152 research outputs found
Deep learning for video game playing
In this article, we review recent Deep Learning advances in the context of
how they have been applied to play different types of video games such as
first-person shooters, arcade games, and real-time strategy games. We analyze
the unique requirements that different game genres pose to a deep learning
system and highlight important open challenges in the context of applying these
machine learning methods to video games, such as general game playing, dealing
with extremely large decision spaces and sparse rewards
Neuroevolution in Games: State of the Art and Open Challenges
This paper surveys research on applying neuroevolution (NE) to games. In
neuroevolution, artificial neural networks are trained through evolutionary
algorithms, taking inspiration from the way biological brains evolved. We
analyse the application of NE in games along five different axes, which are the
role NE is chosen to play in a game, the different types of neural networks
used, the way these networks are evolved, how the fitness is determined and
what type of input the network receives. The article also highlights important
open research challenges in the field.Comment: - Added more references - Corrected typos - Added an overview table
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Efficient Evolution of Neural Networks
This thesis addresses the study of evolutionary methods for the synthesis of neural network controllers. Chapter 1 introduces the research area, reviews the state of the art, discusses promising research directions, and presents the two major scientific objectives of the thesis. The first objective, which is covered in Chapter 2, is to verify the efficacy of some of the most promising neuro-evolutionary methods proposed in the literature, including two new methods that I elaborated. This has been made by designing extended version of the double-pole balancing problem, which can be used to more properly benchmark alternative algorithms, by studying the effect of critical parameters, and by conducting several series of comparative experiments. The obtained results indicate that some methods perform better with respect to all the considered criteria, i.e. performance, robustness to environmental variations and capability to scale-up to more complex problems. The second objective, which is targeted in Chapter 3, consists in the design of a new hybrid algorithm that combines evolution and learning by demonstration. The combination of these two processes is appealing since it potentially allows the adaptive agent to exploit a richer training feedback constituted by both a scalar performance objective (reinforcement signal or fitness measure) and a detailed description of a suitable behaviour (demonstration). The proposed method has been successfully evaluated on two qualitatively different robotic problems. Chapter 4 summarizes the results obtained and describes the major contributions of the thesis
Improving Exploration in Evolution Strategies for Deep Reinforcement Learning via a Population of Novelty-Seeking Agents
Evolution strategies (ES) are a family of black-box optimization algorithms
able to train deep neural networks roughly as well as Q-learning and policy
gradient methods on challenging deep reinforcement learning (RL) problems, but
are much faster (e.g. hours vs. days) because they parallelize better. However,
many RL problems require directed exploration because they have reward
functions that are sparse or deceptive (i.e. contain local optima), and it is
unknown how to encourage such exploration with ES. Here we show that algorithms
that have been invented to promote directed exploration in small-scale evolved
neural networks via populations of exploring agents, specifically novelty
search (NS) and quality diversity (QD) algorithms, can be hybridized with ES to
improve its performance on sparse or deceptive deep RL tasks, while retaining
scalability. Our experiments confirm that the resultant new algorithms, NS-ES
and two QD algorithms, NSR-ES and NSRA-ES, avoid local optima encountered by ES
to achieve higher performance on Atari and simulated robots learning to walk
around a deceptive trap. This paper thus introduces a family of fast, scalable
algorithms for reinforcement learning that are capable of directed exploration.
