468 research outputs found

    Discovering Strategic Behaviour of Multi-Agent Systems in Adversary Settings

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    Can specific behaviour strategies be induced from low-level observations of two adversary groups of agents with limited domain knowledge? This paper presents a domain-independent Multi-Agent Strategy Discovering Algorithm (MASDA), which discovers strategic behaviour patterns of a group of agents under the described conditions. The algorithm represents the observed multi-agent activity as a graph, where graph connections correspond to performed actions and graph nodes correspond to environment states at action starts. Based on such data representation, the algorithm applies hierarchical clustering and rule induction to extract and describe strategic behaviour. The discovered strategic behaviour is represented visually as graph paths and symbolically as rules. MASDA was evaluated on RoboCup. Both soccer experts and quantitative evaluation confirmed the relevance of the discovered behaviour patterns

    Every team makes mistakes, in large action spaces

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    Voting is applied to better estimate an optimal answer to complex problems in many domains. We recently presented a novel benefit of voting, that has not been observed before: we can use the voting patterns to assess the performance of a team and predict whether it will be successful or not in problem-solving. Our prediction technique is completely domain independent, and it can be executed at any time during problem solving. In this paper we present a novel result about our technique: we show that the prediction quality increases with the size of the action space. We present a theoretical explanation for such phenomenon, and experiments in Computer Go with a variety of board sizes

    Every team makes mistakes:an initial report on predicting failure in teamwork

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    Voting among different agents is a powerful tool in problem solving, and it has been widely applied to improve the performance in machine learning. However, the potential of voting has been explored only in improving the ability of finding the correct answer to a complex problem. In this paper we present a novel benefit in voting, that has not been observed before: we show that we can use the voting patterns to assess the performance of a team and predict their final outcome. This prediction can be executed at any moment during problem-solving and it is completely domain independent. We present a preliminary theoretical explanation of why our prediction method works, where we show that the accuracy is better for diverse teams composed by different agents than for uniform teams made of copies of the same agent. We also perform experiments in the Computer Go domain, where we show that we can obtain a high accuracy in predicting the final outcome of the games. We analyze the prediction accuracy for 3 different teams, and we show that the prediction works significantly better for a diverse team. Since our approach is completely domain independent, it can be easily applied to a variety of domains, such as the video games in the Arcade Learning Environment

    Every team deserves a second chance:Identifying when things go wrong

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    Voting among different agents is a powerful tool in problem solving, and it has been widely applied to improve the performance in finding the correct answer to complex problems. We present a novel benefit of voting, that has not been observed before: we can use the voting patterns to assess the performance of a team and predict their final outcome. This prediction can be executed at any moment during problem-solving and it is completely domain independent. We present a theoretical explanation of why our prediction method works. Further, contrary to what would be expected based on a simpler explanation using classical voting models, we argue that we can make accurate predictions irrespective of the strength (i.e., performance) of the teams, and that in fact, the prediction can work better for diverse teams composed of different agents than uniform teams made of copies of the best agent. We perform experiments in the Computer Go domain, where we obtain a high accuracy in predicting the final outcome of the games. We analyze the prediction accuracy for three different teams with different levels of diversity and strength, and we show that the prediction works significantly better for a diverse team. Since our approach is domain independent, it can be easily applied to a variety of domains

    Multiagent Learning Through Indirect Encoding

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    Designing a system of multiple, heterogeneous agents that cooperate to achieve a common goal is a difficult task, but it is also a common real-world problem. Multiagent learning addresses this problem by training the team to cooperate through a learning algorithm. However, most traditional approaches treat multiagent learning as a combination of multiple single-agent learning problems. This perspective leads to many inefficiencies in learning such as the problem of reinvention, whereby fundamental skills and policies that all agents should possess must be rediscovered independently for each team member. For example, in soccer, all the players know how to pass and kick the ball, but a traditional algorithm has no way to share such vital information because it has no way to relate the policies of agents to each other. In this dissertation a new approach to multiagent learning that seeks to address these issues is presented. This approach, called multiagent HyperNEAT, represents teams as a pattern of policies rather than individual agents. The main idea is that an agent’s location within a canonical team layout (such as a soccer team at the start of a game) tends to dictate its role within that team, called the policy geometry. For example, as soccer positions move from goal to center they become more offensive and less defensive, a concept that is compactly represented as a pattern. iii The first major contribution of this dissertation is a new method for evolving neural network controllers called HyperNEAT, which forms the foundation of the second contribution and primary focus of this work, multiagent HyperNEAT. Multiagent learning in this dissertation is investigated in predator-prey, room-clearing, and patrol domains, providing a real-world context for the approach. Interestingly, because the teams in multiagent HyperNEAT are represented as patterns they can scale up to an infinite number of multiagent policies that can be sampled from the policy geometry as needed. Thus the third contribution is a method for teams trained with multiagent HyperNEAT to dynamically scale their size without further learning. Fourth, the capabilities to both learn and scale in multiagent HyperNEAT are compared to the traditional multiagent SARSA(λ) approach in a comprehensive study. The fifth contribution is a method for efficiently learning and encoding multiple policies for each agent on a team to facilitate learning in multi-task domains. Finally, because there is significant interest in practical applications of multiagent learning, multiagent HyperNEAT is tested in a real-world military patrolling application with actual Khepera III robots. The ultimate goal is to provide a new perspective on multiagent learning and to demonstrate the practical benefits of training heterogeneous, scalable multiagent teams through generative encoding

    Complex networks analysis in team sports performance: multilevel hypernetworks approach to soccer matches

