Mitigating Unfairness via Evolutionary Multi-objective Ensemble LearningQingquan Zhang, Jialin Liu, Zeqi Zhang et al.
In the literature of mitigating unfairness in machine learning, many fairness measures are designed to evaluate predictions of learning models and also utilised to guide the training of fair models. It has been theoretically and empirically shown that there exist conflicts and inconsistencies among accuracy and multiple fairness measures. Optimising one or several fairness measures may sacrifice or deteriorate other measures. Two key questions should be considered, how to simultaneously optimise accuracy and multiple fairness measures, and how to optimise all the considered fairness measures more effectively. In this paper, we view the mitigating unfairness problem as a multi-objective learning problem considering the conflicts among fairness measures. A multi-objective evolutionary learning framework is used to simultaneously optimise several metrics (including accuracy and multiple fairness measures) of machine learning models. Then, ensembles are constructed based on the learning models in order to automatically balance different metrics. Empirical results on eight well-known datasets demonstrate that compared with the state-of-the-art approaches for mitigating unfairness, our proposed algorithm can provide decision-makers with better tradeoffs among accuracy and multiple fairness metrics. Furthermore, the high-quality models generated by the framework can be used to construct an ensemble to automatically achieve a better tradeoff among all the considered fairness metrics than other ensemble methods. Our code is publicly available at https://github.com/qingquan63/FairEMOL
On Representing Linear Programs by Graph Neural NetworksZiang Chen, Jialin Liu, Xinshang Wang et al.
Learning to optimize is a rapidly growing area that aims to solve optimization problems or improve existing optimization algorithms using machine learning (ML). In particular, the graph neural network (GNN) is considered a suitable ML model for optimization problems whose variables and constraints are permutation--invariant, for example, the linear program (LP). While the literature has reported encouraging numerical results, this paper establishes the theoretical foundation of applying GNNs to solving LPs. Given any size limit of LPs, we construct a GNN that maps different LPs to different outputs. We show that properly built GNNs can reliably predict feasibility, boundedness, and an optimal solution for each LP in a broad class. Our proofs are based upon the recently--discovered connections between the Weisfeiler--Lehman isomorphism test and the GNN. To validate our results, we train a simple GNN and present its accuracy in mapping LPs to their feasibilities and solutions.
6.7AIJul 19, 2023
Generating Redstone Style Cities in MinecraftShuo Huang, Chengpeng Hu, Julian Togelius et al.
Procedurally generating cities in Minecraft provides players more diverse scenarios and could help understand and improve the design of cities in other digital worlds and the real world. This paper presents a city generator that was submitted as an entry to the 2023 Edition of Minecraft Settlement Generation Competition for Minecraft. The generation procedure is composed of six main steps, namely vegetation clearing, terrain reshaping, building layout generation, route planning, streetlight placement, and wall construction. Three algorithms, including a heuristic-based algorithm, an evolving layout algorithm, and a random one are applied to generate the building layout, thus determining where to place different redstone style buildings, and tested by generating cities on random maps in limited time. Experimental results show that the heuristic-based algorithm is capable of finding an acceptable building layout faster for flat maps, while the evolving layout algorithm performs better in evolving layout for rugged maps. A user study is conducted to compare our generator with outstanding entries of the competition's 2022 edition using the competition's evaluation criteria and shows that our generator performs well in the adaptation and functionality criteria
DIG-MILP: a Deep Instance Generator for Mixed-Integer Linear Programming with Feasibility GuaranteeHaoyu Wang, Jialin Liu, Xiaohan Chen et al.
Mixed-integer linear programming (MILP) stands as a notable NP-hard problem pivotal to numerous crucial industrial applications. The development of effective algorithms, the tuning of solvers, and the training of machine learning models for MILP resolution all hinge on access to extensive, diverse, and representative data. Yet compared to the abundant naturally occurring data in image and text realms, MILP is markedly data deficient, underscoring the vital role of synthetic MILP generation. We present DIG-MILP, a deep generative framework based on variational auto-encoder (VAE), adept at extracting deep-level structural features from highly limited MILP data and producing instances that closely mirror the target data. Notably, by leveraging the MILP duality, DIG-MILP guarantees a correct and complete generation space as well as ensures the boundedness and feasibility of the generated instances. Our empirical study highlights the novelty and quality of the instances generated by DIG-MILP through two distinct downstream tasks: (S1) Data sharing, where solver solution times correlate highly positive between original and DIG-MILP-generated instances, allowing data sharing for solver tuning without publishing the original data; (S2) Data Augmentation, wherein the DIG-MILP-generated instances bolster the generalization performance of machine learning models tasked with resolving MILP problems.
Evolving Constrained Reinforcement Learning PolicyChengpeng Hu, Jiyuan Pei, Jialin Liu et al.
Evolutionary algorithms have been used to evolve a population of actors to generate diverse experiences for training reinforcement learning agents, which helps to tackle the temporal credit assignment problem and improves the exploration efficiency. However, when adapting this approach to address constrained problems, balancing the trade-off between the reward and constraint violation is hard. In this paper, we propose a novel evolutionary constrained reinforcement learning (ECRL) algorithm, which adaptively balances the reward and constraint violation with stochastic ranking, and at the same time, restricts the policy's behaviour by maintaining a set of Lagrange relaxation coefficients with a constraint buffer. Extensive experiments on robotic control benchmarks show that our ECRL achieves outstanding performance compared to state-of-the-art algorithms. Ablation analysis shows the benefits of introducing stochastic ranking and constraint buffer.
