1,255 research outputs found
Deep Learning: Our Miraculous Year 1990-1991
In 2020, we will celebrate that many of the basic ideas behind the deep
learning revolution were published three decades ago within fewer than 12
months in our "Annus Mirabilis" or "Miraculous Year" 1990-1991 at TU Munich.
Back then, few people were interested, but a quarter century later, neural
networks based on these ideas were on over 3 billion devices such as
smartphones, and used many billions of times per day, consuming a significant
fraction of the world's compute.Comment: 37 pages, 188 references, based on work of 4 Oct 201
Multiagent Bidirectionally-Coordinated Nets: Emergence of Human-level Coordination in Learning to Play StarCraft Combat Games
Many artificial intelligence (AI) applications often require multiple
intelligent agents to work in a collaborative effort. Efficient learning for
intra-agent communication and coordination is an indispensable step towards
general AI. In this paper, we take StarCraft combat game as a case study, where
the task is to coordinate multiple agents as a team to defeat their enemies. To
maintain a scalable yet effective communication protocol, we introduce a
Multiagent Bidirectionally-Coordinated Network (BiCNet ['bIknet]) with a
vectorised extension of actor-critic formulation. We show that BiCNet can
handle different types of combats with arbitrary numbers of AI agents for both
sides. Our analysis demonstrates that without any supervisions such as human
demonstrations or labelled data, BiCNet could learn various types of advanced
coordination strategies that have been commonly used by experienced game
players. In our experiments, we evaluate our approach against multiple
baselines under different scenarios; it shows state-of-the-art performance, and
possesses potential values for large-scale real-world applications.Comment: 10 pages, 10 figures. Previously as title: "Multiagent
Bidirectionally-Coordinated Nets for Learning to Play StarCraft Combat
Games", Mar 201
Recommended from our members
On Building Generalizable Learning Agents
It has been a long-standing goal in Artificial Intelligence (AI) to build machines that can solve tasks that humans can. Thanks to the recent rapid progress in data-driven methods, which train agents to solve tasks by learning from massive training data, there have been many successes in applying such learning approaches to handle and even solve a number of extremely challenging tasks, including image classification, language generation, robotics control, and several multi-player games. The key factor for all these data-driven successes is that the trained agents can generalize to test scenarios that are unseen during training. This generalization capability is the foundation for building any practical AI system. This thesis studies generalization, the fundamental challenge in AI, and proposes solutions to improve the generalization performances of learning agents in a variety of problems. We start by providing a formal formulation of the generalization problem in the context of reinforcement learning and proposing 4 principles within this formulation to guide the design of training techniques for improved generalization. We validate the effectiveness of our proposed principles by considering 4 different domains, from simple to complex, and developing domain-specific techniques following these principles. Particularly, we begin with the simplest domain, i.e., path-finding on graphs (Part I), and then consider visual navigation in a 3D world (Part II) and competition in complex multi-agent games (Part III), and lastly tackle some natural language processing tasks (Part IV). Empirical evidences demonstrate that the proposed principles can generally lead to much improved generalization performances in a wide range of problems
IRGAN: A Minimax Game for Unifying Generative and Discriminative Information Retrieval Models
This paper provides a unified account of two schools of thinking in
information retrieval modelling: the generative retrieval focusing on
predicting relevant documents given a query, and the discriminative retrieval
focusing on predicting relevancy given a query-document pair. We propose a game
theoretical minimax game to iteratively optimise both models. On one hand, the
discriminative model, aiming to mine signals from labelled and unlabelled data,
provides guidance to train the generative model towards fitting the underlying
relevance distribution over documents given the query. On the other hand, the
generative model, acting as an attacker to the current discriminative model,
generates difficult examples for the discriminative model in an adversarial way
by minimising its discrimination objective. With the competition between these
two models, we show that the unified framework takes advantage of both schools
of thinking: (i) the generative model learns to fit the relevance distribution
over documents via the signals from the discriminative model, and (ii) the
discriminative model is able to exploit the unlabelled data selected by the
generative model to achieve a better estimation for document ranking. Our
experimental results have demonstrated significant performance gains as much as
23.96% on Precision@5 and 15.50% on MAP over strong baselines in a variety of
applications including web search, item recommendation, and question answering.Comment: 12 pages; appendix adde
- …