AIAug 3, 2022
Supervised and Reinforcement Learning from Observations in Reconnaissance Blind ChessTimo Bertram, Johannes Fürnkranz, Martin Müller
In this work, we adapt a training approach inspired by the original AlphaGo system to play the imperfect information game of Reconnaissance Blind Chess. Using only the observations instead of a full description of the game state, we first train a supervised agent on publicly available game records. Next, we increase the performance of the agent through self-play with the on-policy reinforcement learning algorithm Proximal Policy Optimization. We do not use any search to avoid problems caused by the partial observability of game states and only use the policy network to generate moves when playing. With this approach, we achieve an ELO of 1330 on the RBC leaderboard, which places our agent at position 27 at the time of this writing. We see that self-play significantly improves performance and that the agent plays acceptably well without search and without making assumptions about the true game state.
LGApr 20, 2022
Quantity vs Quality: Investigating the Trade-Off between Sample Size and Label ReliabilityTimo Bertram, Johannes Fürnkranz, Martin Müller
In this paper, we study learning in probabilistic domains where the learner may receive incorrect labels but can improve the reliability of labels by repeatedly sampling them. In such a setting, one faces the problem of whether the fixed budget for obtaining training examples should rather be used for obtaining all different examples or for improving the label quality of a smaller number of examples by re-sampling their labels. We motivate this problem in an application to compare the strength of poker hands where the training signal depends on the hidden community cards, and then study it in depth in an artificial setting where we insert controlled noise levels into the MNIST database. Our results show that with increasing levels of noise, resampling previous examples becomes increasingly more important than obtaining new examples, as classifier performance deteriorates when the number of incorrect labels is too high. In addition, we propose two different validation strategies; switching from lower to higher validations over the course of training and using chi-square statistics to approximate the confidence in obtained labels.
AIJul 8, 2024
Learning With Generalised Card Representations for "Magic: The Gathering"Timo Bertram, Johannes Fürnkranz, Martin Müller
A defining feature of collectable card games is the deck building process prior to actual gameplay, in which players form their decks according to some restrictions. Learning to build decks is difficult for players and models alike due to the large card variety and highly complex semantics, as well as requiring meaningful card and deck representations when aiming to utilise AI. In addition, regular releases of new card sets lead to unforeseeable fluctuations in the available card pool, thus affecting possible deck configurations and requiring continuous updates. Previous Game AI approaches to building decks have often been limited to fixed sets of possible cards, which greatly limits their utility in practice. In this work, we explore possible card representations that generalise to unseen cards, thus greatly extending the real-world utility of AI-based deck building for the game "Magic: The Gathering".We study such representations based on numerical, nominal, and text-based features of cards, card images, and meta information about card usage from third-party services. Our results show that while the particular choice of generalised input representation has little effect on learning to predict human card selections among known cards, the performance on new, unseen cards can be greatly improved. Our generalised model is able to predict 55\% of human choices on completely unseen cards, thus showing a deep understanding of card quality and strategy.
CLFeb 7, 2022Code
Cedille: A large autoregressive French language modelMartin Müller, Florian Laurent
Scaling up the size and training of autoregressive language models has enabled novel ways of solving Natural Language Processing tasks using zero-shot and few-shot learning. While extreme-scale language models such as GPT-3 offer multilingual capabilities, zero-shot learning for languages other than English remain largely unexplored. Here, we introduce Cedille, a large open source auto-regressive language model, specifically trained for the French language. Our results show that Cedille outperforms existing French language models and is competitive with GPT-3 on a range of French zero-shot benchmarks. Furthermore, we provide an in-depth comparison of the toxicity exhibited by these models, showing that Cedille marks an improvement in language model safety thanks to dataset filtering.
AIJul 8, 2024
Contrastive Learning of Preferences with a Contextual InfoNCE LossTimo Bertram, Johannes Fürnkranz, Martin Müller
A common problem in contextual preference ranking is that a single preferred action is compared against several choices, thereby blowing up the complexity and skewing the preference distribution. In this work, we show how one can solve this problem via a suitable adaptation of the CLIP framework.This adaptation is not entirely straight-forward, because although the InfoNCE loss used by CLIP has achieved great success in computer vision and multi-modal domains, its batch-construction technique requires the ability to compare arbitrary items, and is not well-defined if one item has multiple positive associations in the same batch. We empirically demonstrate the utility of our adapted version of the InfoNCE loss in the domain of collectable card games, where we aim to learn an embedding space that captures the associations between single cards and whole card pools based on human selections. Such selection data only exists for restricted choices, thus generating concrete preferences of one item over a set of other items rather than a perfect fit between the card and the pool. Our results show that vanilla CLIP does not perform well due to the aforementioned intuitive issues. However, by adapting CLIP to the problem, we receive a model outperforming previous work trained with the triplet loss, while also alleviating problems associated with mining triplets.
