Learning how to adapt to complex and dynamic environments is one of the most important factors that contribute to our intelligence. Endowing artificial agents with this ability is not a simple task, particularly in competitive scenarios. In this paper, we present a broad study on how popular reinforcement learning algorithms can be adapted and implemented to learn and to play a real-world implementation of a competitive multiplayer card game. We propose specific training and validation routines for the learning agents, in order to evaluate how the agents learn to be competitive and explain how they adapt to each others' playing style. Finally, we pinpoint how the behavior of each agent derives from their learning style and create a baseline for future research on this scenario.
Contextual bandits provide an effective way to model the dynamic data problem in ML by leveraging online (incremental) learning to continuously adjust the predictions based on changing environment. We explore details on contextual bandits, an extension to the traditional reinforcement learning (RL) problem and build a novel algorithm to solve this problem using an array of action-based learners. We apply this approach to model an article recommendation system using an array of stochastic gradient descent (SGD) learners to make predictions on rewards based on actions taken. We then extend the a…
Open-world novelty occurs when the rules of an environment can change abruptly, such as when a game player encounters "house rules". To address open-world novelty, game playing agents must be able to detect when novelty is injected, and to quickly adapt to the new rules. We propose a model-based reinforcement learning approach where game state and rules are represented as knowledge graphs. The knowledge graph representation of the state and rules allows novelty to be detected as changes in the knowledge graph, assists with the training of deep reinforcement learners, and enables imagination-ba…
Italian Institute of Technology (IIT)(意大利理工学院);Universidad Central de Chile(智利中央大学);Deakin University(迪肯大学)
Designing the decision-making processes of artificial agents that are involved in competitive interactions is a challenging task. In a competitive scenario, the agent does not only have a dynamic environment but also is directly affected by the opponents' actions. Observing the Q-values of the agent is usually a way of explaining its behavior, however, do not show the temporal-relation between the selected actions. We address this problem by proposing the \emph{Moody framework}. We evaluate our model by performing a series of experiments using the competitive multiplayer Chef's Hat card game a…
Card game AI has always been a hot topic in the research of artificial intelligence. In recent years, complex card games such as Mahjong, DouDizhu and Texas Hold'em have been solved and the corresponding AI programs have reached the level of human experts. In this paper, we are devoted to developing an AI program for a more complex card game, GuanDan, whose rules are similar to DouDizhu but much more complicated. To be specific, the characteristics of large state and action space, long length of one episode and the unsure number of players in the GuanDan pose great challenges for the developme…
Alberta Machine Intelligence Institute (Amii)(阿尔伯塔机器智能研究院);University of Alberta(阿尔伯塔大学);DeepMind
Learning about many things can provide numerous benefits to a reinforcement learning system. For example, learning many auxiliary value functions, in addition to optimizing the environmental reward, appears to improve both exploration and representation learning. The question we tackle in this paper is how to sculpt the stream of experience---how to adapt the learning system's behavior---to optimize the learning of a collection of value functions. A simple answer is to compute an intrinsic reward based on the statistics of each auxiliary learner, and use reinforcement learning to maximize that…
IMT Atlantique(大西洋国立高等工业技术学院);ENSTA Paris(巴黎国立高等先进技术学院);Institut Polytechnique de Paris(巴黎理工学院);Inria(法国国家信息与自动化研究所)
In open-ended continuous environments, robots need to learn multiple parameterised control tasks in hierarchical reinforcement learning. We hypothesise that the most complex tasks can be learned more easily by transferring knowledge from simpler tasks, and faster by adapting the complexity of the actions to the task. We propose a task-oriented representation of complex actions, called procedures, to learn online task relationships and unbounded sequences of action primitives to control the different observables of the environment. Combining both goal-babbling with imitation learning, and activ…
Dynamic Long-Term Time-Series Forecasting via Meta Transformer Networks
University of South Australia(南澳大学);University of New South Australia(新南威尔士大学);A*Star(新加坡科技研究局);System Research Institute, Polish Academy of Science(波兰科学院系统研究所)
Adapting for AI: How elementary teachers adjust their practices for an AI-integrated curriculum
University of Pennsylvania(宾夕法尼亚大学);University of Florida(佛罗里达大学);Montgomery County Schools(蒙哥马利县学区);Kennesaw State University(肯尼索州立大学);North Carolina State University(北卡罗来纳州立大学)
University of Amsterdam(阿姆斯特丹大学);UC Berkeley(加州大学伯克利分校);Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);University of Tübingen(蒂宾根大学)
An agent who interacts with a wide population of other agents needs to be aware that there may be variations in their understanding of the world. Furthermore, the machinery which they use to perceive may be inherently different, as is the case between humans and machines. In this work, we present both an image reference game between a speaker and a population of listeners where reasoning about the concepts other agents can comprehend is necessary and a model formulation with this capability. We focus on reasoning about the conceptual understanding of others, as well as adapting to novel gamepl…