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arXiv:2408.06051공식 코드 · Papers with Code

Perceptual Similarity for Measuring Decision-Making Style and Policy Diversity in Games

Defining and measuring decision-making styles, also known as playstyles, is crucial in gaming, where these styles reflect a broad spectrum of individuality and diversity. However, finding a universally applicable measure for these styles poses a challenge. Building on Playstyle Distance, the first unsupervised metric to measure playstyle similarity based on game screens and raw actions, we introduce three enhancements to increase accuracy: multiscale analysis with varied state granularity, a perceptual kernel rooted in psychology, and the utilization of the intersection-over-union method for efficient evaluation. These innovations not only advance measurement precision but also offer insights into human cognition of similarity. Across two racing games and seven Atari games, our techniques significantly improve the precision of zero-shot playstyle classification, achieving an accuracy exceeding 90 percent with fewer than 512 observation-action pairs, which is less than half an episode of these games. Furthermore, our experiments with 2048 and Go demonstrate the potential of discrete playstyle measures in puzzle and board games. We also develop an algorithm for assessing decision-making diversity using these measures. Our findings improve the measurement of end-to-end game analysis and the evolution of artificial intelligence for diverse playstyles.

arXiv:2406.19768공식 코드 · Papers with Code

Contextualized Hybrid Ensemble Q-learning: Learning Fast with Control Priors

Combining Reinforcement Learning (RL) with a prior controller can yield the best out of two worlds: RL can solve complex nonlinear problems, while the control prior ensures safer exploration and speeds up training. Prior work largely blends both components with a fixed weight, neglecting that the RL agent's performance varies with the training progress and across regions in the state space. Therefore, we advocate for an adaptive strategy that dynamically adjusts the weighting based on the RL agent's current capabilities. We propose a new adaptive hybrid RL algorithm, Contextualized Hybrid Ensemble Q-learning (CHEQ). CHEQ combines three key ingredients: (i) a time-invariant formulation of the adaptive hybrid RL problem treating the adaptive weight as a context variable, (ii) a weight adaption mechanism based on the parametric uncertainty of a critic ensemble, and (iii) ensemble-based acceleration for data-efficient RL. Evaluating CHEQ on a car racing task reveals substantially stronger data efficiency, exploration safety, and transferability to unknown scenarios than state-of-the-art adaptive hybrid RL methods.

arXiv:2308.10797공식 코드 · Papers with Code

Stabilizing Unsupervised Environment Design with a Learned Adversary

A key challenge in training generally-capable agents is the design of training tasks that facilitate broad generalization and robustness to environment variations. This challenge motivates the problem setting of Unsupervised Environment Design (UED), whereby a student agent trains on an adaptive distribution of tasks proposed by a teacher agent. A pioneering approach for UED is PAIRED, which uses reinforcement learning (RL) to train a teacher policy to design tasks from scratch, making it possible to directly generate tasks that are adapted to the agent's current capabilities. Despite its strong theoretical backing, PAIRED suffers from a variety of challenges that hinder its practical performance. Thus, state-of-the-art methods currently rely on curation and mutation rather than generation of new tasks. In this work, we investigate several key shortcomings of PAIRED and propose solutions for each shortcoming. As a result, we make it possible for PAIRED to match or exceed state-of-the-art methods, producing robust agents in several established challenging procedurally-generated environments, including a partially-observed maze navigation task and a continuous-control car racing environment. We believe this work motivates a renewed emphasis on UED methods based on learned models that directly generate challenging environments, potentially unlocking more open-ended RL training and, as a result, more general agents.

arXiv:2212.11278공식 코드 · Papers with Code

Decision-making and control with diffractive optical networks

The ultimate goal of artificial intelligence is to mimic the human brain to perform decision-making and control directly from high-dimensional sensory input. Diffractive optical networks provide a promising solution for implementing artificial intelligence with high-speed and low-power consumption. Most of the reported diffractive optical networks focus on single or multiple tasks that do not involve environmental interaction, such as object recognition and image classification. In contrast, the networks capable of performing decision-making and control have not yet been developed to our knowledge. Here, we propose using deep reinforcement learning to implement diffractive optical networks that imitate human-level decision-making and control capability. Such networks taking advantage of a residual architecture, allow for finding optimal control policies through interaction with the environment and can be readily implemented with existing optical devices. The superior performance of these networks is verified by engaging three types of classic games, Tic-Tac-Toe, Super Mario Bros., and Car Racing. Finally, we present an experimental demonstration of playing Tic-Tac-Toe by leveraging diffractive optical networks based on a spatial light modulator. Our work represents a solid step forward in advancing diffractive optical networks, which promises a fundamental shift from the target-driven control of a pre-designed state for simple recognition or classification tasks to the high-level sensory capability of artificial intelligence. It may find exciting applications in autonomous driving, intelligent robots, and intelligent manufacturing.

