LGSep 7, 2018Code
Unity: A General Platform for Intelligent AgentsArthur Juliani, Vincent-Pierre Berges, Ervin Teng et al.
Recent advances in artificial intelligence have been driven by the presence of increasingly realistic and complex simulated environments. However, many of the existing environments provide either unrealistic visuals, inaccurate physics, low task complexity, restricted agent perspective, or a limited capacity for interaction among artificial agents. Furthermore, many platforms lack the ability to flexibly configure the simulation, making the simulated environment a black-box from the perspective of the learning system. In this work, we propose a novel taxonomy of existing simulation platforms and discuss the highest level class of general platforms which enable the development of learning environments that are rich in visual, physical, task, and social complexity. We argue that modern game engines are uniquely suited to act as general platforms and as a case study examine the Unity engine and open source Unity ML-Agents Toolkit. We then survey the research enabled by Unity and the Unity ML-Agents Toolkit, discussing the kinds of research a flexible, interactive and easily configurable general platform can facilitate.
LGNov 10, 2021
On the Use and Misuse of Absorbing States in Multi-agent Reinforcement LearningAndrew Cohen, Ervin Teng, Vincent-Pierre Berges et al.
The creation and destruction of agents in cooperative multi-agent reinforcement learning (MARL) is a critically under-explored area of research. Current MARL algorithms often assume that the number of agents within a group remains fixed throughout an experiment. However, in many practical problems, an agent may terminate before their teammates. This early termination issue presents a challenge: the terminated agent must learn from the group's success or failure which occurs beyond its own existence. We refer to propagating value from rewards earned by remaining teammates to terminated agents as the Posthumous Credit Assignment problem. Current MARL methods handle this problem by placing these agents in an absorbing state until the entire group of agents reaches a termination condition. Although absorbing states enable existing algorithms and APIs to handle terminated agents without modification, practical training efficiency and resource use problems exist. In this work, we first demonstrate that sample complexity increases with the quantity of absorbing states in a toy supervised learning task for a fully connected network, while attention is more robust to variable size input. Then, we present a novel architecture for an existing state-of-the-art MARL algorithm which uses attention instead of a fully connected layer with absorbing states. Finally, we demonstrate that this novel architecture significantly outperforms the standard architecture on tasks in which agents are created or destroyed within episodes as well as standard multi-agent coordination tasks.
AIMar 6, 2019
AAAI-2019 Workshop on Games and Simulations for Artificial IntelligenceMarwan Mattar, Roozbeh Mottaghi, Julian Togelius et al.
This volume represents the accepted submissions from the AAAI-2019 Workshop on Games and Simulations for Artificial Intelligence held on January 29, 2019 in Honolulu, Hawaii, USA. https://www.gamesim.ai
LGFeb 2, 2019
Nonparametric Curve AlignmentMarwan Mattar, Michael Ross, Erik Learned-Miller
Congealing is a flexible nonparametric data-driven framework for the joint alignment of data. It has been successfully applied to the joint alignment of binary images of digits, binary images of object silhouettes, grayscale MRI images, color images of cars and faces, and 3D brain volumes. This research enhances congealing to practically and effectively apply it to curve data. We develop a parameterized set of nonlinear transformations that allow us to apply congealing to this type of data. We present positive results on aligning synthetic and real curve data sets and conclude with a discussion on extending this work to simultaneous alignment and clustering.