Elif Surer

AI
10papers
151citations
Novelty52%
AI Score44

10 Papers

23.6LGApr 16
Learning Ad Hoc Network Dynamics via Graph-Structured World Models

Can Karacelebi, Yusuf Talha Sahin, Elif Surer et al.

Ad hoc wireless networks exhibit complex, innate and coupled dynamics: node mobility, energy depletion and topology change that are difficult to model analytically. Model-free deep reinforcement learning requires sustained online interaction whereas existing model based approaches use flat state representations that lose per node structure. Therefore we propose G-RSSM, a graph structured recurrent state space model that maintains per node latent states with cross node multi head attention to learn the dynamics jointly from offline trajectories. We apply the proposed method to the downstream task clustering where a cluster head selection policy trains entirely through imagined rollouts in the learned world model. Across 27 evaluation scenarios spanning MANET, VANET, FANET, WSN and tactical networks with N=30 to 1000 nodes, the learned policy maintains high connectivity with only trained for N=50. Herein, we propose the first multi physics graph structured world model applied to combinatorial per node decision making in size agnostic wireless ad hoc networks.

4.3LGMar 10
Interactive 3D visualization of surface roughness predictions in additive manufacturing: A data-driven framework

Engin Deniz Erkan, Elif Surer, Ulas Yaman

Surface roughness in Material Extrusion Additive Manufacturing varies across a part and is difficult to anticipate during process planning because it depends on both printing parameters and local surface inclination, which governs the staircase effect. A data-driven framework is presented to predict the arithmetic mean roughness (Ra) prior to fabrication using process parameters and surface angle. A structured experimental dataset was created using a three-level Box-Behnken design: 87 specimens were printed, each with multiple planar faces spanning different inclination angles, yielding 1566 Ra measurements acquired with a contact profilometer. A multilayer perceptron regressor was trained to capture nonlinear relationships between manufacturing conditions, inclination, and Ra. To mitigate limited experimental data, a conditional generative adversarial network was used to generate additional condition-specific tabular samples, thereby improving predictive performance. Model performance was assessed on a hold-out test set. A web-based decision-support interface was also developed to enable interactive process planning by loading a 3D model, specifying printing parameters, and adjusting the part's orientation. The system computes face-wise inclination from the model geometry and visualizes predicted Ra as an interactive colormap over the surface, enabling rapid identification of regions prone to high roughness and immediate comparison of parameter and orientation choices.

AIJul 26, 2021
Playtesting: What is Beyond Personas

Sinan Ariyurek, Elif Surer, Aysu Betin-Can

Playtesting is an essential step in the game design process. Game designers use the feedback from playtests to refine their designs. Game designers may employ procedural personas to automate the playtesting process. In this paper, we present two approaches to improve automated playtesting. First, we propose developing persona, which allows a persona to progress to different goals. In contrast, the procedural persona is fixed to a single goal. Second, a human playtester knows which paths she has tested before, and during the consequent tests, she may test different paths. However, Reinforcement Learning (RL) agents disregard these previous paths. We propose a novel methodology that we refer to as Alternative Path Finder (APF). We train APF with previous paths and employ APF during the training of an RL agent. APF modulates the reward structure of the environment while preserving the agent's goal. When evaluated, the agent generates a different trajectory that achieves the same goal. We use the General Video Game Artificial Intelligence (GVG-AI) and VizDoom frameworks to test our proposed methodologies. We use Proximal Policy Optimization (PPO) RL agent during experiments. First, we compare the playtest data generated by developing and procedural persona. Our experiments show that developing persona provides better insight into the game and how different players would play. Second, we present the alternative paths found using APF and argue why traditional RL agents cannot learn those paths.