It also adds this new family of exploration algorithms to the RL toolbox and
raises the interesting possibility that analogous algorithms with multiple
simultaneous paths of exploration might also combine well with existing RL
algorithms outside ES
Evolving Intelligent Multimodal Gameplay Agents and Decision Makers with Neuroevolution
�Super Mario Bros� is a difficult platforming game that requires the use of multiple behavioral modes to complete different gameplay elements such as: collecting coins, dodging enemies and getting to the end of the level. Methods for creating intelligent game playing agents have previously used human designed behavior policy for each gameplay state or by combining gameplay goals into a single task to be learned. This thesis assesses the development and method of training machines to promote multiple modes of behavior within neural network controllers. These controllers utilize the concept of evolution through multi-objective optimization for the test bench platform game system �MarioAI�. Artificial neural networks were evolved to exhibit complex and multimodal behavior using multiple sub objectives of the game; and thus overcome the non-linear, noisy, and fractured game environment. Experiments were conducted with the purpose of creating multiple Pareto-optimal solutions of quality with differing behavioral aspects. These solutions were then discerned by a Decision Maker Neural Network Ensemble that had been evolved to pick the best solution according to game level. This Decision Maker Ensemble proved to be able to learn on minimal information and provide the highest overall game score. The results of this thesis show that it�s possible to train agents on sub objectives to teach multiple forms of complex behavior that can then be abstractly chosen by an evolved Decision Maker to provide a better outcome than agents that were trained specifically towards that single solution.Electrical Engineerin
Boosting computational creativity with human interaction in mixed-initiative co-creation tasks
Research in computational creativity often focuses on
autonomously creative systems, which incorporate creative
processes and result in creative outcomes. However,
the integration of artificially intelligent processes
in human-computer interaction tools necessitates that
we identify how computational creativity can be shaped
and ultimately enhanced by human intervention. This
paper attempts to connect mixed-initiative design with
established theories of computational creativity, and
adapt the latter to accommodate a human initiative
impacting computationally creative processes and outcomes.
Several case studies of mixed-initiative tools for
design and play are used to corroborate the arguments
in this paper.peer-reviewe
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Tackling Credit Assignment Using Memory and Multilevel Optimization for Multiagent Reinforcement Learning
There is growing commercial interest in the use of multiagent systems in real world applications. Some examples include inventory management in warehouses, smart homes, planetary exploration, search and rescue, air-traffic management and autonomous transportation systems. However, multiagent coordination is an extremely challenging problem. First, information relevant for coordination is often distributed across the team members, and fragmented amongst each agent's observation histories (past states). Second, the coordination objective is often sparse and noisy from the perspective of an agent. Designing general mechanisms of generating agent-specific reward functions that incentivizes an agent to collaborate towards the shared global objective is extremely difficult. From a learning perspective, both difficulties can be linked to the difficulty of credit assignment - the process of accurately associating rewards with actions.
The primary contribution of this dissertation is to tackle credit assignment in multiagent systems in order to enable better multiagent coordination. First we leverage memory as a tool in enabling better credit assignment by facilitating associations between rewards and actions separated across time. We achieve this by introducing Modular Memory Units (MMU), a memory-augmented neural architecture that can reliably retain and propagate information over an extended period of time. We then use MMU to augment individual agents' policies in solving dynamic tasks that require adaptive behavior from a distributed multiagent team. We also introduce Distributed MMU (DMMU) which uses memory as a shared knowledge base across a team of distributed agents to enable distributed one-shot decision making.
Switching our attention from the agent to the learning algorithm, we then introduce Evolutionary Reinforcement Learning (ERL), a multilevel optimization framework that blends the strength of policy gradients and evolutionary algorithms to improve learning. We further extend the ERL framework to introduce Collaborative ERL (CERL) which employs a collection of policy gradient learners (portfolio), each optimizing over varying resolution of the same underlying task. This leads to a diverse set of policies that are able to reach diverse regions within the solution space. Results in a range of continuous control benchmarks demonstrate that ERL and CERL significantly outperform their composite learners while remaining overall more sample-efficient.
Finally, we introduce Multiagent ERL (MERL), a hybrid algorithm that leverages the multilevel optimization framework of ERL to enable improved multiagent coordination without requiring explicit alignment between local and global reward functions. MERL uses fast, policy-gradient based learning for each agent by utilizing their dense local rewards. Concurrently, evolution is used to recruit agents into a team by directly optimizing the sparser global objective. Experiments in multiagent coordination benchmarks demonstrate that MERL's integrated approach significantly outperforms the state-of-the-art multiagent policy-gradient algorithms
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