AIJul 8, 2024
Neural Network-based Information Set Weighting for Playing Reconnaissance Blind ChessTimo Bertram, Johannes Fürnkranz, Martin Müller
In imperfect information games, the game state is generally not fully observable to players. Therefore, good gameplay requires policies that deal with the different information that is hidden from each player. To combat this, effective algorithms often reason about information sets; the sets of all possible game states that are consistent with a player's observations. While there is no way to distinguish between the states within an information set, this property does not imply that all states are equally likely to occur in play. We extend previous research on assigning weights to the states in an information set in order to facilitate better gameplay in the imperfect information game of Reconnaissance Blind Chess. For this, we train two different neural networks which estimate the likelihood of each state in an information set from historical game data. Experimentally, we find that a Siamese neural network is able to achieve higher accuracy and is more efficient than a classical convolutional neural network for the given domain. Finally, we evaluate an RBC-playing agent that is based on the generated weightings and compare different parameter settings that influence how strongly it should rely on them. The resulting best player is ranked 5th on the public leaderboard.
AIJul 8, 2024
Efficiently Training Neural Networks for Imperfect Information Games by Sampling Information SetsTimo Bertram, Johannes Fürnkranz, Martin Müller
In imperfect information games, the evaluation of a game state not only depends on the observable world but also relies on hidden parts of the environment. As accessing the obstructed information trivialises state evaluations, one approach to tackle such problems is to estimate the value of the imperfect state as a combination of all states in the information set, i.e., all possible states that are consistent with the current imperfect information. In this work, the goal is to learn a function that maps from the imperfect game information state to its expected value. However, constructing a perfect training set, i.e. an enumeration of the whole information set for numerous imperfect states, is often infeasible. To compute the expected values for an imperfect information game like \textit{Reconnaissance Blind Chess}, one would need to evaluate thousands of chess positions just to obtain the training target for a single state. Still, the expected value of a state can already be approximated with appropriate accuracy from a much smaller set of evaluations. Thus, in this paper, we empirically investigate how a budget of perfect information game evaluations should be distributed among training samples to maximise the return. Our results show that sampling a small number of states, in our experiments roughly 3, for a larger number of separate positions is preferable over repeatedly sampling a smaller quantity of states. Thus, we find that in our case, the quantity of different samples seems to be more important than higher target quality.
LGJan 1, 2025
$β$-DQN: Improving Deep Q-Learning By Evolving the BehaviorHongming Zhang, Fengshuo Bai, Chenjun Xiao et al.
While many sophisticated exploration methods have been proposed, their lack of generality and high computational cost often lead researchers to favor simpler methods like $ε$-greedy. Motivated by this, we introduce $β$-DQN, a simple and efficient exploration method that augments the standard DQN with a behavior function $β$. This function estimates the probability that each action has been taken at each state. By leveraging $β$, we generate a population of diverse policies that balance exploration between state-action coverage and overestimation bias correction. An adaptive meta-controller is designed to select an effective policy for each episode, enabling flexible and explainable exploration. $β$-DQN is straightforward to implement and adds minimal computational overhead to the standard DQN. Experiments on both simple and challenging exploration domains show that $β$-DQN outperforms existing baseline methods across a wide range of tasks, providing an effective solution for improving exploration in deep reinforcement learning.
AIDec 18, 2023
Monte Carlo Tree Search in the Presence of Transition UncertaintyFarnaz Kohankhaki, Kiarash Aghakasiri, Hongming Zhang et al.
Monte Carlo Tree Search (MCTS) is an immensely popular search-based framework used for decision making. It is traditionally applied to domains where a perfect simulation model of the environment is available. We study and improve MCTS in the context where the environment model is given but imperfect. We show that the discrepancy between the model and the actual environment can lead to significant performance degradation with standard MCTS. We therefore develop Uncertainty Adapted MCTS (UA-MCTS), a more robust algorithm within the MCTS framework. We estimate the transition uncertainty in the given model, and direct the search towards more certain transitions in the state space. We modify all four MCTS phases to improve the search behavior by considering these estimates. We prove, in the corrupted bandit case, that adding uncertainty information to adapt UCB leads to tighter regret bound than standard UCB. Empirically, we evaluate UA-MCTS and its individual components on the deterministic domains from the MinAtar test suite. Our results demonstrate that UA-MCTS strongly improves MCTS in the presence of model transition errors.