AIJul 12, 2020
Relational-Grid-World: A Novel Relational Reasoning Environment and An Agent Model for Relational Information Extraction

Faruk Kucuksubasi, Elif Surer

Reinforcement learning (RL) agents are often designed specifically for a particular problem and they generally have uninterpretable working processes. Statistical methods-based agent algorithms can be improved in terms of generalizability and interpretability using symbolic Artificial Intelligence (AI) tools such as logic programming. In this study, we present a model-free RL architecture that is supported with explicit relational representations of the environmental objects. For the first time, we use the PrediNet network architecture in a dynamic decision-making problem rather than image-based tasks, and Multi-Head Dot-Product Attention Network (MHDPA) as a baseline for performance comparisons. We tested two networks in two environments ---i.e., the baseline Box-World environment and our novel environment, Relational-Grid-World (RGW). With the procedurally generated RGW environment, which is complex in terms of visual perceptions and combinatorial selections, it is easy to measure the relational representation performance of the RL agents. The experiments were carried out using different configurations of the environment so that the presented module and the environment were compared with the baselines. We reached similar policy optimization performance results with the PrediNet architecture and MHDPA; additionally, we achieved to extract the propositional representation explicitly ---which makes the agent's statistical policy logic more interpretable and tractable. This flexibility in the agent's policy provides convenience for designing non-task-specific agent architectures. The main contributions of this study are two-fold ---an RL agent that can explicitly perform relational reasoning, and a new environment that measures the relational reasoning capabilities of RL agents.

LGApr 6, 2020
Using Generative Adversarial Nets on Atari Games for Feature Extraction in Deep Reinforcement Learning

Ayberk Aydın, Elif Surer

Deep Reinforcement Learning (DRL) has been successfully applied in several research domains such as robot navigation and automated video game playing. However, these methods require excessive computation and interaction with the environment, so enhancements on sample efficiency are required. The main reason for this requirement is that sparse and delayed rewards do not provide an effective supervision for representation learning of deep neural networks. In this study, Proximal Policy Optimization (PPO) algorithm is augmented with Generative Adversarial Networks (GANs) to increase the sample efficiency by enforcing the network to learn efficient representations without depending on sparse and delayed rewards as supervision. The results show that an increased performance can be obtained by jointly training a DRL agent with a GAN discriminator. ---- Derin Pekistirmeli Ogrenme, robot navigasyonu ve otomatiklestirilmis video oyunu oynama gibi arastirma alanlarinda basariyla uygulanmaktadir. Ancak, kullanilan yontemler ortam ile fazla miktarda etkilesim ve hesaplama gerektirmekte ve bu nedenle de ornek verimliligi yonunden iyilestirmelere ihtiyac duyulmaktadir. Bu gereksinimin en onemli nedeni, gecikmeli ve seyrek odul sinyallerinin derin yapay sinir aglarinin etkili betimlemeler ogrenebilmesi icin yeterli bir denetim saglayamamasidir. Bu calismada, Proksimal Politika Optimizasyonu algoritmasi Uretici Cekismeli Aglar (UCA) ile desteklenerek derin yapay sinir aglarinin seyrek ve gecikmeli odul sinyallerine bagimli olmaksizin etkili betimlemeler ogrenmesi tesvik edilmektedir. Elde edilen sonuclar onerilen algoritmanin ornek verimliliginde artis elde ettigini gostermektedir.

AIMar 17, 2020
Enhancing the Monte Carlo Tree Search Algorithm for Video Game Testing

Sinan Ariyurek, Aysu Betin-Can, Elif Surer

In this paper, we study the effects of several Monte Carlo Tree Search (MCTS) modifications for video game testing. Although MCTS modifications are highly studied in game playing, their impacts on finding bugs are blank. We focused on bug finding in our previous study where we introduced synthetic and human-like test goals and we used these test goals in Sarsa and MCTS agents to find bugs. In this study, we extend the MCTS agent with several modifications for game testing purposes. Furthermore, we present a novel tree reuse strategy. We experiment with these modifications by testing them on three testbed games, four levels each, that contain 45 bugs in total. We use the General Video Game Artificial Intelligence (GVG-AI) framework to create the testbed games and collect 427 human tester trajectories using the GVG-AI framework. We analyze the proposed modifications in three parts: we evaluate their effects on bug finding performances of agents, we measure their success under two different computational budgets, and we assess their effects on human-likeness of the human-like agent. Our results show that MCTS modifications improve the bug finding performance of the agents.

HCNov 18, 2019
Developing a Scenario-Based Video Game Generation Framework: Preliminary Results

Elif Surer, Mustafa Erkayaoğlu, Zeynep Nur Öztürk et al.

