234 research outputs found
Advances in Grid Computing
This book approaches the grid computing with a perspective on the latest achievements in the field, providing an insight into the current research trends and advances, and presenting a large range of innovative research papers. The topics covered in this book include resource and data management, grid architectures and development, and grid-enabled applications. New ideas employing heuristic methods from swarm intelligence or genetic algorithm and quantum encryption are considered in order to explain two main aspects of grid computing: resource management and data management. The book addresses also some aspects of grid computing that regard architecture and development, and includes a diverse range of applications for grid computing, including possible human grid computing system, simulation of the fusion reaction, ubiquitous healthcare service provisioning and complex water systems
Accelerating Cooperative Planning for Automated Vehicles with Learned Heuristics and Monte Carlo Tree Search
Efficient driving in urban traffic scenarios requires foresight. The
observation of other traffic participants and the inference of their possible
next actions depending on the own action is considered cooperative prediction
and planning. Humans are well equipped with the capability to predict the
actions of multiple interacting traffic participants and plan accordingly,
without the need to directly communicate with others. Prior work has shown that
it is possible to achieve effective cooperative planning without the need for
explicit communication. However, the search space for cooperative plans is so
large that most of the computational budget is spent on exploring the search
space in unpromising regions that are far away from the solution. To accelerate
the planning process, we combined learned heuristics with a cooperative
planning method to guide the search towards regions with promising actions,
yielding better solutions at lower computational costs
Toward evolutionary and developmental intelligence
Given the phenomenal advances in artificial intelligence in specific domains like visual object recognition and game playing by deep learning, expectations are rising for building artificial general intelligence (AGI) that can flexibly find solutions in unknown task domains. One approach to AGI is to set up a variety of tasks and design AI agents that perform well in many of them, including those the agent faces for the first time. One caveat for such an approach is that the best performing agent may be just a collection of domain-specific AI agents switched for a given domain. Here we propose an alternative approach of focusing on the process of acquisition of intelligence through active interactions in an environment. We call this approach evolutionary and developmental intelligence (EDI). We first review the current status of artificial intelligence, brain-inspired computing and developmental robotics and define the conceptual framework of EDI. We then explore how we can integrate advances in neuroscience, machine learning, and robotics to construct EDI systems and how building such systems can help us understand animal and human intelligence
Learning to Play Chess from Textbooks (LEAP): a Corpus for Evaluating Chess Moves based on Sentiment Analysis
Learning chess strategies has been investigated widely, with most studies
focussing on learning from previous games using search algorithms. Chess
textbooks encapsulate grandmaster knowledge, explain playing strategies and
require a smaller search space compared to traditional chess agents. This paper
examines chess textbooks as a new knowledge source for enabling machines to
learn how to play chess -- a resource that has not been explored previously. We
developed the LEAP corpus, a first and new heterogeneous dataset with
structured (chess move notations and board states) and unstructured data
(textual descriptions) collected from a chess textbook containing 1164
sentences discussing strategic moves from 91 games. We firstly labelled the
sentences based on their relevance, i.e., whether they are discussing a move.
Each relevant sentence was then labelled according to its sentiment towards the
described move. We performed empirical experiments that assess the performance
of various transformer-based baseline models for sentiment analysis. Our
results demonstrate the feasibility of employing transformer-based sentiment
analysis models for evaluating chess moves, with the best performing model
obtaining a weighted micro F_1 score of 68%. Finally, we synthesised the LEAP
corpus to create a larger dataset, which can be used as a solution to the
limited textual resource in the chess domain.Comment: 27 pages, 10 Figures, 9 Tabel
Diversifying AI: Towards Creative Chess with AlphaZero
In recent years, Artificial Intelligence (AI) systems have surpassed human
intelligence in a variety of computational tasks. However, AI systems, like
humans, make mistakes, have blind spots, hallucinate, and struggle to
generalize to new situations. This work explores whether AI can benefit from
creative decision-making mechanisms when pushed to the limits of its
computational rationality. In particular, we investigate whether a team of
diverse AI systems can outperform a single AI in challenging tasks by
generating more ideas as a group and then selecting the best ones. We study
this question in the game of chess, the so-called drosophila of AI. We build on
AlphaZero (AZ) and extend it to represent a league of agents via a
latent-conditioned architecture, which we call AZ_db. We train AZ_db to
generate a wider range of ideas using behavioral diversity techniques and
select the most promising ones with sub-additive planning. Our experiments
suggest that AZ_db plays chess in diverse ways, solves more puzzles as a group
and outperforms a more homogeneous team. Notably, AZ_db solves twice as many
challenging puzzles as AZ, including the challenging Penrose positions. When
playing chess from different openings, we notice that players in AZ_db
specialize in different openings, and that selecting a player for each opening
using sub-additive planning results in a 50 Elo improvement over AZ. Our
findings suggest that diversity bonuses emerge in teams of AI agents, just as
they do in teams of humans and that diversity is a valuable asset in solving
computationally hard problems
Agentes com aprendizagem automática para jogos de computador
In recent years, new Reinforcement Learning algorithms have been developed.
These algorithms use Deep Neural Networks to represent the agent’s knowledge.
