46 research outputs found
Approximating n-player behavioural strategy nash equilibria using coevolution
Coevolutionary algorithms are plagued with a set of problems related to intransitivity that make it questionable what the end product of a coevolutionary run can achieve. With the introduction of solution concepts into coevolution, part of the issue was alleviated, however efficiently representing and achieving game theoretic solution concepts is still not a trivial task. In this paper we propose a coevolutionary algorithm that approximates behavioural strategy Nash equilibria in n-player zero sum games, by exploiting the minimax solution concept. In order to support our case we provide a set of experiments in both games of known and unknown equilibria. In the case of known equilibria, we can confirm our algorithm converges to the known solution, while in the case of unknown equilibria we can see a steady progress towards Nash. Copyright 2011 ACM
Viewpoint: Artificial Intelligence and Labour
The welfare of modern societies has been intrinsically linked to wage labour.
With some exceptions, the modern human has to sell her labour-power to be able
reproduce biologically and socially. Thus, a lingering fear of technological
unemployment features predominately as a theme among Artificial Intelligence
researchers. In this short paper we show that, if past trends are anything to
go by, this fear is irrational. On the contrary, we argue that the main problem
humanity will be facing is the normalisation of extremely long working hours
Fast Approximate Max-n Monte Carlo Tree Search for Ms Pac-Man
We present an application of Monte Carlo tree search (MCTS) for the game of Ms Pac-Man. Contrary to most applications of MCTS to date, Ms Pac-Man requires almost real-time decision making and does not have a natural end state. We approached the problem by performing Monte Carlo tree searches on a five player maxn tree representation of the game with limited tree search depth. We performed a number of experiments using both the MCTS game agents (for pacman and ghosts) and agents used in previous work (for ghosts). Performance-wise, our approach gets excellent scores, outperforming previous non-MCTS opponent approaches to the game by up to two orders of magnitude. © 2011 IEEE
Artificial Intelligence inspired methods for the allocation of common goods and services.
The debate over the optimal way of allocating societal surplus (i.e. products and services) has been raging, in one form or another, practically forever; following the collapse of the Soviet Union in 1991, the market has taken the lead vs the public sector to do this. Working within the tradition of Marx, Leontief, Beer and Cockshott, we propose what we deem an automated planning system that aims to operate on unit level (e.g., factories and citizens), rather than on aggregate demand and sectors. We explain why it is both a viable and desirable alternative to current market conditions and position our solution within current societal structures. Our experiments show that it would be trivial to plan for up to 50K industrial goods and 5K final goods in commodity hardware. Our approach bridges the gap between traditional planning methods and modern AI planning, opening up venues for further research
On monte carlo tree search and reinforcement learning
Fuelled by successes in Computer Go, Monte Carlo tree search (MCTS) has achieved widespread
adoption within the games community. Its links to traditional reinforcement learning (RL)
methods have been outlined in the past; however, the use of RL techniques within tree search has
not been thoroughly studied yet. In this paper we re-examine in depth this close relation between
the two fields; our goal is to improve the cross-awareness between the two communities. We show
that a straightforward adaptation of RL semantics within tree search can lead to a wealth of new
algorithms, for which the traditional MCTS is only one of the variants. We confirm that planning
methods inspired by RL in conjunction with online search demonstrate encouraging results on
several classic board games and in arcade video game competitions, where our algorithm recently
ranked first. Our study promotes a unified view of learning, planning, and search
Knowledge-based fast evolutionary MCTS for general video game playing
General Video Game Playing is a game AI domain in which the usage of game-dependent domain knowledge is very limited or even non existent. This imposes obvious difficulties when seeking to create agents able to play sets of different games. Taken more broadly, this issue can be used as an introduction to the field of General Artificial Intelligence. This paper explores the performance of a vanilla Monte Carlo Tree Search algorithm, and analyzes the main difficulties encountered when tackling this kind of scenarios. Modifications are proposed to overcome these issues, strengthening the algorithm's ability to gather and discover knowledge, and taking advantage of past experiences. Results show that the performance of the algorithm is significantly improved, although there remain unresolved problems that require further research. The framework employed in this research is publicly available and will be used in the General Video Game Playing competition at the IEEE Conference on Computational Intelligence and Games in 2014
Robustness of Algorithms for Causal Structure Learning to Hyperparameter Choice
Hyperparameters play a critical role in machine learning. Hyperparameter
tuning can make the difference between state-of-the-art and poor prediction
performance for any algorithm, but it is particularly challenging for structure
learning due to its unsupervised nature. As a result, hyperparameter tuning is
often neglected in favour of using the default values provided by a particular
implementation of an algorithm. While there have been numerous studies on
performance evaluation of causal discovery algorithms, how hyperparameters
affect individual algorithms, as well as the choice of the best algorithm for a
specific problem, has not been studied in depth before. This work addresses
this gap by investigating the influence of hyperparameters on causal structure
learning tasks. Specifically, we perform an empirical evaluation of
hyperparameter selection for some seminal learning algorithms on datasets of
varying levels of complexity. We find that, while the choice of algorithm
remains crucial to obtaining state-of-the-art performance, hyperparameter
selection in ensemble settings strongly influences the choice of algorithm, in
that a poor choice of hyperparameters can lead to analysts using algorithms
which do not give state-of-the-art performance for their data.Comment: 26 pages, 16 figure
Textual Data Augmentation for Efficient Active Learning on Tiny Datasets
In this paper we propose a novel data augmentation approach where guided outputs of a language generation model, e.g. GPT-2, when labeled, can improve the performance of text classifiers through an active learning process. We transform the data generation task into an optimization problem which maximizes the usefulness of the generated output, using Monte Carlo Tree Search (MCTS) as the optimization strategy and incorporating entropy as one of the optimization criteria. We test our approach against a Non-Guided Data Generation (NGDG) process that does not optimize for a reward function. Starting with a small set of data, our results show an increased performance with MCTS of 26% on the TREC-6 Questions dataset, and 10% on the Stanford Sentiment Treebank SST-2 dataset. Compared with NGDG, we are able to achieve increases of 3% and 5% on TREC-6 and SST-2
Predicting Dominance Rankings for Score-Based Games
Game competitions may involve different player roles and be score-based rather than win/loss based. This raises the issue of how best to draw opponents for matches in ongoing competitions, and how best to rank the players in each role. An example is the Ms Pac-Man versus Ghosts Competition which requires competitors to develop software controllers to take charge of the game's protagonists: participants may develop software controllers for either or both Ms Pac-Man and the team of four ghosts. In this paper, we compare two ranking schemes for win-loss games, Bayes Elo and Glicko. We convert the game into one of win-loss ("dominance") by matching controllers of identical type against the same opponent in a series of pair-wise comparisons. This implicitly creates a "solution concept" as to what a constitutes a good player. We analyze how many games are needed under two popular ranking algorithms, Glicko and Bayes Elo, before one can infer the strength of the players, according to our proposed solution concept, without performing an exhaustive evaluation. We show that Glicko should be the method of choice for online score-based game competitions