Fairness-aware Multiobjective Evolutionary LearningQingquan Zhang, Jialin Liu, Xin Yao
Multiobjective evolutionary learning (MOEL) has demonstrated its advantages of training fairer machine learning models considering a predefined set of conflicting objectives, including accuracy and different fairness measures. Recent works propose to construct a representative subset of fairness measures as optimisation objectives of MOEL throughout model training. However, the determination of a representative measure set relies on dataset, prior knowledge and requires substantial computational costs. What's more, those representative measures may differ across different model training processes. Instead of using a static predefined set determined before model training, this paper proposes to dynamically and adaptively determine a representative measure set online during model training. The dynamically determined representative set is then used as optimising objectives of the MOEL framework and can vary with time. Extensive experimental results on 12 well-known benchmark datasets demonstrate that our proposed framework achieves outstanding performance compared to state-of-the-art approaches for mitigating unfairness in terms of accuracy as well as 25 fairness measures although only a few of them were dynamically selected and used as optimisation objectives. The results indicate the importance of setting optimisation objectives dynamically during training.
State Space Closure: Revisiting Endless Online Level Generation via Reinforcement LearningZiqi Wang, Tianye Shu, Jialin Liu
In this paper, we revisit endless online level generation with the recently proposed experience-driven procedural content generation via reinforcement learning (EDRL) framework. Inspired by an observation that EDRL tends to generate recurrent patterns, we formulate a notion of state space closure which makes any stochastic state appeared possibly in an infinite-horizon online generation process can be found within a finite-horizon. Through theoretical analysis, we find that even though state space closure arises a concern about diversity, it generalises EDRL trained with a finite-horizon to the infinite-horizon scenario without deterioration of content quality. Moreover, we verify the quality and the diversity of contents generated by EDRL via empirical studies, on the widely used Super Mario Bros. benchmark. Experimental results reveal that the diversity of levels generated by EDRL is limited due to the state space closure, whereas their quality does not deteriorate in a horizon which is longer than the one specified in the training. Concluding our outcomes and analysis, future work on endless online level generation via reinforcement learning should address the issue of diversity while assuring the occurrence of state space closure and quality.
Task Augmentation by Rotating for Meta-LearningJialin Liu, Fei Chao, Chih-Min Lin
Data augmentation is one of the most effective approaches for improving the accuracy of modern machine learning models, and it is also indispensable to train a deep model for meta-learning. In this paper, we introduce a task augmentation method by rotating, which increases the number of classes by rotating the original images 90, 180 and 270 degrees, different from traditional augmentation methods which increase the number of images. With a larger amount of classes, we can sample more diverse task instances during training. Therefore, task augmentation by rotating allows us to train a deep network by meta-learning methods with little over-fitting. Experimental results show that our approach is better than the rotation for increasing the number of images and achieves state-of-the-art performance on miniImageNet, CIFAR-FS, and FC100 few-shot learning benchmarks. The code is available on \url{www.github.com/AceChuse/TaskLevelAug}.
27.7AIFeb 28, 2018
General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation AlgorithmsDiego Perez-Liebana, Jialin Liu, Ahmed Khalifa et al.
General Video Game Playing (GVGP) aims at designing an agent that is capable of playing multiple video games with no human intervention. In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the purpose of providing researchers a common open-source and easy to use platform for testing their AI methods with potentially infinity of games created using Video Game Description Language (VGDL). The framework has been expanded into several tracks during the last few years to meet the demand of different research directions. The agents are required either to play multiple unknown games with or without access to game simulations, or to design new game levels or rules. This survey paper presents the VGDL, the GVGAI framework, existing tracks, and reviews the wide use of GVGAI framework in research, education and competitions five years after its birth. A future plan of framework improvements is also described.
18.2AIApr 11, 2024
Game Generation via Large Language ModelsChengpeng Hu, Yunlong Zhao, Jialin Liu
Recently, the emergence of large language models (LLMs) has unlocked new opportunities for procedural content generation. However, recent attempts mainly focus on level generation for specific games with defined game rules such as Super Mario Bros. and Zelda. This paper investigates the game generation via LLMs. Based on video game description language, this paper proposes an LLM-based framework to generate game rules and levels simultaneously. Experiments demonstrate how the framework works with prompts considering different combinations of context. Our findings extend the current applications of LLMs and offer new insights for generating new games in the area of procedural content generation.
3.8LGOct 30, 2023
Adversarial Batch Inverse Reinforcement Learning: Learn to Reward from Imperfect Demonstration for Interactive RecommendationJialin Liu, Xinyan Su, Zeyu He et al.
Rewards serve as a measure of user satisfaction and act as a limiting factor in interactive recommender systems. In this research, we focus on the problem of learning to reward (LTR), which is fundamental to reinforcement learning. Previous approaches either introduce additional procedures for learning to reward, thereby increasing the complexity of optimization, or assume that user-agent interactions provide perfect demonstrations, which is not feasible in practice. Ideally, we aim to employ a unified approach that optimizes both the reward and policy using compositional demonstrations. However, this requirement presents a challenge since rewards inherently quantify user feedback on-policy, while recommender agents approximate off-policy future cumulative valuation. To tackle this challenge, we propose a novel batch inverse reinforcement learning paradigm that achieves the desired properties. Our method utilizes discounted stationary distribution correction to combine LTR and recommender agent evaluation. To fulfill the compositional requirement, we incorporate the concept of pessimism through conservation. Specifically, we modify the vanilla correction using Bellman transformation and enforce KL regularization to constrain consecutive policy updates. We use two real-world datasets which represent two compositional coverage to conduct empirical studies, the results also show that the proposed method relatively improves both effectiveness (2.3\%) and efficiency (11.53\%)
17.8OCMay 24, 2024
Learning to optimize: A tutorial for continuous and mixed-integer optimizationXiaohan Chen, Jialin Liu, Wotao Yin
Learning to Optimize (L2O) stands at the intersection of traditional optimization and machine learning, utilizing the capabilities of machine learning to enhance conventional optimization techniques. As real-world optimization problems frequently share common structures, L2O provides a tool to exploit these structures for better or faster solutions. This tutorial dives deep into L2O techniques, introducing how to accelerate optimization algorithms, promptly estimate the solutions, or even reshape the optimization problem itself, making it more adaptive to real-world applications. By considering the prerequisites for successful applications of L2O and the structure of the optimization problems at hand, this tutorial provides a comprehensive guide for practitioners and researchers alike.