LGAug 22, 2025
Double Check My Desired Return: Transformer with Target Alignment for Offline Reinforcement LearningYue Pei, Hongming Zhang, Chao Gao et al.
Offline reinforcement learning (RL) has achieved significant advances in domains such as robotic control, autonomous driving, and medical decision-making. Most existing methods primarily focus on training policies that maximize cumulative returns from a given dataset. However, many real-world applications require precise control over policy performance levels, rather than simply pursuing the best possible return. Reinforcement learning via supervised learning (RvS) frames offline RL as a sequence modeling task, enabling the extraction of diverse policies by conditioning on different desired returns. Yet, existing RvS-based transformers, such as Decision Transformer (DT), struggle to reliably align the actual achieved returns with specified target returns, especially when interpolating within underrepresented returns or extrapolating beyond the dataset. To address this limitation, we propose Doctor, a novel approach that Double Checks the Transformer with target alignment for Offline RL. Doctor integrates the strengths of supervised learning (SL) and temporal difference (TD) learning by jointly optimizing the action prediction and value estimation. During inference, Doctor introduces a double-check mechanism: actions are first sampled around the desired target returns and then validated with value functions. This ensures more accurate alignment between predicted actions and desired target returns. We evaluate Doctor on the D4RL and EpiCare benchmarks, demonstrating aligned control yields stronger performance and tunable expertise, showing its effectiveness in a wide range of tasks.
AIMay 9, 2024
Expected Work Search: Combining Win Rate and Proof Size EstimationOwen Randall, Martin Müller, Ting Han Wei et al.
We propose Expected Work Search (EWS), a new game solving algorithm. EWS combines win rate estimation, as used in Monte Carlo Tree Search, with proof size estimation, as used in Proof Number Search. The search efficiency of EWS stems from minimizing a novel notion of Expected Work, which predicts the expected computation required to solve a position. EWS outperforms traditional solving algorithms on the games of Go and Hex. For Go, we present the first solution to the empty 5x5 board with the commonly used positional superko ruleset. For Hex, our algorithm solves the empty 8x8 board in under 4 minutes. Experiments show that EWS succeeds both with and without extensive domain-specific knowledge.
LGSep 21, 2021
A Distance-based Anomaly Detection Framework for Deep Reinforcement LearningHongming Zhang, Ke Sun, Bo Xu et al.
In deep reinforcement learning (RL) systems, abnormal states pose significant risks by potentially triggering unpredictable behaviors and unsafe actions, thus impeding the deployment of RL systems in real-world scenarios. It is crucial for reliable decision-making systems to have the capability to cast an alert whenever they encounter unfamiliar observations that they are not equipped to handle. In this paper, we propose a novel Mahalanobis distance-based (MD) anomaly detection framework, called \textit{MDX}, for deep RL algorithms. MDX simultaneously addresses random, adversarial, and out-of-distribution (OOD) state outliers in both offline and online settings. It utilizes Mahalanobis distance within class-conditional distributions for each action and operates within a statistical hypothesis testing framework under the Gaussian assumption. We further extend it to robust and distribution-free versions by incorporating Robust MD and conformal inference techniques. Through extensive experiments on classical control environments, Atari games, and autonomous driving scenarios, we demonstrate the effectiveness of our MD-based detection framework. MDX offers a simple, unified, and practical anomaly detection tool for enhancing the safety and reliability of RL systems in real-world applications.
MTRL-SCIJul 29, 2021
Addressing materials' microstructure diversity using transfer learningAurèle Goetz, Ali Riza Durmaz, Martin Müller et al.
