402 research outputs found

    Macro action selection with deep reinforcement learning in StarCraft

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    StarCraft (SC) is one of the most popular and successful Real Time Strategy (RTS) games. In recent years, SC is also widely accepted as a challenging testbed for AI research because of its enormous state space, partially observed information, multi-agent collaboration, and so on. With the help of annual AIIDE and CIG competitions, a growing number of SC bots are proposed and continuously improved. However, a large gap remains between the top-level bot and the professional human player. One vital reason is that current SC bots mainly rely on predefined rules to select macro actions during their games. These rules are not scalable and efficient enough to cope with the enormous yet partially observed state space in the game. In this paper, we propose a deep reinforcement learning (DRL) framework to improve the selection of macro actions. Our framework is based on the combination of the Ape-X DQN and the Long-Short-Term-Memory (LSTM). We use this framework to build our bot, named as LastOrder. Our evaluation, based on training against all bots from the AIIDE 2017 StarCraft AI competition set, shows that LastOrder achieves an 83% winning rate, outperforming 26 bots in total 28 entrants

    Enhanced Multi-Scale Feature Cross-Fusion Network for Impedance-optical Dual-modal Imaging

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    SwinGNN: Rethinking Permutation Invariance in Diffusion Models for Graph Generation

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    Diffusion models based on permutation-equivariant networks can learn permutation-invariant distributions for graph data. However, in comparison to their non-invariant counterparts, we have found that these invariant models encounter greater learning challenges since 1) their effective target distributions exhibit more modes; 2) their optimal one-step denoising scores are the score functions of Gaussian mixtures with more components. Motivated by this analysis, we propose a non-invariant diffusion model, called SwinGNN\textit{SwinGNN}, which employs an efficient edge-to-edge 2-WL message passing network and utilizes shifted window based self-attention inspired by SwinTransformers. Further, through systematic ablations, we identify several critical training and sampling techniques that significantly improve the sample quality of graph generation. At last, we introduce a simple post-processing trick, i.e.\textit{i.e.}, randomly permuting the generated graphs, which provably converts any graph generative model to a permutation-invariant one. Extensive experiments on synthetic and real-world protein and molecule datasets show that our SwinGNN achieves state-of-the-art performances. Our code is released at https://github.com/qiyan98/SwinGNN

    Macro action selection with deep reinforcement learning in StarCraft

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    StarCraft (SC) is one of the most popular and successful Real Time Strategy (RTS) games. In recent years, SC is also considered as a testbed for AI research, due to its enormous state space, hidden information, multi-agent collaboration and so on. Thanks to the annual AIIDE and CIG competitions, a growing number of bots are proposed and being continuously improved. However, a big gap still remains between the top bot and the professional human players. One vital reason is that current bots mainly rely on predefined rules to perform macro actions. These rules are not scalable and efficient enough to cope with the large but partially observed macro state space in SC. In this paper, we propose a DRL based framework to do macro action selection. Our framework combines the reinforcement learning approach Ape-X DQN with Long-Short-Term-Memory (LSTM) to improve the macro action selection in bot. We evaluate our bot, named as LastOrder, on the AIIDE 2017 StarCraft AI competition bots set. Our bot achieves overall 83% win-rate, outperforming 26 bots in total 28 entrants

    Curriculum Temperature for Knowledge Distillation

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    Most existing distillation methods ignore the flexible role of the temperature in the loss function and fix it as a hyper-parameter that can be decided by an inefficient grid search. In general, the temperature controls the discrepancy between two distributions and can faithfully determine the difficulty level of the distillation task. Keeping a constant temperature, i.e., a fixed level of task difficulty, is usually sub-optimal for a growing student during its progressive learning stages. In this paper, we propose a simple curriculum-based technique, termed Curriculum Temperature for Knowledge Distillation (CTKD), which controls the task difficulty level during the student's learning career through a dynamic and learnable temperature. Specifically, following an easy-to-hard curriculum, we gradually increase the distillation loss w.r.t. the temperature, leading to increased distillation difficulty in an adversarial manner. As an easy-to-use plug-in technique, CTKD can be seamlessly integrated into existing knowledge distillation frameworks and brings general improvements at a negligible additional computation cost. Extensive experiments on CIFAR-100, ImageNet-2012, and MS-COCO demonstrate the effectiveness of our method. Our code is available at https://github.com/zhengli97/CTKD.Comment: AAAI 202
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