveraging Deep Learning end-to-end training with Deep bi-directional Recurrent Neural Networks. We apply the proposed methods to high dimensional data from a social game experiment designed to encourage energy efficient behavior among smart building occupants in Nanyang Technological University (NTU) residential housing. Using occupant-retrieved actions for resources such as lighting and A/C, we simulate the game defined by the estimated utility functions.


My Cow Game Extracted Your Facebook Data

The Atlantic - Technology

For a spell during 2010 and 2011, I was a virtual rancher of clickable cattle on Facebook. It feels like a long time ago. Obama was serving his first term as president. Google hadn't arrived, let alone vanished again. Steve Jobs was still alive, as was Kim Jong Il.


Churn Prediction in Mobile Social Games: Towards a Complete Assessment Using Survival Ensembles

Periáñez, África, Saas, Alain, Guitart, Anna, Magne, Colin

arXiv.org Machine Learning

Reducing user attrition, i.e. churn, is a broad challenge faced by several industries. In mobile social games, decreasing churn is decisive to increase player retention and rise revenues. Churn prediction models allow to understand player loyalty and to anticipate when they will stop playing a game. Thanks to these predictions, several initiatives can be taken to retain those players who are more likely to churn. Survival analysis focuses on predicting the time of occurrence of a certain event, churn in our case. Classical methods, like regressions, could be applied only when all players have left the game. The challenge arises for datasets with incomplete churning information for all players, as most of them still connect to the game. This is called a censored data problem and is in the nature of churn. Censoring is commonly dealt with survival analysis techniques, but due to the inflexibility of the survival statistical algorithms, the accuracy achieved is often poor. In contrast, novel ensemble learning techniques, increasingly popular in a variety of scientific fields, provide high-class prediction results. In this work, we develop, for the first time in the social games domain, a survival ensemble model which provides a comprehensive analysis together with an accurate prediction of churn. For each player, we predict the probability of churning as function of time, which permits to distinguish various levels of loyalty profiles. Additionally, we assess the risk factors that explain the predicted player survival times. Our results show that churn prediction by survival ensembles significantly improves the accuracy and robustness of traditional analyses, like Cox regression.


Spatial Game Signatures for Bot Detection in Social Games

Barik, Titus (North Carolina State University) | Harrison, Brent (North Carolina State University) | Roberts, David L. (North Carolina State University) | Jiang, Xuxian (North Carolina State University)

AAAI Conferences

Bot detection is an emerging problem in social games that requires different approaches from those used in massively multi-player online games (MMOGs). We focus on mouse selections as a key element of bot detection. We hypothesize that certain interface elements result in predictable differences in mouse selections, which we call spatial game signatures, and that those signatures can be used to model player interactions that are specific to the game mechanics and game interface. We performed a study in which users played a game representative of social games. We collected in-game actions, from which we empirically identified these signatures, and show that these signatures result in a viable approach to bot detection. We make three contributions. First, we introduce the idea of spatial game signatures. Second, we show that the assumption that mouse clicks are normally distributed about the center of buttons is not true for every interface element. Finally, we provide methodologies for using spatial game signatures for bot detection.


The Prom: An Example of Socially-Oriented Gameplay

McCoy, Joshua (University of California, Santa Cruz) | Treanor, Mike (University of California, Santa Cruz) | Samuel, Ben (University of California, Santa Cruz) | Tearse, Brandon (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz) | Wardrip-Fruin, Noah (University of California, Santa Cruz)

AAAI Conferences

The Prom is a game where the player manages the social life of a group of high school students and creates the situations from which dramatic, thought provoking or at least funny stories can unfold. The setting of The Prom involves a group of alternative high school kids (e.g. Emos, Goths, Geeks, etc.) and their dramatic lives as they prepare for the upcoming school prom. Through creating friendships, making people become enemies, controlling who gets to be in the "in" crowd and much more, the player can shape the social world of the characters. Each character has a distinct personality represented by interests (e.g. what bands they like), needs (e.g. a character may need to demonstrate a certain degree of dominance over others), traits (e.g. being a particularly jealous person), social networks (e.g. to what degree a characters like, are attracted to or respect one another) and social status (e.g. who is dating who).The social artificial intelligence system Comme il Faut ( CiF ) drives this gameplay experience by simulating per character needs and traits, social statuses, social networks, social history and most importantly to gameplay, the outcomes and effects of social games. CiF is a playable computational model of social interactions designed specifically to allow autonomous characters to play social games. By giving player controls to navigate a social, rather than physical, space, The Prom is being created to demonstrate how CiF and social games can create a practically limitless numbers of possibly compelling stories and gameplay.