LGApr 21, 2021
Policy Fusion for Adaptive and Customizable Reinforcement Learning AgentsAlessandro Sestini, Alexander Kuhnle, Andrew D. Bagdanov
In this article we study the problem of training intelligent agents using Reinforcement Learning for the purpose of game development. Unlike systems built to replace human players and to achieve super-human performance, our agents aim to produce meaningful interactions with the player, and at the same time demonstrate behavioral traits as desired by game designers. We show how to combine distinct behavioral policies to obtain a meaningful "fusion" policy which comprises all these behaviors. To this end, we propose four different policy fusion methods for combining pre-trained policies. We further demonstrate how these methods can be used in combination with Inverse Reinforcement Learning in order to create intelligent agents with specific behavioral styles as chosen by game designers, without having to define many and possibly poorly-designed reward functions. Experiments on two different environments indicate that entropy-weighted policy fusion significantly outperforms all others. We provide several practical examples and use-cases for how these methods are indeed useful for video game production and designers.
LGDec 7, 2020
Deep Policy Networks for NPC Behaviors that Adapt to Changing Design Parameters in Roguelike GamesAlessandro Sestini, Alexander Kuhnle, Andrew D. Bagdanov
Recent advances in Deep Reinforcement Learning (DRL) have largely focused on improving the performance of agents with the aim of replacing humans in known and well-defined environments. The use of these techniques as a game design tool for video game production, where the aim is instead to create Non-Player Character (NPC) behaviors, has received relatively little attention until recently. Turn-based strategy games like Roguelikes, for example, present unique challenges to DRL. In particular, the categorical nature of their complex game state, composed of many entities with different attributes, requires agents able to learn how to compare and prioritize these entities. Moreover, this complexity often leads to agents that overfit to states seen during training and that are unable to generalize in the face of design changes made during development. In this paper we propose two network architectures which, when combined with a \emph{procedural loot generation} system, are able to better handle complex categorical state spaces and to mitigate the need for retraining forced by design decisions. The first is based on a dense embedding of the categorical input space that abstracts the discrete observation model and renders trained agents more able to generalize. The second proposed architecture is more general and is based on a Transformer network able to reason relationally about input and input attributes. Our experimental evaluation demonstrates that new agents have better adaptation capacity with respect to a baseline architecture, making this framework more robust to dynamic gameplay changes during development. Based on the results shown in this paper, we believe that these solutions represent a step forward towards making DRL more accessible to the gaming industry.
LGDec 4, 2020
Demonstration-efficient Inverse Reinforcement Learning in Procedurally Generated EnvironmentsAlessandro Sestini, Alexander Kuhnle, Andrew D. Bagdanov
Deep Reinforcement Learning achieves very good results in domains where reward functions can be manually engineered. At the same time, there is growing interest within the community in using games based on Procedurally Content Generation (PCG) as benchmark environments since this type of environment is perfect for studying overfitting and generalization of agents under domain shift. Inverse Reinforcement Learning (IRL) can instead extrapolate reward functions from expert demonstrations, with good results even on high-dimensional problems, however there are no examples of applying these techniques to procedurally-generated environments. This is mostly due to the number of demonstrations needed to find a good reward model. We propose a technique based on Adversarial Inverse Reinforcement Learning which can significantly decrease the need for expert demonstrations in PCG games. Through the use of an environment with a limited set of initial seed levels, plus some modifications to stabilize training, we show that our approach, DE-AIRL, is demonstration-efficient and still able to extrapolate reward functions which generalize to the fully procedural domain. We demonstrate the effectiveness of our technique on two procedural environments, MiniGrid and DeepCrawl, for a variety of tasks.