arXiv:2207.06362공식 코드 · Papers with Code

Iterative Linear Quadratic Optimization for Nonlinear Control: Differentiable Programming Algorithmic Templates

We present the implementation of nonlinear control algorithms based on linear and quadratic approximations of the objective from a functional viewpoint. We present a gradient descent, a Gauss-Newton method, a Newton method, differential dynamic programming approaches with linear quadratic or quadratic approximations, various line-search strategies, and regularized variants of these algorithms. We derive the computational complexities of all algorithms in a differentiable programming framework and present sufficient optimality conditions. We compare the algorithms on several benchmarks, such as autonomous car racing using a bicycle model of a car. The algorithms are coded in a differentiable programming language in a publicly available package.

arXiv:2203.16478공식 코드 · Papers with Code

A Sequential Quadratic Programming Approach to the Solution of Open-Loop Generalized Nash Equilibria

Dynamic games can be an effective approach to modeling interactive behavior between multiple non-cooperative agents and they provide a theoretical framework for simultaneous prediction and control in such scenarios. In this work, we propose a numerical method for the solution of local generalized Nash equilibria (GNE) for the class of open-loop general-sum dynamic games for agents with nonlinear dynamics and constraints. In particular, we formulate a sequential quadratic programming (SQP) approach which requires only the solution of a single convex quadratic program at each iteration. Central to the robustness of our approach is a non-monotonic line search method and a novel merit function for SQP step acceptance. We show that our method achieves linear convergence in the neighborhood of local GNE and we derive an update rule for the merit function which helps to improve convergence from a larger set of initial conditions. We demonstrate the effectiveness of the algorithm in the context of car racing, where we show up to 32\% improvement of success rate when comparing against a state-of-the-art solution approach for dynamic games. \url{https://github.com/zhu-edward/DGSQP}.

arXiv:2203.10494공식 코드 · Papers with Code

MicroRacer: a didactic environment for Deep Reinforcement Learning

MicroRacer is a simple, open source environment inspired by car racing especially meant for the didactics of Deep Reinforcement Learning. The complexity of the environment has been explicitly calibrated to allow users to experiment with many different methods, networks and hyperparameters settings without requiring sophisticated software or the need of exceedingly long training times. Baseline agents for major learning algorithms such as DDPG, PPO, SAC, TD2 and DSAC are provided too, along with a preliminary comparison in terms of training time and performance.

arXiv:2110.00950공식 코드 · Papers with Code

An Unsupervised Video Game Playstyle Metric via State Discretization

On playing video games, different players usually have their own playstyles. Recently, there have been great improvements for the video game AIs on the playing strength. However, past researches for analyzing the behaviors of players still used heuristic rules or the behavior features with the game-environment support, thus being exhausted for the developers to define the features of discriminating various playstyles. In this paper, we propose the first metric for video game playstyles directly from the game observations and actions, without any prior specification on the playstyle in the target game. Our proposed method is built upon a novel scheme of learning discrete representations that can map game observations into latent discrete states, such that playstyles can be exhibited from these discrete states. Namely, we measure the playstyle distance based on game observations aligned to the same states. We demonstrate high playstyle accuracy of our metric in experiments on some video game platforms, including TORCS, RGSK, and seven Atari games, and for different agents including rule-based AI bots, learning-based AI bots, and human players.

arXiv:2109.04155공식 코드 · Papers with Code

Deep Active Inference for Pixel-Based Discrete Control: Evaluation on the Car Racing Problem

Despite the potential of active inference for visual-based control, learning the model and the preferences (priors) while interacting with the environment is challenging. Here, we study the performance of a deep active inference (dAIF) agent on OpenAI's car racing benchmark, where there is no access to the car's state. The agent learns to encode the world's state from high-dimensional input through unsupervised representation learning. State inference and control are learned end-to-end by optimizing the expected free energy. Results show that our model achieves comparable performance to deep Q-learning. However, vanilla dAIF does not reach state-of-the-art performance compared to other world model approaches. Hence, we discuss the current model implementation's limitations and potential architectures to overcome them.

