Reinforcement learning (RL) has shown great success in increasingly complex single-agent environments and two-player turn-based games. However, the real world contains multiple agents, each learning ...and acting independently to cooperate and compete with other agents. We used a tournament-style evaluation to demonstrate that an agent can achieve human-level performance in a three-dimensional multiplayer first-person video game,
in Capture the Flag mode, using only pixels and game points scored as input. We used a two-tier optimization process in which a population of independent RL agents are trained concurrently from thousands of parallel matches on randomly generated environments. Each agent learns its own internal reward signal and rich representation of the world. These results indicate the great potential of multiagent reinforcement learning for artificial intelligence research.
In this work we present an end-to-end system for text spotting—localising and recognising text in natural scene images—and text based image retrieval. This system is based on a region proposal ...mechanism for detection and deep convolutional neural networks for recognition. Our pipeline uses a novel combination of complementary proposal generation techniques to ensure high recall, and a fast subsequent filtering stage for improving precision. For the recognition and ranking of proposals, we train very large convolutional neural networks to perform word recognition on the whole proposal region at the same time, departing from the character classifier based systems of the past. These networks are trained solely on data produced by a synthetic text generation engine, requiring no human labelled data. Analysing the stages of our pipeline, we show state-of-the-art performance throughout. We perform rigorous experiments across a number of standard end-to-end text spotting benchmarks and text-based image retrieval datasets, showing a large improvement over all previous methods. Finally, we demonstrate a real-world application of our text spotting system to allow thousands of hours of news footage to be instantly searchable via a text query.
Many real-world applications require artificial agents to compete and coordinate with other agents in complex environments. As a stepping stone to this goal, the domain of StarCraft has emerged as an ...important challenge for artificial intelligence research, owing to its iconic and enduring status among the most difficult professional esports and its relevance to the real world in terms of its raw complexity and multi-agent challenges. Over the course of a decade and numerous competitions
, the strongest agents have simplified important aspects of the game, utilized superhuman capabilities, or employed hand-crafted sub-systems
. Despite these advantages, no previous agent has come close to matching the overall skill of top StarCraft players. We chose to address the challenge of StarCraft using general-purpose learning methods that are in principle applicable to other complex domains: a multi-agent reinforcement learning algorithm that uses data from both human and agent games within a diverse league of continually adapting strategies and counter-strategies, each represented by deep neural networks
. We evaluated our agent, AlphaStar, in the full game of StarCraft II, through a series of online games against human players. AlphaStar was rated at Grandmaster level for all three StarCraft races and above 99.8% of officially ranked human players.
The successful training of neural networks typically involves careful and time consuming hyperparameter tuning. Population Based Training (PBT) has recently been proposed to automate this process. ...PBT trains a population of neural networks concurrently, frequently mutating their hyperparameters throughout their training. However, the decision mechanisms of PBT are greedy and favour short-term improvements which can, in some cases, lead to poor long-term performance. This paper presents Faster Improvement Rate PBT (FIRE PBT) which addresses this problem. Our method is guided by an assumption: given two neural networks with similar performance and training with similar hyperparameters, the network showing the faster rate of improvement will lead to a better final performance. Using this, we derive a novel fitness metric and use it to make some of the population members focus on long-term performance. Our experiments show that FIRE PBT is able to outperform PBT on the ImageNet benchmark and match the performance of networks that were trained with a hand-tuned learning rate schedule. We apply FIRE PBT to reinforcement learning tasks and show that it leads to faster learning and higher final performance than both PBT and random hyperparameter search.
A Generalized Framework for Population Based Training Li, Ang; Spyra, Ola; Perel, Sagi ...
Proceedings of the 25th ACM SIGKDD International Conference on Knowledge Discovery & Data Mining,
07/2019
Conference Proceeding
Odprti dostop
Population Based Training (PBT) is a recent approach that jointly optimizes neural network weights and hyperparameters which periodically copies weights of the best performers and mutates ...hyperparameters during training. Previous PBT implementations have been synchronized glass-box systems. We propose a general, black-box PBT framework that distributes many asynchronous "trials" (a small number of training steps with warm-starting) across a cluster, coordinated by the PBT controller. The black-box design does not make assumptions on model architectures, loss functions or training procedures. Our system supports dynamic hyperparameter schedules to optimize both differentiable and non-differentiable metrics. We apply our system to train a state-of-the-art WaveNet generative model for human voice synthesis. We show that our PBT system achieves better accuracy and faster convergence compared to existing methods, given the same computational resource.
The work "Loss Landscape Sightseeing with Multi-Point Optimization" (Skorokhodov and Burtsev, 2019) demonstrated that one can empirically find arbitrary 2D binary patterns inside loss surfaces of ...popular neural networks. In this paper we prove that: (i) this is a general property of deep universal approximators; and (ii) this property holds for arbitrary smooth patterns, for other dimensionalities, for every dataset, and any neural network that is sufficiently deep and wide. Our analysis predicts not only the existence of all such low-dimensional patterns, but also two other properties that were observed empirically: (i) that it is easy to find these patterns; and (ii) that they transfer to other data-sets (e.g. a test-set).
We introduce a new recurrent agent architecture and associated auxiliary losses which improve reinforcement learning in partially observable tasks requiring long-term memory. We employ a temporal ...hierarchy, using a slow-ticking recurrent core to allow information to flow more easily over long time spans, and three fast-ticking recurrent cores with connections designed to create an information asymmetry. The \emph{reaction} core incorporates new observations with input from the slow core to produce the agent's policy; the \emph{perception} core accesses only short-term observations and informs the slow core; lastly, the \emph{prediction} core accesses only long-term memory. An auxiliary loss regularizes policies drawn from all three cores against each other, enacting the prior that the policy should be expressible from either recent or long-term memory. We present the resulting \emph{Perception-Prediction-Reaction} (PPR) agent and demonstrate its improved performance over a strong LSTM-agent baseline in DMLab-30, particularly in tasks requiring long-term memory. We further show significant improvements in Capture the Flag, an environment requiring agents to acquire a complicated mixture of skills over long time scales. In a series of ablation experiments, we probe the importance of each component of the PPR agent, establishing that the entire, novel combination is necessary for this intriguing result.
Real World Games Look Like Spinning Tops Czarnecki, Wojciech Marian; Gauthier Gidel; Tracey, Brendan ...
arXiv (Cornell University),
06/2020
Paper, Journal Article
Odprti dostop
This paper investigates the geometrical properties of real world games (e.g. Tic-Tac-Toe, Go, StarCraft II). We hypothesise that their geometrical structure resemble a spinning top, with the upright ...axis representing transitive strength, and the radial axis, which corresponds to the number of cycles that exist at a particular transitive strength, representing the non-transitive dimension. We prove the existence of this geometry for a wide class of real world games, exposing their temporal nature. Additionally, we show that this unique structure also has consequences for learning - it clarifies why populations of strategies are necessary for training of agents, and how population size relates to the structure of the game. Finally, we empirically validate these claims by using a selection of nine real world two-player zero-sum symmetric games, showing 1) the spinning top structure is revealed and can be easily re-constructed by using a new method of Nash clustering to measure the interaction between transitive and cyclical strategy behaviour, and 2) the effect that population size has on the convergence in these games.