Yang Zheng

LG
h-index6
3papers
317citations
Novelty50%
AI Score32

3 Papers

5.0LGMar 25, 2020Code
R-FORCE: Robust Learning for Random Recurrent Neural Networks

Yang Zheng, Eli Shlizerman

Random Recurrent Neural Networks (RRNN) are the simplest recurrent networks to model and extract features from sequential data. The simplicity however comes with a price; RRNN are known to be susceptible to diminishing/exploding gradient problem when trained with gradient-descent based optimization. To enhance robustness of RRNN, alternative training approaches have been proposed. Specifically, FORCE learning approach proposed a recursive least squares alternative to train RRNN and was shown to be applicable even for the challenging task of target-learning, where the network is tasked with generating dynamic patterns with no guiding input. While FORCE training indicates that solving target-learning is possible, it appears to be effective only in a specific regime of network dynamics (edge-of-chaos). We thereby investigate whether initialization of RRNN connectivity according to a tailored distribution can guarantee robust FORCE learning. We are able to generate such distribution by inference of four generating principles constraining the spectrum of the network Jacobian to remain in stability region. This initialization along with FORCE learning provides a robust training method, i.e., Robust-FORCE (R-FORCE). We validate R-FORCE performance on various target functions for a wide range of network configurations and compare with alternative methods. Our experiments indicate that R-FORCE facilitates significantly more stable and accurate target-learning for a wide class of RRNN. Such stability becomes critical in modeling multi-dimensional sequences as we demonstrate on modeling time-series of human body joints during physical movements.

19.0LGOct 10, 2018
Parametrized Deep Q-Networks Learning: Reinforcement Learning with Discrete-Continuous Hybrid Action Space

Jiechao Xiong, Qing Wang, Zhuoran Yang et al.

Most existing deep reinforcement learning (DRL) frameworks consider either discrete action space or continuous action space solely. Motivated by applications in computer games, we consider the scenario with discrete-continuous hybrid action space. To handle hybrid action space, previous works either approximate the hybrid space by discretization, or relax it into a continuous set. In this paper, we propose a parametrized deep Q-network (P- DQN) framework for the hybrid action space without approximation or relaxation. Our algorithm combines the spirits of both DQN (dealing with discrete action space) and DDPG (dealing with continuous action space) by seamlessly integrating them. Empirical results on a simulation example, scoring a goal in simulated RoboCup soccer and the solo mode in game King of Glory (KOG) validate the efficiency and effectiveness of our method.

22.2AISep 19, 2018Code
TStarBots: Defeating the Cheating Level Builtin AI in StarCraft II in the Full Game

Peng Sun, Xinghai Sun, Lei Han et al.

Starcraft II (SC2) is widely considered as the most challenging Real Time Strategy (RTS) game. The underlying challenges include a large observation space, a huge (continuous and infinite) action space, partial observations, simultaneous move for all players, and long horizon delayed rewards for local decisions. To push the frontier of AI research, Deepmind and Blizzard jointly developed the StarCraft II Learning Environment (SC2LE) as a testbench of complex decision making systems. SC2LE provides a few mini games such as MoveToBeacon, CollectMineralShards, and DefeatRoaches, where some AI agents have achieved the performance level of human professional players. However, for full games, the current AI agents are still far from achieving human professional level performance. To bridge this gap, we present two full game AI agents in this paper - the AI agent TStarBot1 is based on deep reinforcement learning over a flat action structure, and the AI agent TStarBot2 is based on hard-coded rules over a hierarchical action structure. Both TStarBot1 and TStarBot2 are able to defeat the built-in AI agents from level 1 to level 10 in a full game (1v1 Zerg-vs-Zerg game on the AbyssalReef map), noting that level 8, level 9, and level 10 are cheating agents with unfair advantages such as full vision on the whole map and resource harvest boosting. To the best of our knowledge, this is the first public work to investigate AI agents that can defeat the built-in AI in the StarCraft II full game.