16.4LGFeb 11, 2024
Rethinking the Capacity of Graph Neural Networks for Branching StrategyZiang Chen, Jialin Liu, Xiaohan Chen et al.
Graph neural networks (GNNs) have been widely used to predict properties and heuristics of mixed-integer linear programs (MILPs) and hence accelerate MILP solvers. This paper investigates the capacity of GNNs to represent strong branching (SB), the most effective yet computationally expensive heuristic employed in the branch-and-bound algorithm. In the literature, message-passing GNN (MP-GNN), as the simplest GNN structure, is frequently used as a fast approximation of SB and we find that not all MILPs's SB can be represented with MP-GNN. We precisely define a class of "MP-tractable" MILPs for which MP-GNNs can accurately approximate SB scores. Particularly, we establish a universal approximation theorem: for any data distribution over the MP-tractable class, there always exists an MP-GNN that can approximate the SB score with arbitrarily high accuracy and arbitrarily high probability, which lays a theoretical foundation of the existing works on imitating SB with MP-GNN. For MILPs without the MP-tractability, unfortunately, a similar result is impossible, which can be illustrated by two MILP instances with different SB scores that cannot be distinguished by any MP-GNN, regardless of the number of parameters. Recognizing this, we explore another GNN structure called the second-order folklore GNN (2-FGNN) that overcomes this limitation, and the aforementioned universal approximation theorem can be extended to the entire MILP space using 2-FGNN, regardless of the MP-tractability. A small-scale numerical experiment is conducted to directly validate our theoretical findings.
3.4CLNov 21, 2024
Exploring Accuracy-Fairness Trade-off in Large Language ModelsQingquan Zhang, Qiqi Duan, Bo Yuan et al.
Large Language Models (LLMs) have made significant strides in the field of artificial intelligence, showcasing their ability to interact with humans and influence human cognition through information dissemination. However, recent studies have brought to light instances of bias inherent within these LLMs, presenting a critical issue that demands attention. In our research, we delve deeper into the intricate challenge of harmonising accuracy and fairness in the enhancement of LLMs. While improving accuracy can indeed enhance overall LLM performance, it often occurs at the expense of fairness. Overemphasising optimisation of one metric invariably leads to a significant degradation of the other. This underscores the necessity of taking into account multiple considerations during the design and optimisation phases of LLMs. Therefore, we advocate for reformulating the LLM training process as a multi-objective learning task. Our investigation reveals that multi-objective evolutionary learning (MOEL) methodologies offer promising avenues for tackling this challenge. Our MOEL framework enables the simultaneous optimisation of both accuracy and fairness metrics, resulting in a Pareto-optimal set of LLMs. In summary, our study sheds valuable lights on the delicate equilibrium between accuracy and fairness within LLMs, which is increasingly significant for their real-world applications. By harnessing MOEL, we present a promising pathway towards fairer and more efficacious AI technologies.
11.1AIAug 11, 2025
GVGAI-LLM: Evaluating Large Language Model Agents with Infinite GamesYuchen Li, Cong Lin, Muhammad Umair Nasir et al.
We introduce GVGAI-LLM, a video game benchmark for evaluating the reasoning and problem-solving capabilities of large language models (LLMs). Built on the General Video Game AI framework, it features a diverse collection of arcade-style games designed to test a model's ability to handle tasks that differ from most existing LLM benchmarks. The benchmark leverages a game description language that enables rapid creation of new games and levels, helping to prevent overfitting over time. Each game scene is represented by a compact set of ASCII characters, allowing for efficient processing by language models. GVGAI-LLM defines interpretable metrics, including the meaningful step ratio, step efficiency, and overall score, to assess model behavior. Through zero-shot evaluations across a broad set of games and levels with diverse challenges and skill depth, we reveal persistent limitations of LLMs in spatial reasoning and basic planning. Current models consistently exhibit spatial and logical errors, motivating structured prompting and spatial grounding techniques. While these interventions lead to partial improvements, the benchmark remains very far from solved. GVGAI-LLM provides a reproducible testbed for advancing research on language model capabilities, with a particular emphasis on agentic behavior and contextual reasoning.
11.4LGOct 4, 2025
Implicit Models: Expressive Power Scales with Test-Time ComputeJialin Liu, Lisang Ding, Stanley Osher et al.
Implicit models, an emerging model class, compute outputs by iterating a single parameter block to a fixed point. This architecture realizes an infinite-depth, weight-tied network that trains with constant memory, significantly reducing memory needs for the same level of performance compared to explicit models. While it is empirically known that these compact models can often match or even exceed larger explicit networks by allocating more test-time compute, the underlying mechanism remains poorly understood. We study this gap through a nonparametric analysis of expressive power. We provide a strict mathematical characterization, showing that a simple and regular implicit operator can, through iteration, progressively express more complex mappings. We prove that for a broad class of implicit models, this process lets the model's expressive power scale with test-time compute, ultimately matching a much richer function class. The theory is validated across three domains: image reconstruction, scientific computing, and operations research, demonstrating that as test-time iterations increase, the complexity of the learned mapping rises, while the solution quality simultaneously improves and stabilizes.
16.4LGJun 9, 2024
Expressive Power of Graph Neural Networks for (Mixed-Integer) Quadratic ProgramsZiang Chen, Xiaohan Chen, Jialin Liu et al.
Quadratic programming (QP) is the most widely applied category of problems in nonlinear programming. Many applications require real-time/fast solutions, though not necessarily with high precision. Existing methods either involve matrix decomposition or use the preconditioned conjugate gradient method. For relatively large instances, these methods cannot achieve the real-time requirement unless there is an effective preconditioner. Recently, graph neural networks (GNNs) opened new possibilities for QP. Some promising empirical studies of applying GNNs for QP tasks show that GNNs can capture key characteristics of an optimization instance and provide adaptive guidance accordingly to crucial configurations during the solving process, or directly provide an approximate solution. However, the theoretical understanding of GNNs in this context remains limited. Specifically, it is unclear what GNNs can and cannot achieve for QP tasks in theory. This work addresses this gap in the context of linearly constrained QP tasks. In the continuous setting, we prove that message-passing GNNs can universally represent fundamental properties of convex quadratic programs, including feasibility, optimal objective values, and optimal solutions. In the more challenging mixed-integer setting, while GNNs are not universal approximators, we identify a subclass of QP problems that GNNs can reliably represent.
