128,947 research outputs found

    Deep Learning Techniques Applied to Videogames

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    Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2020/2021This document is a reflection of the work done as a final degree project. In summary, the work has consisted of research on techniques capable of generating and simulating artificial intelligence in general, and in particular, learning to use deep learning techniques through the use of neural networks. The project has been divided into three different parts: research about artificial intelligence and its techniques, testing of existing examples in order to learn how to develop related techniques, and application of the previous concepts to a specific topic related to videogames using the previous techniques. Thus, throughout the report each part of the process will be explained in detail following the above order and emphasizing the most important points, starting with the technical explanation of what a neural network is and what it is used for; following with the different examples that have been followed to understand and make use of them; and ending with the development process of a deep learning project capable of estimating the total duration of a game in order to evaluate whether the pairing of the players that form it has been correct or not

    Unifying an Introduction to Artificial Intelligence Course through Machine Learning Laboratory Experiences

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    This paper presents work on a collaborative project funded by the National Science Foundation that incorporates machine learning as a unifying theme to teach fundamental concepts typically covered in the introductory Artificial Intelligence courses. The project involves the development of an adaptable framework for the presentation of core AI topics. This is accomplished through the development, implementation, and testing of a suite of adaptable, hands-on laboratory projects that can be closely integrated into the AI course. Through the design and implementation of learning systems that enhance commonly-deployed applications, our model acknowledges that intelligent systems are best taught through their application to challenging problems. The goals of the project are to (1) enhance the student learning experience in the AI course, (2) increase student interest and motivation to learn AI by providing a framework for the presentation of the major AI topics that emphasizes the strong connection between AI and computer science and engineering, and (3) highlight the bridge that machine learning provides between AI technology and modern software engineering

    Pedagogical Possibilities for the N-Puzzle Problem

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    In this paper we present work on a project funded by the National Science Foundation with a goal of unifying the Artificial Intelligence (AI) course around the theme of machine learning. Our work involves the development and testing of an adaptable framework for the presentation of core AI topics that emphasizes the relationship between AI and computer science. Several hands-on laboratory projects that can be closely integrated into an introductory AI course have been developed. We present an overview of one of the projects and describe the associated curricular materials that have been developed. The project uses machine learning as a theme to unify core AI topics in the context of the N-puzzle game. Games provide a rich framework to introduce students to search fundamentals and other core AI concepts. The paper presents several pedagogical possibilities for the N-puzzle game, the rich challenge it offers, and summarizes our experiences using it

    Building Machines That Learn and Think Like People

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    Recent progress in artificial intelligence (AI) has renewed interest in building systems that learn and think like people. Many advances have come from using deep neural networks trained end-to-end in tasks such as object recognition, video games, and board games, achieving performance that equals or even beats humans in some respects. Despite their biological inspiration and performance achievements, these systems differ from human intelligence in crucial ways. We review progress in cognitive science suggesting that truly human-like learning and thinking machines will have to reach beyond current engineering trends in both what they learn, and how they learn it. Specifically, we argue that these machines should (a) build causal models of the world that support explanation and understanding, rather than merely solving pattern recognition problems; (b) ground learning in intuitive theories of physics and psychology, to support and enrich the knowledge that is learned; and (c) harness compositionality and learning-to-learn to rapidly acquire and generalize knowledge to new tasks and situations. We suggest concrete challenges and promising routes towards these goals that can combine the strengths of recent neural network advances with more structured cognitive models.Comment: In press at Behavioral and Brain Sciences. Open call for commentary proposals (until Nov. 22, 2016). https://www.cambridge.org/core/journals/behavioral-and-brain-sciences/information/calls-for-commentary/open-calls-for-commentar

    Multiparty Dynamics and Failure Modes for Machine Learning and Artificial Intelligence

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    An important challenge for safety in machine learning and artificial intelligence systems is a~set of related failures involving specification gaming, reward hacking, fragility to distributional shifts, and Goodhart's or Campbell's law. This paper presents additional failure modes for interactions within multi-agent systems that are closely related. These multi-agent failure modes are more complex, more problematic, and less well understood than the single-agent case, and are also already occurring, largely unnoticed. After motivating the discussion with examples from poker-playing artificial intelligence (AI), the paper explains why these failure modes are in some senses unavoidable. Following this, the paper categorizes failure modes, provides definitions, and cites examples for each of the modes: accidental steering, coordination failures, adversarial misalignment, input spoofing and filtering, and goal co-option or direct hacking. The paper then discusses how extant literature on multi-agent AI fails to address these failure modes, and identifies work which may be useful for the mitigation of these failure modes.Comment: 12 Pages, This version re-submitted to Big Data and Cognitive Computing, Special Issue "Artificial Superintelligence: Coordination & Strategy

    A Projective Simulation Scheme for Partially-Observable Multi-Agent Systems

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    We introduce a kind of partial observability to the projective simulation (PS) learning method. It is done by adding a belief projection operator and an observability parameter to the original framework of the efficiency of the PS model. I provide theoretical formulations, network representations, and situated scenarios derived from the invasion toy problem as a starting point for some multi-agent PS models.Comment: 28 pages, 21 figure

    Allocation in Practice

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    How do we allocate scarcere sources? How do we fairly allocate costs? These are two pressing challenges facing society today. I discuss two recent projects at NICTA concerning resource and cost allocation. In the first, we have been working with FoodBank Local, a social startup working in collaboration with food bank charities around the world to optimise the logistics of collecting and distributing donated food. Before we can distribute this food, we must decide how to allocate it to different charities and food kitchens. This gives rise to a fair division problem with several new dimensions, rarely considered in the literature. In the second, we have been looking at cost allocation within the distribution network of a large multinational company. This also has several new dimensions rarely considered in the literature.Comment: To appear in Proc. of 37th edition of the German Conference on Artificial Intelligence (KI 2014), Springer LNC
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