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    Humans need to interact socially with others and the environment. These interactions lead to complex systems that elude naïve and casuistic tools for understand these explanations. One way is to search for mechanisms and patterns of behavior in our activities. In this thesis, we focused on players’ interactions in team sports performance and how using complex systems tools, notably complex networks theory and tools, can contribute to Performance Analysis. We began by exploring Network Theory, specifically Social Network Analysis (SNA), first applied to Volleyball (experimental study) and then on soccer (2014 World Cup). The achievements with SNA proved limited in relevant scenarios (e.g., dynamics of networks on n-ary interactions) and we moved to other theories and tools from complex networks in order to tap into the dynamics on/off networks. In our state-of-the-art and review paper we took an important step to move from SNA to Complex Networks Analysis theories and tools, such as Hypernetworks Theory and their structural Multilevel analysis. The method paper explored the Multilevel Hypernetworks Approach to Performance Analysis in soccer matches (English Premier League 2010-11) considering n-ary cooperation and competition interactions between sets of players in different levels of analysis. We presented at an international conference the mathematical formalisms that can express the players’ relationships and the statistical distributions of the occurrence of the sets and their ranks, identifying power law statistical distributions regularities and design (found in some particular exceptions), influenced by coaches’ pre-match arrangement and soccer rules.Os humanos necessitam interagir socialmente com os outros e com o envolvimento. Essas interações estão na origem de sistemas complexos cujo entendimento não é captado através de ferramentas ingénuas e casuísticas. Uma forma será procurar mecanismos e padrões de comportamento nas atividades. Nesta tese, o foco centra-se na utilização de ferramentas dos sistemas complexos, particularmente no contributo da teoria e ferramentas de redes complexas, na Análise do Desempenho Desportivo baseado nas interações dos jogadores de equipas desportivas. Começámos por explorar a Teoria das Redes, especificamente a Análise de Redes Sociais (ARS) no Voleibol (estudo experimental) e depois no futebol (Campeonato do Mundo de 2014). As aplicações da ARS mostraram-se limitadas (por exemplo, na dinâmica das redes em interações n-árias) o que nos trouxe a outras teorias e ferramentas das redes complexas. No capítulo do estadoda- arte e artigo de revisão publicado, abordámos as vantagens de utilização de outras teorias e ferramentas, como a análise Multinível e Teoria das Híperredes. No artigo de métodos, apresentámos a Abordagem de Híperredes Multinível na Análise do Desempenho em jogos de futebol (Premier League Inglesa 2010-11) considerando as interações de cooperação e competição nos conjuntos de jogadores, em diferentes níveis de análise. Numa conferência internacional, apresentámos os formalismos matemáticos que podem expressar as relações dos jogadores e as distribuições estatísticas da ocorrência dos conjuntos e a sua ordem, identificando regularidades de distribuições estatísticas de power law e design (encontrado nalgumas exceções estatísticas específicas), promovidas pelos treinadores na preparação dos jogos e constrangidas pelas regras do futebol

    Proceedings of the SAB'06 Workshop on Adaptive Approaches for Optimizing Player Satisfaction in Computer and Physical Games

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    These proceedings contain the papers presented at the Workshop on Adaptive approaches for Optimizing Player Satisfaction in Computer and Physical Games held at the Ninth international conference on the Simulation of Adaptive Behavior (SAB’06): From Animals to Animats 9 in Rome, Italy on 1 October 2006. We were motivated by the current state-of-the-art in intelligent game design using adaptive approaches. Artificial Intelligence (AI) techniques are mainly focused on generating human-like and intelligent character behaviors. Meanwhile there is generally little further analysis of whether these behaviors contribute to the satisfaction of the player. The implicit hypothesis motivating this research is that intelligent opponent behaviors enable the player to gain more satisfaction from the game. This hypothesis may well be true; however, since no notion of entertainment or enjoyment is explicitly defined, there is therefore little evidence that a specific character behavior generates enjoyable games. Our objective for holding this workshop was to encourage the study, development, integration, and evaluation of adaptive methodologies based on richer forms of humanmachine interaction for augmenting gameplay experiences for the player. We wanted to encourage a dialogue among researchers in AI, human-computer interaction and psychology disciplines who investigate dissimilar methodologies for improving gameplay experiences. We expected that this workshop would yield an understanding of state-ofthe- art approaches for capturing and augmenting player satisfaction in interactive systems such as computer games. Our invited speaker was Hakon Steinø, Technical Producer of IO-Interactive, who discussed applied AI research at IO-Interactive, portrayed the future trends of AI in computer game industry and debated the use of academic-oriented methodologies for augmenting player satisfaction. The sessions of presentations and discussions where classified into three themes: Adaptive Learning, Examples of Adaptive Games and Player Modeling. The Workshop Committee did a great job in providing suggestions and informative reviews for the submissions; thank you! This workshop was in part supported by the Danish National Research Council (project no: 274-05-0511). Finally, thanks to all the participants; we hope you found this to be useful!peer-reviewe

    Algorithms for the Analysis of Spatio-Temporal Data from Team Sports

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    Modern object tracking systems are able to simultaneously record trajectories—sequences of time-stamped location points—for large numbers of objects with high frequency and accuracy. The availability of trajectory datasets has resulted in a consequent demand for algorithms and tools to extract information from these data. In this thesis, we present several contributions intended to do this, and in particular, to extract information from trajectories tracking football (soccer) players during matches. Football player trajectories have particular properties that both facilitate and present challenges for the algorithmic approaches to information extraction. The key property that we look to exploit is that the movement of the players reveals information about their objectives through cooperative and adversarial coordinated behaviour, and this, in turn, reveals the tactics and strategies employed to achieve the objectives. While the approaches presented here naturally deal with the application-specific properties of football player trajectories, they also apply to other domains where objects are tracked, for example behavioural ecology, traffic and urban planning
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