LGDec 3, 2020
DeepCrawl: Deep Reinforcement Learning for Turn-based Strategy GamesAlessandro Sestini, Alexander Kuhnle, Andrew D. Bagdanov
In this paper we introduce DeepCrawl, a fully-playable Roguelike prototype for iOS and Android in which all agents are controlled by policy networks trained using Deep Reinforcement Learning (DRL). Our aim is to understand whether recent advances in DRL can be used to develop convincing behavioral models for non-player characters in videogames. We begin with an analysis of requirements that such an AI system should satisfy in order to be practically applicable in video game development, and identify the elements of the DRL model used in the DeepCrawl prototype. The successes and limitations of DeepCrawl are documented through a series of playability tests performed on the final game. We believe that the techniques we propose offer insight into innovative new avenues for the development of behaviors for non-player characters in video games, as they offer the potential to overcome critical issues with
AIAug 13, 2020
Process Discovery for Structured Program SynthesisDell Zhang, Alexander Kuhnle, Julian Richardson et al.
A core task in process mining is process discovery which aims to learn an accurate process model from event log data. In this paper, we propose to use (block-) structured programs directly as target process models so as to establish connections to the field of program synthesis and facilitate the translation from abstract process models to executable processes, e.g., for robotic process automation. Furthermore, we develop a novel bottom-up agglomerative approach to the discovery of such structured program process models. In comparison with the popular top-down recursive inductive miner, our proposed agglomerative miner enjoys the similar theoretical guarantee to produce sound process models (without deadlocks and other anomalies) while exhibiting some advantages like avoiding silent activities and accommodating duplicate activities. The proposed algorithm works by iteratively applying a few graph rewriting rules to the directly-follows-graph of activities. For real-world (sparse) directly-follows-graphs, the algorithm has quadratic computational complexity with respect to the number of distinct activities. To our knowledge, this is the first process discovery algorithm that is made for the purpose of program synthesis. Experiments on the BPI-Challenge 2020 dataset and the Karel programming dataset have demonstrated that our proposed algorithm can outperform the inductive miner not only according to the traditional process discovery metrics but also in terms of the effectiveness in finding out the true underlying structured program from a small number of its execution traces.
CLDec 19, 2019
Going Beneath the Surface: Evaluating Image Captioning for Grammaticality, Truthfulness and DiversityHuiyuan Xie, Tom Sherborne, Alexander Kuhnle et al.
Image captioning as a multimodal task has drawn much interest in recent years. However, evaluation for this task remains a challenging problem. Existing evaluation metrics focus on surface similarity between a candidate caption and a set of reference captions, and do not check the actual relation between a caption and the underlying visual content. We introduce a new diagnostic evaluation framework for the task of image captioning, with the goal of directly assessing models for grammaticality, truthfulness and diversity (GTD) of generated captions. We demonstrate the potential of our evaluation framework by evaluating existing image captioning models on a wide ranging set of synthetic datasets that we construct for diagnostic evaluation. We empirically show how the GTD evaluation framework, in combination with diagnostic datasets, can provide insights into model capabilities and limitations to supplement standard evaluations.
CVAug 17, 2019
What is needed for simple spatial language capabilities in VQA?Alexander Kuhnle, Ann Copestake
Visual question answering (VQA) comprises a variety of language capabilities. The diagnostic benchmark dataset CLEVR has fueled progress by helping to better assess and distinguish models in basic abilities like counting, comparing and spatial reasoning in vitro. Following this approach, we focus on spatial language capabilities and investigate the question: what are the key ingredients to handle simple visual-spatial relations? We look at the SAN, RelNet, FiLM and MC models and evaluate their learning behavior on diagnostic data which is solely focused on spatial relations. Via comparative analysis and targeted model modification we identify what really is required to substantially improve upon the CNN-LSTM baseline.
COMP-PHAug 12, 2019
A review on Deep Reinforcement Learning for Fluid MechanicsPaul Garnier, Jonathan Viquerat, Jean Rabault et al.
Deep reinforcement learning (DRL) has recently been adopted in a wide range of physics and engineering domains for its ability to solve decision-making problems that were previously out of reach due to a combination of non-linearity and high dimensionality. In the last few years, it has spread in the field of computational mechanics, and particularly in fluid dynamics, with recent applications in flow control and shape optimization. In this work, we conduct a detailed review of existing DRL applications to fluid mechanics problems. In addition, we present recent results that further illustrate the potential of DRL in Fluid Mechanics. The coupling methods used in each case are covered, detailing their advantages and limitations. Our review also focuses on the comparison with classical methods for optimal control and optimization. Finally, several test cases are described that illustrate recent progress made in this field. The goal of this publication is to provide an understanding of DRL capabilities along with state-of-the-art applications in fluid dynamics to researchers wishing to address new problems with these methods.