Towards Constituting Mathematical Structures for Learning to OptimizeJialin Liu, Xiaohan Chen, Zhangyang Wang et al.
Learning to Optimize (L2O), a technique that utilizes machine learning to learn an optimization algorithm automatically from data, has gained arising attention in recent years. A generic L2O approach parameterizes the iterative update rule and learns the update direction as a black-box network. While the generic approach is widely applicable, the learned model can overfit and may not generalize well to out-of-distribution test sets. In this paper, we derive the basic mathematical conditions that successful update rules commonly satisfy. Consequently, we propose a novel L2O model with a mathematics-inspired structure that is broadly applicable and generalized well to out-of-distribution problems. Numerical simulations validate our theoretical findings and demonstrate the superior empirical performance of the proposed L2O model.
Constrained Reinforcement Learning for Dynamic Material HandlingChengpeng Hu, Ziming Wang, Jialin Liu et al.
As one of the core parts of flexible manufacturing systems, material handling involves storage and transportation of materials between workstations with automated vehicles. The improvement in material handling can impulse the overall efficiency of the manufacturing system. However, the occurrence of dynamic events during the optimisation of task arrangements poses a challenge that requires adaptability and effectiveness. In this paper, we aim at the scheduling of automated guided vehicles for dynamic material handling. Motivated by some real-world scenarios, unknown new tasks and unexpected vehicle breakdowns are regarded as dynamic events in our problem. We formulate the problem as a constrained Markov decision process which takes into account tardiness and available vehicles as cumulative and instantaneous constraints, respectively. An adaptive constrained reinforcement learning algorithm that combines Lagrangian relaxation and invalid action masking, named RCPOM, is proposed to address the problem with two hybrid constraints. Moreover, a gym-like dynamic material handling simulator, named DMH-GYM, is developed and equipped with diverse problem instances, which can be used as benchmarks for dynamic material handling. Experimental results on the problem instances demonstrate the outstanding performance of our proposed approach compared with eight state-of-the-art constrained and non-constrained reinforcement learning algorithms, and widely used dispatching rules for material handling.
Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros StudyTianye Shu, Jialin Liu, Georgios N. Yannakakis
We introduce a procedural content generation (PCG) framework at the intersections of experience-driven PCG and PCG via reinforcement learning, named ED(PCG)RL, EDRL in short. EDRL is able to teach RL designers to generate endless playable levels in an online manner while respecting particular experiences for the player as designed in the form of reward functions. The framework is tested initially in the Super Mario Bros game. In particular, the RL designers of Super Mario Bros generate and concatenate level segments while considering the diversity among the segments. The correctness of the generation is ensured by a neural net-assisted evolutionary level repairer and the playability of the whole level is determined through AI-based testing. Our agents in this EDRL implementation learn to maximise a quantification of Koster's principle of fun by moderating the degree of diversity across level segments. Moreover, we test their ability to design fun levels that are diverse over time and playable. Our proposed framework is capable of generating endless, playable Super Mario Bros levels with varying degrees of fun, deviation from earlier segments, and playability. EDRL can be generalised to any game that is built as a segment-based sequential process and features a built-in compressed representation of its game content.
Reinforcement Learning with Dual-Observation for General Video Game PlayingChengpeng Hu, Ziqi Wang, Tianye Shu et al.
Reinforcement learning algorithms have performed well in playing challenging board and video games. More and more studies focus on improving the generalisation ability of reinforcement learning algorithms. The General Video Game AI Learning Competition aims to develop agents capable of learning to play different game levels that were unseen during training. This paper summarises the five years' General Video Game AI Learning Competition editions. At each edition, three new games were designed. The training and test levels were designed separately in the first three editions. Since 2020, three test levels of each game were generated by perturbing or combining two training levels. Then, we present a novel reinforcement learning technique with dual-observation for general video game playing, assuming that it is more likely to observe similar local information in different levels rather than global information. Instead of directly inputting a single, raw pixel-based screenshot of the current game screen, our proposed general technique takes the encoded, transformed global and local observations of the game screen as two simultaneous inputs, aiming at learning local information for playing new levels. Our proposed technique is implemented with three state-of-the-art reinforcement learning algorithms and tested on the game set of the 2020 General Video Game AI Learning Competition. Ablation studies show the outstanding performance of using encoded, transformed global and local observations as input.
29.7AIOct 9, 2020
Deep Learning for Procedural Content GenerationJialin Liu, Sam Snodgrass, Ahmed Khalifa et al.
Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as levels, maps, character models, and textures. A research field centered on content generation in games has existed for more than a decade. More recently, deep learning has powered a remarkable range of inventions in content production, which are applicable to games. While some cutting-edge deep learning methods are applied on their own, others are applied in combination with more traditional methods, or in an interactive setting. This article surveys the various deep learning methods that have been applied to generate game content directly or indirectly, discusses deep learning methods that could be used for content generation purposes but are rarely used today, and envisages some limitations and potential future directions of deep learning for procedural content generation.
Approximate Nearest Neighbor Negative Contrastive Learning for Dense Text RetrievalLee Xiong, Chenyan Xiong, Ye Li et al.