After surpassing previous Artificial Intelligence (AI) milestones, such as Chess and
Go, these Deep Reinforcement Learning (DRL) methods were able to surpass the
human level in very complex games like Dota 2, where long-term planning is required
and in which professional teams of human players train daily to win e-sports
competitions. These algorithms start from scratch, do not use examples of human
behavior, and can be applied in various domains. Learning from experience, new
and better behaviors were discovered, indicating a lot of potential in these algorithms.
However, they require a lot of computational power and training time.
Computer games are used in an AI course at the University of Aveiro as an application
domain of the AI knowledge acquired by students. The students should
develop software agents for these games and try to get the best scores. The objective
of this dissertation is to develop agents using the latest DRL techniques and
to compare their performance with the agents developed by students.
To begin with, DRL agents were developed for a simpler game like Tic-Tac-Toe,
where various learning options will be addressed until a robust agent capable of
playing against multiple opponents is created.
Then, DRL agents capable of playing the version of Pac-Man used in the University
of Aveiro course, in the 2018/19 academic year, were developed through the realization
of various experiments where the parameters used in the learning process
were modified in order to obtain better scores.
The developed agent, that obtained the best score, is able to play in all game
configurations used in the evaluation of the course and reached the top 7 ranking,
among more than 50 agents developed by students that used hard-coded strategies
with pathfinding algorithms.Nos últimos anos, novos algoritmos de Aprendizagem por Reforço foram desenvolvidos.
Estes algoritmos usam Redes Neuronais Profundas para representar o
conhecimento do agente. Após ultrapassarem marcos anteriores da Inteligência
Artificial (AI), como o Xadrez e o Go, esses métodos de Aprendizagem Profunda
por Reforço (DRL) foram capazes de superar o nível humano em jogos muito complexos
como o Dota 2, onde é necessário um planeamento a longo prazo e nos quais
equipas profissionais de jogadores humanos treinam diariamente para ganhar competições
de desportos eletrónicos. Estes algoritmos começam do zero, não usam
exemplos de comportamento humano e podem ser aplicados em vários domínios.
Aprendendo pela experiência, novos e melhores comportamentos foram descobertos,
indicando um grande potencial nestes algoritmos. No entanto, eles exigem
muito poder computacional e tempo de treino.
Os jogos de computador são utilizados numa disciplina de AI da Universidade de
Aveiro como domínio de aplicação dos conhecimentos de AI adquiridos pelos alunos.
Os alunos devem desenvolver agentes de software para esses jogos e tentar
obter as melhores pontuações. O objetivo desta dissertação é desenvolver agentes
usando as mais recentes técnicas de DRL e comparar o seu desempenho com o dos
agentes desenvolvidos pelos alunos.
Para começar, os agentes com DRL foram desenvolvidos para um jogo mais simples
como o Jogo do Galo, onde várias opções de aprendizagem foram abordadas até
ser criado um agente robusto capaz de jogar contra vários oponentes.
Posteriormente, foram desenvolvidos agentes com DRL capazes de jogar a versão
do Pac-Man utilizada na disciplina da Universidade de Aveiro, no ano letivo de
2018/19, através da realização de diversas experiências onde os parâmetros utilizados
no processo de aprendizagem foram modificados de forma a obter melhores
pontuações.
O agente desenvolvido, que obteve a melhor pontuação, consegue jogar em todas
as configurações de jogo utilizadas na avaliação da disciplina e alcançou o top 7 das
classificações, entre mais de 50 agentes desenvolvidos por alunos que utilizaram
estratégias embutidas no código com algoritmos de pesquisa.Mestrado em Engenharia Informátic
iPLAN: Intent-Aware Planning in Heterogeneous Traffic via Distributed Multi-Agent Reinforcement Learning
Navigating safely and efficiently in dense and heterogeneous traffic
scenarios is challenging for autonomous vehicles (AVs) due to their inability
to infer the behaviors or intentions of nearby drivers. In this work, we
introduce a distributed multi-agent reinforcement learning (MARL) algorithm
that can predict trajectories and intents in dense and heterogeneous traffic
scenarios. Our approach for intent-aware planning, iPLAN, allows agents to
infer nearby drivers' intents solely from their local observations. We model
two distinct incentives for agents' strategies: Behavioral Incentive for
high-level decision-making based on their driving behavior or personality and
Instant Incentive for motion planning for collision avoidance based on the
current traffic state. Our approach enables agents to infer their opponents'
behavior incentives and integrate this inferred information into their
decision-making and motion-planning processes. We perform experiments on two
simulation environments, Non-Cooperative Navigation and Heterogeneous Highway.
In Heterogeneous Highway, results show that, compared with centralized training
decentralized execution (CTDE) MARL baselines such as QMIX and MAPPO, our
method yields a 4.3% and 38.4% higher episodic reward in mild and chaotic
traffic, with 48.1% higher success rate and 80.6% longer survival time in
chaotic traffic. We also compare with a decentralized training decentralized
execution (DTDE) baseline IPPO and demonstrate a higher episodic reward of
12.7% and 6.3% in mild traffic and chaotic traffic, 25.3% higher success rate,
and 13.7% longer survival time
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