CVDec 31, 2018
The meaning of "most" for visual question answering modelsAlexander Kuhnle, Ann Copestake
The correct interpretation of quantifier statements in the context of a visual scene requires non-trivial inference mechanisms. For the example of "most", we discuss two strategies which rely on fundamentally different cognitive concepts. Our aim is to identify what strategy deep learning models for visual question answering learn when trained on such questions. To this end, we carefully design data to replicate experiments from psycholinguistics where the same question was investigated for humans. Focusing on the FiLM visual question answering model, our experiments indicate that a form of approximate number system emerges whose performance declines with more difficult scenes as predicted by Weber's law. Moreover, we identify confounding factors, like spatial arrangement of the scene, which impede the effectiveness of this system.
CLSep 9, 2018
How clever is the FiLM model, and how clever can it be?Alexander Kuhnle, Huiyuan Xie, Ann Copestake
The FiLM model achieves close-to-perfect performance on the diagnostic CLEVR dataset and is distinguished from other such models by having a comparatively simple and easily transferable architecture. In this paper, we investigate in more detail the ability of FiLM to learn various linguistic constructions. Our main results show that (a) FiLM is not able to learn relational statements straight away except for very simple instances, (b) training on a broader set of instances as well as pretraining on simpler instance types can help alleviate these learning difficulties, (c) mixing is less robust than pretraining and very sensitive to the compositional structure of the dataset. Overall, our results suggest that the approach of big all-encompassing datasets and the paradigm of "the effectiveness of data" may have fundamental limitations.
LGAug 23, 2018
LIFT: Reinforcement Learning in Computer Systems by Learning From DemonstrationsMichael Schaarschmidt, Alexander Kuhnle, Ben Ellis et al.
Reinforcement learning approaches have long appealed to the data management community due to their ability to learn to control dynamic behavior from raw system performance. Recent successes in combining deep neural networks with reinforcement learning have sparked significant new interest in this domain. However, practical solutions remain elusive due to large training data requirements, algorithmic instability, and lack of standard tools. In this work, we introduce LIFT, an end-to-end software stack for applying deep reinforcement learning to data management tasks. While prior work has frequently explored applications in simulations, LIFT centers on utilizing human expertise to learn from demonstrations, thus lowering online training times. We further introduce TensorForce, a TensorFlow library for applied deep reinforcement learning exposing a unified declarative interface to common RL algorithms, thus providing a backend to LIFT. We demonstrate the utility of LIFT in two case studies in database compound indexing and resource management in stream processing. Results show LIFT controllers initialized from demonstrations can outperform human baselines and heuristics across latency metrics and space usage by up to 70%.
CLJun 5, 2017
Deep learning evaluation using deep linguistic processingAlexander Kuhnle, Ann Copestake
We discuss problems with the standard approaches to evaluation for tasks like visual question answering, and argue that artificial data can be used to address these as a complement to current practice. We demonstrate that with the help of existing 'deep' linguistic processing technology we are able to create challenging abstract datasets, which enable us to investigate the language understanding abilities of multimodal deep learning models in detail, as compared to a single performance value on a static and monolithic dataset.
CLApr 14, 2017
ShapeWorld - A new test methodology for multimodal language understandingAlexander Kuhnle, Ann Copestake
We introduce a novel framework for evaluating multimodal deep learning models with respect to their language understanding and generalization abilities. In this approach, artificial data is automatically generated according to the experimenter's specifications. The content of the data, both during training and evaluation, can be controlled in detail, which enables tasks to be created that require true generalization abilities, in particular the combination of previously introduced concepts in novel ways. We demonstrate the potential of our methodology by evaluating various visual question answering models on four different tasks, and show how our framework gives us detailed insights into their capabilities and limitations. By open-sourcing our framework, we hope to stimulate progress in the field of multimodal language understanding.