Conducting text retrieval in a dense learned representation space has many intriguing advantages over sparse retrieval. Yet the effectiveness of dense retrieval (DR) often requires combination with sparse retrieval. In this paper, we identify that the main bottleneck is in the training mechanisms, where the negative instances used in training are not representative of the irrelevant documents in testing. This paper presents Approximate nearest neighbor Negative Contrastive Estimation (ANCE), a training mechanism that constructs negatives from an Approximate Nearest Neighbor (ANN) index of the corpus, which is parallelly updated with the learning process to select more realistic negative training instances. This fundamentally resolves the discrepancy between the data distribution used in the training and testing of DR. In our experiments, ANCE boosts the BERT-Siamese DR model to outperform all competitive dense and sparse retrieval baselines. It nearly matches the accuracy of sparse-retrieval-and-BERT-reranking using dot-product in the ANCE-learned representation space and provides almost 100x speed-up.
2.4NEJun 27, 2020
A Hybrid Evolutionary Algorithm for Reliable Facility Location ProblemHan Zhang, Jialin Liu, Xin Yao
The reliable facility location problem (RFLP) is an important research topic of operational research and plays a vital role in the decision-making and management of modern supply chain and logistics. Through solving RFLP, the decision-maker can obtain reliable location decisions under the risk of facilities' disruptions or failures. In this paper, we propose a novel model for the RFLP. Instead of assuming allocating a fixed number of facilities to each customer as in the existing works, we set the number of allocated facilities as an independent variable in our proposed model, which makes our model closer to the scenarios in real life but more difficult to be solved by traditional methods. To handle it, we propose EAMLS, a hybrid evolutionary algorithm, which combines a memorable local search (MLS) method and an evolutionary algorithm (EA). Additionally, a novel metric called l3-value is proposed to assist the analysis of the algorithm's convergence speed and exam the process of evolution. The experimental results show the effectiveness and superior performance of our EAMLS, compared to a CPLEX solver and a Genetic Algorithm (GA), on large-scale problems.
11.4AIMay 13, 2020
A Novel CNet-assisted Evolutionary Level Repairer and Its Applications to Super Mario BrosTianye Shu, Ziqi Wang, Jialin Liu et al.
Applying latent variable evolution to game level design has become more and more popular as little human expert knowledge is required. However, defective levels with illegal patterns may be generated due to the violation of constraints for level design. A traditional way of repairing the defective levels is programming specific rule-based repairers to patch the flaw. However, programming these constraints is sometimes complex and not straightforward. An autonomous level repairer which is capable of learning the constraints is needed. In this paper, we propose a novel approach, CNet, to learn the probability distribution of tiles giving its surrounding tiles on a set of real levels, and then detect the illegal tiles in generated new levels. Then, an evolutionary repairer is designed to search for optimal replacement schemes equipped with a novel search space being constructed with the help of CNet and a novel heuristic function. The proposed approaches are proved to be effective in our case study of repairing GAN-generated and artificially destroyed levels of Super Mario Bros. game. Our CNet-assisted evolutionary repairer can also be easily applied to other games of which the levels can be represented by a matrix of objects or tiles.
22.8AIApr 29, 2020
Versatile Black-Box OptimizationJialin Liu, Antoine Moreau, Mike Preuss et al.
Choosing automatically the right algorithm using problem descriptors is a classical component of combinatorial optimization. It is also a good tool for making evolutionary algorithms fast, robust and versatile. We present Shiwa, an algorithm good at both discrete and continuous, noisy and noise-free, sequential and parallel, black-box optimization. Our algorithm is experimentally compared to competitors on YABBOB, a BBOB comparable testbed, and on some variants of it, and then validated on several real world testbeds.
Interactive Evolution and Exploration Within Latent Level-Design Space of Generative Adversarial NetworksJacob Schrum, Jake Gutierrez, Vanessa Volz et al.
Generative Adversarial Networks (GANs) are an emerging form of indirect encoding. The GAN is trained to induce a latent space on training data, and a real-valued evolutionary algorithm can search that latent space. Such Latent Variable Evolution (LVE) has recently been applied to game levels. However, it is hard for objective scores to capture level features that are appealing to players. Therefore, this paper introduces a tool for interactive LVE of tile-based levels for games. The tool also allows for direct exploration of the latent dimensions, and allows users to play discovered levels. The tool works for a variety of GAN models trained for both Super Mario Bros. and The Legend of Zelda, and is easily generalizable to other games. A user study shows that both the evolution and latent space exploration features are appreciated, with a slight preference for direct exploration, but combining these features allows users to discover even better levels. User feedback also indicates how this system could eventually grow into a commercial design tool, with the addition of a few enhancements.
3.4LGSep 25, 2019
Decoder Choice Network for Meta-LearningJialin Liu, Fei Chao, Longzhi Yang et al.
Meta-learning has been widely used for implementing few-shot learning and fast model adaptation. One kind of meta-learning methods attempt to learn how to control the gradient descent process in order to make the gradient-based learning have high speed and generalization. This work proposes a method that controls the gradient descent process of the model parameters of a neural network by limiting the model parameters in a low-dimensional latent space. The main challenge of this idea is that a decoder with too many parameters is required. This work designs a decoder with typical structure and shares a part of weights in the decoder to reduce the number of the required parameters. Besides, this work has introduced ensemble learning to work with the proposed approach for improving performance. The results show that the proposed approach is witnessed by the superior performance over the Omniglot classification and the miniImageNet classification tasks.
4.1LGSep 25, 2019
Stock Prices Prediction using Deep Learning ModelsJialin Liu, Fei Chao, Yu-Chen Lin et al.
Financial markets have a vital role in the development of modern society. They allow the deployment of economic resources. Changes in stock prices reflect changes in the market. In this study, we focus on predicting stock prices by deep learning model. This is a challenge task, because there is much noise and uncertainty in information that is related to stock prices. So this work uses sparse autoencoders with one-dimension (1-D) residual convolutional networks which is a deep learning model, to de-noise the data. Long-short term memory (LSTM) is then used to predict the stock price. The prices, indices and macroeconomic variables in past are the features used to predict the next day's price. Experiment results show that 1-D residual convolutional networks can de-noise data and extract deep features better than a model that combines wavelet transforms (WT) and stacked autoencoders (SAEs). In addition, we compare the performances of model with two different forecast targets of stock price: absolute stock price and price rate of change. The results show that predicting stock price through price rate of change is better than predicting absolute prices directly.