Materials' microstructures are signatures of their alloying composition and processing history. Therefore, microstructures exist in a wide variety. As materials become increasingly complex to comply with engineering demands, advanced computer vision (CV) approaches such as deep learning (DL) inevitably gain relevance for quantifying microstrucutures' constituents from micrographs. While DL can outperform classical CV techniques for many tasks, shortcomings are poor data efficiency and generalizability across datasets. This is inherently in conflict with the expense associated with annotating materials data through experts and extensive materials diversity. To tackle poor domain generalizability and the lack of labeled data simultaneously, we propose to apply a sub-class of transfer learning methods called unsupervised domain adaptation (UDA). These algorithms address the task of finding domain-invariant features when supplied with annotated source data and unannotated target data, such that performance on the latter distribution is optimized despite the absence of annotations. Exemplarily, this study is conducted on a lath-shaped bainite segmentation task in complex phase steel micrographs. Here, the domains to bridge are selected to be different metallographic specimen preparations (surface etchings) and distinct imaging modalities. We show that a state-of-the-art UDA approach surpasses the naïve application of source domain trained models on the target domain (generalization baseline) to a large extent. This holds true independent of the domain shift, despite using little data, and even when the baseline models were pre-trained or employed data augmentation. Through UDA, mIoU was improved over generalization baselines from 82.2%, 61.0%, 49.7% to 84.7%, 67.3%, 73.3% on three target datasets, respectively. This underlines this techniques' potential to cope with materials variance.
AIJul 9, 2021
A Comparison of Contextual and Non-Contextual Preference Ranking for Set Addition ProblemsTimo Bertram, Johannes Fürnkranz, Martin Müller
In this paper, we study the problem of evaluating the addition of elements to a set. This problem is difficult, because it can, in the general case, not be reduced to unconditional preferences between the choices. Therefore, we model preferences based on the context of the decision. We discuss and compare two different Siamese network architectures for this task: a twin network that compares the two sets resulting after the addition, and a triplet network that models the contribution of each candidate to the existing set. We evaluate the two settings on a real-world task; learning human card preferences for deck building in the collectible card game Magic: The Gathering. We show that the triplet approach achieves a better result than the twin network and that both outperform previous results on this task.
AIMay 25, 2021
Predicting Human Card Selection in Magic: The Gathering with Contextual Preference RankingTimo Bertram, Johannes Fürnkranz, Martin Müller
Drafting, i.e., the selection of a subset of items from a larger candidate set, is a key element of many games and related problems. It encompasses team formation in sports or e-sports, as well as deck selection in many modern card games. The key difficulty of drafting is that it is typically not sufficient to simply evaluate each item in a vacuum and to select the best items. The evaluation of an item depends on the context of the set of items that were already selected earlier, as the value of a set is not just the sum of the values of its members - it must include a notion of how well items go together. In this paper, we study drafting in the context of the card game Magic: The Gathering. We propose the use of a contextual preference network, which learns to compare two possible extensions of a given deck of cards. We demonstrate that the resulting network is better able to evaluate card decks in this game than previous attempts.
AIMay 10, 2021
A Deep Dive into Conflict Generating DecisionsMd Solimul Chowdhury, Martin Müller, Jia You
Boolean Satisfiability (SAT) is a well-known NP-complete problem. Despite this theoretical hardness, SAT solvers based on Conflict Driven Clause Learning (CDCL) can solve large SAT instances from many important domains. CDCL learns clauses from conflicts, a technique that allows a solver to prune its search space. The selection heuristics in CDCL prioritize variables that are involved in recent conflicts. While only a fraction of decisions generate any conflicts, many generate multiple conflicts. In this paper, we study conflict-generating decisions in CDCL in detail. We investigate the impact of single conflict (sc) decisions, which generate only one conflict, and multi-conflict (mc) decisions which generate two or more. We empirically characterize these two types of decisions based on the quality of the learned clauses produced by each type of decision. We also show an important connection between consecutive clauses learned within the same mc decision, where one learned clause triggers the learning of the next one forming a chain of clauses. This leads to the consideration of similarity between conflicts, for which we formulate the notion of conflictsproximity as a similarity measure. We show that conflicts in mc decisions are more closely related than consecutive conflicts generated from sc decisions. Finally, we develop Common Reason Variable Reduction (CRVR) as a new decision strategy that reduces the selection priority of some variables from the learned clauses of mc decisions. Our empirical evaluation of CRVR implemented in three leading solvers demonstrates performance gains in benchmarks from the main track of SAT Competition-2020.