Emergency training and planning provide structured curricula, rule-based action items, and interdisciplinary collaborative entities to imitate and teach real-life tasks. This rule-based structure enables the curricula to be transferred into other systematic learning platforms such as serious games ---games that have additional purposes rather than only entertainment. Serious games aim to educate, cure, and plan several real-life tasks and circumstances in an interactive, efficient, and user-friendly way. Although emergency training includes these highly structured and repetitive action responses, a general framework to map the training scenarios' actions, roles, and collaborative structures to game mechanics and game dialogues, is still not available. To address this issue, in this study, a scenario-based game generator, which maps domain-oriented tasks to game rules and game mechanics, was developed. Also, two serious games (i.e., Hospital game and BioGarden game) addressing the training mechanisms of Chemical, Biological, Radiological, Nuclear, and Explosives (CBRNe) domain, were developed by both the game developers and the scenario-based game generator for comparative analysis. The results show that although the game generator uses higher CPU time, memory usage, and rendering time, it highly outperforms the game development pipeline performance of the developers. Thus, this study is an initial attempt of a game generator which bridges the CBRNe practitioners and game developers to transform real-life training scenarios into video games efficiently and quickly.

AIJun 2, 2019
Automated Video Game Testing Using Synthetic and Human-Like Agents

Sinan Ariyurek, Aysu Betin-Can, Elif Surer

In this paper, we present a new methodology that employs tester agents to automate video game testing. We introduce two types of agents -synthetic and human-like- and two distinct approaches to create them. Our agents are derived from Reinforcement Learning (RL) and Monte Carlo Tree Search (MCTS) agents, but focus on finding defects. The synthetic agent uses test goals generated from game scenarios, and these goals are further modified to examine the effects of unintended game transitions. The human-like agent uses test goals extracted by our proposed multiple greedy-policy inverse reinforcement learning (MGP-IRL) algorithm from tester trajectories. MGPIRL captures multiple policies executed by human testers. These testers' aims are finding defects while interacting with the game to break it, which is considerably different from game playing. We present interaction states to model such interactions. We use our agents to produce test sequences, run the game with these sequences, and check the game for each run with an automated test oracle. We analyze the proposed method in two parts: we compare the success of human-like and synthetic agents in bug finding, and we evaluate the similarity between humanlike agents and human testers. We collected 427 trajectories from human testers using the General Video Game Artificial Intelligence (GVG-AI) framework and created three games with 12 levels that contain 45 bugs. Our experiments reveal that human-like and synthetic agents compete with human testers' bug finding performances. Moreover, we show that MGP-IRL increases the human-likeness of agents while improving the bug finding performance.

CVJul 2, 2018
Multi-modal Egocentric Activity Recognition using Audio-Visual Features

Mehmet Ali Arabacı, Fatih Özkan, Elif Surer et al.

Egocentric activity recognition in first-person videos has an increasing importance with a variety of applications such as lifelogging, summarization, assisted-living and activity tracking. Existing methods for this task are based on interpretation of various sensor information using pre-determined weights for each feature. In this work, we propose a new framework for egocentric activity recognition problem based on combining audio-visual features with multi-kernel learning (MKL) and multi-kernel boosting (MKBoost). For that purpose, firstly grid optical-flow, virtual-inertia feature, log-covariance, cuboid are extracted from the video. The audio signal is characterized using a "supervector", obtained based on Gaussian mixture modelling of frame-level features, followed by a maximum a-posteriori adaptation. Then, the extracted multi-modal features are adaptively fused by MKL classifiers in which both the feature and kernel selection/weighing and recognition tasks are performed together. The proposed framework was evaluated on a number of egocentric datasets. The results showed that using multi-modal features with MKL outperforms the existing methods.

CVFeb 22, 2017
Boosted Multiple Kernel Learning for First-Person Activity Recognition

Fatih Ozkan, Mehmet Ali Arabaci, Elif Surer et al.

Activity recognition from first-person (ego-centric) videos has recently gained attention due to the increasing ubiquity of the wearable cameras. There has been a surge of efforts adapting existing feature descriptors and designing new descriptors for the first-person videos. An effective activity recognition system requires selection and use of complementary features and appropriate kernels for each feature. In this study, we propose a data-driven framework for first-person activity recognition which effectively selects and combines features and their respective kernels during the training. Our experimental results show that use of Multiple Kernel Learning (MKL) and Boosted MKL in first-person activity recognition problem exhibits improved results in comparison to the state-of-the-art. In addition, these techniques enable the expansion of the framework with new features in an efficient and convenient way.