11.2AIApr 3, 2019
Rinascimento: Optimising Statistical Forward Planning Agents for Playing SplendorIvan Bravi, Simon Lucas, Diego Perez-Liebana et al.
Game-based benchmarks have been playing an essential role in the development of Artificial Intelligence (AI) techniques. Providing diverse challenges is crucial to push research toward innovation and understanding in modern techniques. Rinascimento provides a parameterised partially-observable multiplayer card-based board game, these parameters can easily modify the rules, objectives and items in the game. We describe the framework in all its features and the game-playing challenge providing baseline game-playing AIs and analysis of their skills. We reserve to agents' hyper-parameter tuning a central role in the experiments highlighting how it can heavily influence the performance. The base-line agents contain several additional contribution to Statistical Forward Planning algorithms.
Voronoi-based Efficient Surrogate-assisted Evolutionary Algorithm for Very Expensive ProblemsHao Tong, Changwu Huang, Jialin Liu et al.
Very expensive problems are very common in practical system that one fitness evaluation costs several hours or even days. Surrogate assisted evolutionary algorithms (SAEAs) have been widely used to solve this crucial problem in the past decades. However, most studied SAEAs focus on solving problems with a budget of at least ten times of the dimension of problems which is unacceptable in many very expensive real-world problems. In this paper, we employ Voronoi diagram to boost the performance of SAEAs and propose a novel framework named Voronoi-based efficient surrogate assisted evolutionary algorithm (VESAEA) for very expensive problems, in which the optimization budget, in terms of fitness evaluations, is only 5 times of the problem's dimension. In the proposed framework, the Voronoi diagram divides the whole search space into several subspace and then the local search is operated in some potentially better subspace. Additionally, in order to trade off the exploration and exploitation, the framework involves a global search stage developed by combining leave-one-out cross-validation and radial basis function surrogate model. A performance selector is designed to switch the search dynamically and automatically between the global and local search stages. The empirical results on a variety of benchmark problems demonstrate that the proposed framework significantly outperforms several state-of-art algorithms with extremely limited fitness evaluations. Besides, the efficacy of Voronoi-diagram is furtherly analyzed, and the results show its potential to optimize very expensive problems.
Efficient Evolutionary Methods for Game Agent Optimisation: Model-Based is BestSimon M. Lucas, Jialin Liu, Ivan Bravi et al.
This paper introduces a simple and fast variant of Planet Wars as a test-bed for statistical planning based Game AI agents, and for noisy hyper-parameter optimisation. Planet Wars is a real-time strategy game with simple rules but complex game-play. The variant introduced in this paper is designed for speed to enable efficient experimentation, and also for a fixed action space to enable practical inter-operability with General Video Game AI agents. If we treat the game as a win-loss game (which is standard), then this leads to challenging noisy optimisation problems both in tuning agents to play the game, and in tuning game parameters. Here we focus on the problem of tuning an agent, and report results using the recently developed N-Tuple Bandit Evolutionary Algorithm and a number of other optimisers, including Sequential Model-based Algorithm Configuration (SMAC). Results indicate that the N-Tuple Bandit Evolutionary offers competitive performance as well as insight into the effects of combinations of parameter choices.
Deep Reinforcement Learning for General Video Game AIRuben Rodriguez Torrado, Philip Bontrager, Julian Togelius et al.
The General Video Game AI (GVGAI) competition and its associated software framework provides a way of benchmarking AI algorithms on a large number of games written in a domain-specific description language. While the competition has seen plenty of interest, it has so far focused on online planning, providing a forward model that allows the use of algorithms such as Monte Carlo Tree Search. In this paper, we describe how we interface GVGAI to the OpenAI Gym environment, a widely used way of connecting agents to reinforcement learning problems. Using this interface, we characterize how widely used implementations of several deep reinforcement learning algorithms fare on a number of GVGAI games. We further analyze the results to provide a first indication of the relative difficulty of these games relative to each other, and relative to those in the Arcade Learning Environment under similar conditions.
Shallow decision-making analysis in General Video Game PlayingIvan Bravi, Jialin Liu, Diego Perez-Liebana et al.
The General Video Game AI competitions have been the testing ground for several techniques for game playing, such as evolutionary computation techniques, tree search algorithms, hyper heuristic based or knowledge based algorithms. So far the metrics used to evaluate the performance of agents have been win ratio, game score and length of games. In this paper we provide a wider set of metrics and a comparison method for evaluating and comparing agents. The metrics and the comparison method give shallow introspection into the agent's decision making process and they can be applied to any agent regardless of its algorithmic nature. In this work, the metrics and the comparison method are used to measure the impact of the terms that compose a tree policy of an MCTS based agent, comparing with several baseline agents. The results clearly show how promising such general approach is and how it can be useful to understand the behaviour of an AI agent, in particular, how the comparison with baseline agents can help understanding the shape of the agent decision landscape. The presented metrics and comparison method represent a step toward to more descriptive ways of logging and analysing agent's behaviours.
Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial NetworkVanessa Volz, Jacob Schrum, Jialin Liu et al.
Generative Adversarial Networks (GANs) are a machine learning approach capable of generating novel example outputs across a space of provided training examples. Procedural Content Generation (PCG) of levels for video games could benefit from such models, especially for games where there is a pre-existing corpus of levels to emulate. This paper trains a GAN to generate levels for Super Mario Bros using a level from the Video Game Level Corpus. The approach successfully generates a variety of levels similar to one in the original corpus, but is further improved by application of the Covariance Matrix Adaptation Evolution Strategy (CMA-ES). Specifically, various fitness functions are used to discover levels within the latent space of the GAN that maximize desired properties. Simple static properties are optimized, such as a given distribution of tile types. Additionally, the champion A* agent from the 2009 Mario AI competition is used to assess whether a level is playable, and how many jumping actions are required to beat it. These fitness functions allow for the discovery of levels that exist within the space of examples designed by experts, and also guide the search towards levels that fulfill one or more specified objectives.