arXiv:2108.04219공식 코드 · Papers with Code

Pragmatic Image Compression for Human-in-the-Loop Decision-Making

Standard lossy image compression algorithms aim to preserve an image's appearance, while minimizing the number of bits needed to transmit it. However, the amount of information actually needed by a user for downstream tasks -- e.g., deciding which product to click on in a shopping website -- is likely much lower. To achieve this lower bitrate, we would ideally only transmit the visual features that drive user behavior, while discarding details irrelevant to the user's decisions. We approach this problem by training a compression model through human-in-the-loop learning as the user performs tasks with the compressed images. The key insight is to train the model to produce a compressed image that induces the user to take the same action that they would have taken had they seen the original image. To approximate the loss function for this model, we train a discriminator that tries to distinguish whether a user's action was taken in response to the compressed image or the original. We evaluate our method through experiments with human participants on four tasks: reading handwritten digits, verifying photos of faces, browsing an online shopping catalogue, and playing a car racing video game. The results show that our method learns to match the user's actions with and without compression at lower bitrates than baseline methods, and adapts the compression model to the user's behavior: it preserves the digit number and randomizes handwriting style in the digit reading task, preserves hats and eyeglasses while randomizing faces in the photo verification task, preserves the perceived price of an item while randomizing its color and background in the online shopping task, and preserves upcoming bends in the road in the car racing game.

arXiv:2007.11718공식 코드 · Papers with Code

Safety-Critical Model Predictive Control with Discrete-Time Control Barrier Function

The optimal performance of robotic systems is usually achieved near the limit of state and input bounds. Model predictive control (MPC) is a prevalent strategy to handle these operational constraints, however, safety still remains an open challenge for MPC as it needs to guarantee that the system stays within an invariant set. In order to obtain safe optimal performance in the context of set invariance, we present a safety-critical model predictive control strategy utilizing discrete-time control barrier functions (CBFs), which guarantees system safety and accomplishes optimal performance via model predictive control. We analyze the stability and the feasibility properties of our control design. We verify the properties of our method on a 2D double integrator model for obstacle avoidance. We also validate the algorithm numerically using a competitive car racing example, where the ego car is able to overtake other racing cars.

arXiv:2010.01707공식 코드 · Papers with Code

Rank Position Forecasting in Car Racing

Forecasting is challenging since uncertainty resulted from exogenous factors exists. This work investigates the rank position forecasting problem in car racing, which predicts the rank positions at the future laps for cars. Among the many factors that bring changes to the rank positions, pit stops are critical but irregular and rare. We found existing methods, including statistical models, machine learning regression models, and state-of-the-art deep forecasting model based on encoder-decoder architecture, all have limitations in the forecasting. By elaborative analysis of pit stops events, we propose a deep model, RankNet, with the cause effects decomposition that modeling the rank position sequence and pit stop events separately. It also incorporates probabilistic forecasting to model the uncertainty inside each sub-model. Through extensive experiments, RankNet demonstrates a strong performance improvement over the baselines, e.g., MAE improves more than 10% consistently, and is also more stable when adapting to unseen new data. Details of model optimization, performance profiling are presented. It is promising to provide useful forecasting tools for the car racing analysis and shine a light on solutions to similar challenging issues in general forecasting problems.

arXiv:1906.08857공식 코드 · Papers with Code

Deep Neuroevolution of Recurrent and Discrete World Models

Neural architectures inspired by our own human cognitive system, such as the recently introduced world models, have been shown to outperform traditional deep reinforcement learning (RL) methods in a variety of different domains. Instead of the relatively simple architectures employed in most RL experiments, world models rely on multiple different neural components that are responsible for visual information processing, memory, and decision-making. However, so far the components of these models have to be trained separately and through a variety of specialized training methods. This paper demonstrates the surprising finding that models with the same precise parts can be instead efficiently trained end-to-end through a genetic algorithm (GA), reaching a comparable performance to the original world model by solving a challenging car racing task. An analysis of the evolved visual and memory system indicates that they include a similar effective representation to the system trained through gradient descent. Additionally, in contrast to gradient descent methods that struggle with discrete variables, GAs also work directly with such representations, opening up opportunities for classical planning in latent space. This paper adds additional evidence on the effectiveness of deep neuroevolution for tasks that require the intricate orchestration of multiple components in complex heterogeneous architectures.