SIDec 3, 2020
Addressing machine learning concept drift reveals declining vaccine sentiment during the COVID-19 pandemicMartin Müller, Marcel Salathé
Social media analysis has become a common approach to assess public opinion on various topics, including those about health, in near real-time. The growing volume of social media posts has led to an increased usage of modern machine learning methods in natural language processing. While the rapid dynamics of social media can capture underlying trends quickly, it also poses a technical problem: algorithms trained on annotated data in the past may underperform when applied to contemporary data. This phenomenon, known as concept drift, can be particularly problematic when rapid shifts occur either in the topic of interest itself, or in the way the topic is discussed. Here, we explore the effect of machine learning concept drift by focussing on vaccine sentiments expressed on Twitter, a topic of central importance especially during the COVID-19 pandemic. We show that while vaccine sentiment has declined considerably during the COVID-19 pandemic in 2020, algorithms trained on pre-pandemic data would have largely missed this decline due to concept drift. Our results suggest that social media analysis systems must address concept drift in a continuous fashion in order to avoid the risk of systematic misclassification of data, which is particularly likely during a crisis when the underlying data can change suddenly and rapidly.
CLMay 15, 2020
COVID-Twitter-BERT: A Natural Language Processing Model to Analyse COVID-19 Content on TwitterMartin Müller, Marcel Salathé, Per E Kummervold
In this work, we release COVID-Twitter-BERT (CT-BERT), a transformer-based model, pretrained on a large corpus of Twitter messages on the topic of COVID-19. Our model shows a 10-30% marginal improvement compared to its base model, BERT-Large, on five different classification datasets. The largest improvements are on the target domain. Pretrained transformer models, such as CT-BERT, are trained on a specific target domain and can be used for a wide variety of natural language processing tasks, including classification, question-answering and chatbots. CT-BERT is optimised to be used on COVID-19 content, in particular social media posts from Twitter.
LGDec 24, 2019
Learning to Combat Compounding-Error in Model-Based Reinforcement LearningChenjun Xiao, Yifan Wu, Chen Ma et al.
Despite its potential to improve sample complexity versus model-free approaches, model-based reinforcement learning can fail catastrophically if the model is inaccurate. An algorithm should ideally be able to trust an imperfect model over a reasonably long planning horizon, and only rely on model-free updates when the model errors get infeasibly large. In this paper, we investigate techniques for choosing the planning horizon on a state-dependent basis, where a state's planning horizon is determined by the maximum cumulative model error around that state. We demonstrate that these state-dependent model errors can be learned with Temporal Difference methods, based on a novel approach of temporally decomposing the cumulative model errors. Experimental results show that the proposed method can successfully adapt the planning horizon to account for state-dependent model accuracy, significantly improving the efficiency of policy learning compared to model-based and model-free baselines.
AIApr 25, 2019
Characterization of Glue Variables in CDCL SAT SolvingMd Solimul Chowdhury, Martin Müller, Jia-Huai You
A state-of-the-art criterion to evaluate the importance of a given learned clause is called Literal Block Distance (LBD) score. It measures the number of distinct decision levels in a given learned clause. The lower the LBD score of a learned clause, the better is its quality. The learned clauses with LBD score of 2, called glue clauses, are known to possess high pruning power which are never deleted from the clause databases of the modern CDCL SAT solvers. In this work, we relate glue clauses to decision variables. We call the variables that appeared in at least one glue clause up to the current search state Glue Variables. We first show experimentally, by running the state-of-the-art CDCL SAT solver MapleLCMDist on benchmarks from SAT Competition-2017 and 2018, that branching decisions with glue variables are categorically more inference and conflict efficient than nonglue variables. Based on this observation, we develop a structure aware CDCL variable bumping scheme, which bumps the activity score of a glue variable based on its appearance count in the glue clauses that are learned so far by the search. Empirical evaluation shows effectiveness of the new method over the main track instances from SAT Competition 2017 and 2018.
LGJun 16, 2017
Structured Best Arm Identification with Fixed ConfidenceRuitong Huang, Mohammad M. Ajallooeian, Csaba Szepesvári et al.
We study the problem of identifying the best action among a set of possible options when the value of each action is given by a mapping from a number of noisy micro-observables in the so-called fixed confidence setting. Our main motivation is the application to the minimax game search, which has been a major topic of interest in artificial intelligence. In this paper we introduce an abstract setting to clearly describe the essential properties of the problem. While previous work only considered a two-move game tree search problem, our abstract setting can be applied to the general minimax games where the depth can be non-uniform and arbitrary, and transpositions are allowed. We introduce a new algorithm (LUCB-micro) for the abstract setting, and give its lower and upper sample complexity results. Our bounds recover some previous results, which were only available in more limited settings, while they also shed further light on how the structure of minimax problems influence sample complexity.