7.6AIFeb 24, 2018
PSO-based Fuzzy Markup Language for Student Learning Performance Evaluation and Educational ApplicationChang-Shing Lee, Mei-Hui Wang, Chi-Shiang Wang et al.
This paper proposes an agent with particle swarm optimization (PSO) based on a Fuzzy Markup Language (FML) for students learning performance evaluation and educational applications, and the proposed agent is according to the response data from a conventional test and an item response theory. First, we apply a GS-based parameter estimation mechanism to estimate the items parameters according to the response data, and then to compare its results with those of an IRT-based Bayesian parameter estimation mechanism. In addition, we propose a static-IRT test assembly mechanism to assemble a form for the conventional test. The presented FML-based dynamic assessment mechanism infers the probability of making a correct response to the item for a student with various abilities. Moreover, this paper also proposes a novel PFML learning mechanism for optimizing the parameters between items and students. Finally, we adopt a K-fold cross validation mechanism to evaluate the performance of the proposed agent. Experimental results show that the novel PFML learning mechanism for the parameter estimation and learning optimization performs favorably. We believe the proposed PFML will be a reference for education research and pedagogy and an important co-learning mechanism for future human-machine educational applications.
18.2NEFeb 16, 2018
The N-Tuple Bandit Evolutionary Algorithm for Game Agent OptimisationSimon M Lucas, Jialin Liu, Diego Perez-Liebana
This paper describes the N-Tuple Bandit Evolutionary Algorithm (NTBEA), an optimisation algorithm developed for noisy and expensive discrete (combinatorial) optimisation problems. The algorithm is applied to two game-based hyper-parameter optimisation problems. The N-Tuple system directly models the statistics, approximating the fitness and number of evaluations of each modelled combination of parameters. The model is simple, efficient and informative. Results show that the NTBEA significantly outperforms grid search and an estimation of distribution algorithm.
2.9NEAug 7, 2017
Efficient Noisy Optimisation with the Sliding Window Compact Genetic AlgorithmSimon M. Lucas, Jialin Liu, Diego Pérez-Liébana
The compact genetic algorithm is an Estimation of Distribution Algorithm for binary optimisation problems. Unlike the standard Genetic Algorithm, no cross-over or mutation is involved. Instead, the compact Genetic Algorithm uses a virtual population represented as a probability distribution over the set of binary strings. At each optimisation iteration, exactly two individuals are generated by sampling from the distribution, and compared exactly once to determine a winner and a loser. The probability distribution is then adjusted to increase the likelihood of generating individuals similar to the winner. This paper introduces two straightforward variations of the compact Genetic Algorithm, each of which lead to a significant improvement in performance. The main idea is to make better use of each fitness evaluation, by ensuring that each evaluated individual is used in multiple win/loss comparisons. The first variation is to sample $n>2$ individuals at each iteration to make $n(n-1)/2$ comparisons. The second variation only samples one individual at each iteration but keeps a sliding history window of previous individuals to compare with. We evaluate methods on two noisy test problems and show that in each case they significantly outperform the compact Genetic Algorithm, while maintaining the simplicity of the algorithm.
5.2NEJun 13, 2017
Evaluating Noisy Optimisation Algorithms: First Hitting Time is ProblematicSimon M. Lucas, Jialin Liu, Diego Pérez-Liébana
A key part of any evolutionary algorithm is fitness evaluation. When fitness evaluations are corrupted by noise, as happens in many real-world problems as a consequence of various types of uncertainty, a strategy is needed in order to cope with this. Resampling is one of the most common strategies, whereby each solution is evaluated many times in order to reduce the variance of the fitness estimates. When evaluating the performance of a noisy optimisation algorithm, a key consideration is the stopping condition for the algorithm. A frequently used stopping condition in runtime analysis, known as "First Hitting Time", is to stop the algorithm as soon as it encounters the optimal solution. However, this is unrealistic for real-world problems, as if the optimal solution were already known, there would be no need to search for it. This paper argues that the use of First Hitting Time, despite being a commonly used approach, is significantly flawed and overestimates the quality of many algorithms in real-world cases, where the optimum is not known in advance and has to be genuinely searched for. A better alternative is to measure the quality of the solution an algorithm returns after a fixed evaluation budget, i.e., to focus on final solution quality. This paper argues that focussing on final solution quality is more realistic and demonstrates cases where the results produced by each algorithm evaluation method lead to very different conclusions regarding the quality of each noisy optimisation algorithm.
11.4AIApr 24, 2017
Analysis of Vanilla Rolling Horizon Evolution Parameters in General Video Game PlayingRaluca D. Gaina, Jialin Liu, Simon M. Lucas et al.
Monte Carlo Tree Search techniques have generally dominated General Video Game Playing, but recent research has started looking at Evolutionary Algorithms and their potential at matching Tree Search level of play or even outperforming these methods. Online or Rolling Horizon Evolution is one of the options available to evolve sequences of actions for planning in General Video Game Playing, but no research has been done up to date that explores the capabilities of the vanilla version of this algorithm in multiple games. This study aims to critically analyse the different configurations regarding population size and individual length in a set of 20 games from the General Video Game AI corpus. Distinctions are made between deterministic and stochastic games, and the implications of using superior time budgets are studied. Results show that there is scope for the use of these techniques, which in some configurations outperform Monte Carlo Tree Search, and also suggest that further research in these methods could boost their performance.
12.6AIMar 18, 2017
The N-Tuple Bandit Evolutionary Algorithm for Automatic Game ImprovementKamolwan Kunanusont, Raluca D. Gaina, Jialin Liu et al.
