Linjie Xu

AI
h-index8
3papers
26citations
Novelty52%
AI Score30

3 Papers

4.5AIMay 30, 2022Code
Elastic Monte Carlo Tree Search with State Abstraction for Strategy Game Playing

Linjie Xu, Jorge Hurtado-Grueso, Dominic Jeurissen et al.

Strategy video games challenge AI agents with their combinatorial search space caused by complex game elements. State abstraction is a popular technique that reduces the state space complexity. However, current state abstraction methods for games depend on domain knowledge, making their application to new games expensive. State abstraction methods that require no domain knowledge are studied extensively in the planning domain. However, no evidence shows they scale well with the complexity of strategy games. In this paper, we propose Elastic MCTS, an algorithm that uses state abstraction to play strategy games. In Elastic MCTS, the nodes of the tree are clustered dynamically, first grouped together progressively by state abstraction, and then separated when an iteration threshold is reached. The elastic changes benefit from efficient searching brought by state abstraction but avoid the negative influence of using state abstraction for the whole search. To evaluate our method, we make use of the general strategy games platform Stratega to generate scenarios of varying complexity. Results show that Elastic MCTS outperforms MCTS baselines with a large margin, while reducing the tree size by a factor of $10$. Code can be found at: https://github.com/egg-west/Stratega

7.9LGSep 11, 2024
Unveiling Markov Heads in Pretrained Language Models for Offline Reinforcement Learning

Wenhao Zhao, Qiushui Xu, Linjie Xu et al.

Recently, incorporating knowledge from pretrained language models (PLMs) into decision transformers (DTs) has generated significant attention in offline reinforcement learning (RL). These PLMs perform well in RL tasks, raising an intriguing question: what kind of knowledge from PLMs has been transferred to RL to achieve such good results? This work first dives into this problem by analyzing each head quantitatively and points out Markov head, a crucial component that exists in the attention heads of PLMs. It leads to extreme attention on the last-input token and performs well only in short-term environments. Furthermore, we prove that this extreme attention cannot be changed by re-training embedding layer or fine-tuning. Inspired by our analysis, we propose a general method GPT2-DTMA, which equips a pretrained DT with Mixture of Attention (MoA), to accommodate diverse attention requirements during fine-tuning. Extensive experiments corroborate our theorems and demonstrate the effectiveness of GPT2-DTMA: it achieves comparable performance in short-term environments while significantly narrowing the performance gap in long-term environments.

11.1AIApr 17, 2021
Generating Diverse and Competitive Play-Styles for Strategy Games

Diego Perez-Liebana, Cristina Guerrero-Romero, Alexander Dockhorn et al.

Designing agents that are able to achieve different play-styles while maintaining a competitive level of play is a difficult task, especially for games for which the research community has not found super-human performance yet, like strategy games. These require the AI to deal with large action spaces, long-term planning and partial observability, among other well-known factors that make decision-making a hard problem. On top of this, achieving distinct play-styles using a general algorithm without reducing playing strength is not trivial. In this paper, we propose Portfolio Monte Carlo Tree Search with Progressive Unpruning for playing a turn-based strategy game (Tribes) and show how it can be parameterized so a quality-diversity algorithm (MAP-Elites) is used to achieve different play-styles while keeping a competitive level of play. Our results show that this algorithm is capable of achieving these goals even for an extensive collection of game levels beyond those used for training.