sppi
Learning to Play No-Press Diplomacy with Best Response Policy Iteration
Anthony, Thomas, Eccles, Tom, Tacchetti, Andrea, Kramár, János, Gemp, Ian, Hudson, Thomas C., Porcel, Nicolas, Lanctot, Marc, Pérolat, Julien, Everett, Richard, Werpachowski, Roman, Singh, Satinder, Graepel, Thore, Bachrach, Yoram
Recent advances in deep reinforcement learning (RL) have led to considerable progress in many 2-player zero-sum games, such as Go, Poker and Starcraft. The purely adversarial nature of such games allows for conceptually simple and principled application of RL methods. However real-world settings are many-agent, and agent interactions are complex mixtures of common-interest and competitive aspects. We consider Diplomacy, a 7-player board game designed to accentuate dilemmas resulting from many-agent interactions. It also features a large combinatorial action space and simultaneous moves, which are challenging for RL algorithms. We propose a simple yet effective approximate best response operator, designed to handle large combinatorial action spaces and simultaneous moves. We also introduce a family of policy iteration methods that approximate fictitious play. With these methods, we successfully apply RL to Diplomacy: we show that our agents convincingly outperform the previous state-of-the-art, and game theoretic equilibrium analysis shows that the new process yields consistent improvements.
- Information Technology > Game Theory (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Agents (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (0.67)
APRIL: Interactively Learning to Summarise by Combining Active Preference Learning and Reinforcement Learning
Gao, Yang, Meyer, Christian M., Gurevych, Iryna
We propose a method to perform automatic document summarisation without using reference summaries. Instead, our method interactively learns from users' preferences. The merit of preference-based interactive summarisation is that preferences are easier for users to provide than reference summaries. Existing preference-based interactive learning methods suffer from high sample complexity, i.e. they need to interact with the oracle for many rounds in order to converge. In this work, we propose a new objective function, which enables us to leverage active learning, preference learning and reinforcement learning techniques in order to reduce the sample complexity. Both simulation and real-user experiments suggest that our method significantly advances the state of the art. Our source code is freely available at https://github.com/UKPLab/
- North America > Canada > British Columbia > Metro Vancouver Regional District > Vancouver (0.14)
- North America > United States > Louisiana > Orleans Parish > New Orleans (0.04)
- Europe > United Kingdom > Scotland (0.04)
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- Research Report > New Finding (1.00)
- Research Report > Experimental Study (1.00)