This paper describes a new evolutionary algorithm that is especially well suited to AI-Assisted Game Design. The approach adopted in this paper is to use observations of AI agents playing the game to estimate the game's quality. Some of best agents for this purpose are General Video Game AI agents, since they can be deployed directly on a new game without game-specific tuning; these agents tend to be based on stochastic algorithms which give robust but noisy results and tend to be expensive to run. This motivates the main contribution of the paper: the development of the novel N-Tuple Bandit Evolutionary Algorithm, where a model is used to estimate the fitness of unsampled points and a bandit approach is used to balance exploration and exploitation of the search space. Initial results on optimising a Space Battle game variant suggest that the algorithm offers far more robust results than the Random Mutation Hill Climber and a Biased Mutation variant, which are themselves known to offer competitive performance across a range of problems. Subjective observations are also given by human players on the nature of the evolved games, which indicate a preference towards games generated by the N-Tuple algorithm.
12.6AIMar 18, 2017
Evolving Game Skill-Depth using General Video Game AI AgentsJialin Liu, Julian Togelius, Diego Perez-Liebana et al.
Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a search space, and we can therefore use a Random Mutation Hill Climbing algorithm or other search methods to find the parameter settings that induce the best games. One of the hardest parts of this approach is defining a suitable fitness function. In this paper we explore the possibility of using one of a growing set of General Video Game AI agents to perform automatic play-testing. This enables a very general approach to game evaluation based on estimating the skill-depth of a game. Agent-based play-testing is computationally expensive, so we compare two simple but efficient optimisation algorithms: the Random Mutation Hill-Climber and the Multi-Armed Bandit Random Mutation Hill-Climber. For the test game we use a space-battle game in order to provide a suitable balance between simulation speed and potential skill-depth. Results show that both algorithms are able to rapidly evolve game versions with significant skill-depth, but that choosing a suitable resampling number is essential in order to combat the effects of noise.
2.5AIJul 27, 2016
Automatically Reinforcing a Game AIDavid L. St-Pierre, Jean-Baptiste Hoock, Jialin Liu et al.
A recent research trend in Artificial Intelligence (AI) is the combination of several programs into one single, stronger, program; this is termed portfolio methods. We here investigate the application of such methods to Game Playing Programs (GPPs). In addition, we consider the case in which only one GPP is available - by decomposing this single GPP into several ones through the use of parameters or even simply random seeds. These portfolio methods are trained in a learning phase. We propose two different offline approaches. The simplest one, BestArm, is a straightforward optimization of seeds or parame- ters; it performs quite well against the original GPP, but performs poorly against an opponent which repeats games and learns. The second one, namely Nash-portfolio, performs similarly in a "one game" test, and is much more robust against an opponent who learns. We also propose an online learning portfolio, which tests several of the GPP repeatedly and progressively switches to the best one - using a bandit algorithm.
11.3AIJul 8, 2016
Learning opening books in partially observable games: using random seeds in Phantom GoTristan Cazenave, Jialin Liu, Fabien Teytaud et al.
Many artificial intelligences (AIs) are randomized. One can be lucky or unlucky with the random seed; we quantify this effect and show that, maybe contrarily to intuition, this is far from being negligible. Then, we apply two different existing algorithms for selecting good seeds and good probability distributions over seeds. This mainly leads to learning an opening book. We apply this to Phantom Go, which, as all phantom games, is hard for opening book learning. We improve the winning rate from 50% to 70% in 5x5 against the same AI, and from approximately 0% to 40% in 5x5, 7x7 and 9x9 against a stronger (learning) opponent.
13.2AIJul 6, 2016
Rolling Horizon Coevolutionary Planning for Two-Player Video GamesJialin Liu, Diego Pérez-Liébana, Simon M. Lucas
This paper describes a new algorithm for decision making in two-player real-time video games. As with Monte Carlo Tree Search, the algorithm can be used without heuristics and has been developed for use in general video game AI. The approach is to extend recent work on rolling horizon evolutionary planning, which has been shown to work well for single-player games, to two (or in principle many) player games. To select an action the algorithm co-evolves two (or in the general case N) populations, one for each player, where each individual is a sequence of actions for the respective player. The fitness of each individual is evaluated by playing it against a selection of action-sequences from the opposing population. When choosing an action to take in the game, the first action is chosen from the fittest member of the population for that player. The new algorithm is compared with a number of general video game AI algorithms on three variations of a two-player space battle game, with promising results.
15.5AIJun 20, 2016
Bandit-Based Random Mutation Hill-ClimbingJialin Liu, Diego Peŕez-Liebana, Simon M. Lucas
The Random Mutation Hill-Climbing algorithm is a direct search technique mostly used in discrete domains. It repeats the process of randomly selecting a neighbour of a best-so-far solution and accepts the neighbour if it is better than or equal to it. In this work, we propose to use a novel method to select the neighbour solution using a set of independent multi- armed bandit-style selection units which results in a bandit-based Random Mutation Hill-Climbing algorithm. The new algorithm significantly outperforms Random Mutation Hill-Climbing in both OneMax (in noise-free and noisy cases) and Royal Road problems (in the noise-free case). The algorithm shows particular promise for discrete optimisation problems where each fitness evaluation is expensive.
7.8MLNov 12, 2015
Random Multi-Constraint Projection: Stochastic Gradient Methods for Convex Optimization with Many ConstraintsMengdi Wang, Yichen Chen, Jialin Liu et al.
Consider convex optimization problems subject to a large number of constraints. We focus on stochastic problems in which the objective takes the form of expected values and the feasible set is the intersection of a large number of convex sets. We propose a class of algorithms that perform both stochastic gradient descent and random feasibility updates simultaneously. At every iteration, the algorithms sample a number of projection points onto a randomly selected small subsets of all constraints. Three feasibility update schemes are considered: averaging over random projected points, projecting onto the most distant sample, projecting onto a special polyhedral set constructed based on sample points. We prove the almost sure convergence of these algorithms, and analyze the iterates' feasibility error and optimality error, respectively. We provide new convergence rate benchmarks for stochastic first-order optimization with many constraints. The rate analysis and numerical experiments reveal that the algorithm using the polyhedral-set projection scheme is the most efficient one within known algorithms.