Markus Dablander

2papers

2 Papers

9.8LGJan 31, 2023Code
Exploring QSAR Models for Activity-Cliff Prediction

Markus Dablander, Thierry Hanser, Renaud Lambiotte et al.

Pairs of similar compounds that only differ by a small structural modification but exhibit a large difference in their binding affinity for a given target are known as activity cliffs (ACs). It has been hypothesised that quantitative structure-activity relationship (QSAR) models struggle to predict ACs and that ACs thus form a major source of prediction error. However, a study to explore the AC-prediction power of modern QSAR methods and its relationship to general QSAR-prediction performance is lacking. We systematically construct nine distinct QSAR models by combining three molecular representation methods (extended-connectivity fingerprints, physicochemical-descriptor vectors and graph isomorphism networks) with three regression techniques (random forests, k-nearest neighbours and multilayer perceptrons); we then use each resulting model to classify pairs of similar compounds as ACs or non-ACs and to predict the activities of individual molecules in three case studies: dopamine receptor D2, factor Xa, and SARS-CoV-2 main protease. We observe low AC-sensitivity amongst the tested models when the activities of both compounds are unknown, but a substantial increase in AC-sensitivity when the actual activity of one of the compounds is given. Graph isomorphism features are found to be competitive with or superior to classical molecular representations for AC-classification and can thus be employed as baseline AC-prediction models or simple compound-optimisation tools. For general QSAR-prediction, however, extended-connectivity fingerprints still consistently deliver the best performance. Our results provide strong support for the hypothesis that indeed QSAR methods frequently fail to predict ACs. We propose twin-network training for deep learning models as a potential future pathway to increase AC-sensitivity and thus overall QSAR performance.

2.6LGDec 18, 2024
Future Research Avenues for Artificial Intelligence in Digital Gaming: An Exploratory Report

Markus Dablander

Video games are a natural and synergistic application domain for artificial intelligence (AI) systems, offering both the potential to enhance player experience and immersion, as well as providing valuable benchmarks and virtual environments to advance AI technologies in general. This report presents a high-level overview of five promising research pathways for applying state-of-the-art AI methods, particularly deep learning, to digital gaming within the context of the current research landscape. The objective of this work is to outline a curated, non-exhaustive list of encouraging research directions at the intersection of AI and video games that may serve to inspire more rigorous and comprehensive research efforts in the future. We discuss (i) investigating large language models as core engines for game agent modelling, (ii) using neural cellular automata for procedural game content generation, (iii) accelerating computationally expensive in-game simulations via deep surrogate modelling, (iv) leveraging self-supervised learning to obtain useful video game state embeddings, and (v) training generative models of interactive worlds using unlabelled video data. We also briefly address current technical challenges associated with the integration of advanced deep learning systems into video game development, and indicate key areas where further progress is likely to be beneficial.