AIJul 5, 2022
Generating Game Levels of Diverse Behaviour EngagementKeyuan Zhang, Jiayu Bai, Jialin Liu
Recent years, there has been growing interests in experience-driven procedural level generation. Various metrics have been formulated to model player experience and help generate personalised levels. In this work, we question whether experience metrics can adapt to agents with different personas. We start by reviewing existing metrics for evaluating game levels. Then, focusing on platformer games, we design a framework integrating various agents and evaluation metrics. Experimental studies on \emph{Super Mario Bros.} indicate that using the same evaluation metrics but agents with different personas can generate levels for particular persona. It implies that, for simple games, using a game-playing agent of specific player archetype as a level tester is probably all we need to generate levels of diverse behaviour engagement.
LGMar 5, 2024
Learning-augmented Online Minimization of Age of Information and Transmission CostsZhongdong Liu, Keyuan Zhang, Bin Li et al.
We consider a discrete-time system where a resource-constrained source (e.g., a small sensor) transmits its time-sensitive data to a destination over a time-varying wireless channel. Each transmission incurs a fixed transmission cost (e.g., energy cost), and no transmission results in a staleness cost represented by the Age-of-Information. The source must balance the tradeoff between transmission and staleness costs. To address this challenge, we develop a robust online algorithm to minimize the sum of transmission and staleness costs, ensuring a worst-case performance guarantee. While online algorithms are robust, they are usually overly conservative and may have a poor average performance in typical scenarios. In contrast, by leveraging historical data and prediction models, machine learning (ML) algorithms perform well in average cases. However, they typically lack worst-case performance guarantees. To achieve the best of both worlds, we design a learning-augmented online algorithm that exhibits two desired properties: (i) consistency: closely approximating the optimal offline algorithm when the ML prediction is accurate and trusted; (ii) robustness: ensuring worst-case performance guarantee even ML predictions are inaccurate. Finally, we perform extensive simulations to show that our online algorithm performs well empirically and that our learning-augmented algorithm achieves both consistency and robustness.
DSFeb 9, 2024
Learning-augmented Online Algorithm for Two-level Ski-rental ProblemKeyuan Zhang, Zhongdong Liu, Nakjung Choi et al.
In this paper, we study the two-level ski-rental problem,where a user needs to fulfill a sequence of demands for multiple items by choosing one of the three payment options: paying for the on-demand usage (i.e., rent), buying individual items (i.e., single purchase), and buying all the items (i.e., combo purchase). Without knowing future demands, the user aims to minimize the total cost (i.e., the sum of the rental, single purchase, and combo purchase costs) by balancing the trade-off between the expensive upfront costs (for purchase) and the potential future expenses (for rent). We first design a robust online algorithm (RDTSR) that offers a worst-case performance guarantee. While online algorithms are robust against the worst-case scenarios, they are often overly cautious and thus suffer a poor average performance in typical scenarios. On the other hand, Machine Learning (ML) algorithms typically show promising average performance in various applications but lack worst-case performance guarantees. To harness the benefits of both methods, we develop a learning-augmented algorithm (LADTSR) by integrating ML predictions into the robust online algorithm, which outperforms the robust online algorithm under accurate predictions while ensuring worst-case performance guarantees even when predictions are inaccurate. Finally, we conduct numerical experiments on both synthetic and real-world trace data to corroborate the effectiveness of our approach.
LGSep 29, 2025
Expanding Horizons of Level Diversity via Multi-objective Evolutionary LearningQingquan Zhang, Ziqi Wang, Yuchen Li et al.
In recent years, the generation of diverse game levels has gained increasing interest, contributing to a richer and more engaging gaming experience. A number of level diversity metrics have been proposed in literature, which are naturally multi-dimensional, leading to conflicted, complementary, or both relationships among these dimensions. However, existing level generation approaches often fail to comprehensively assess diversity across those dimensions. This paper aims to expand horizons of level diversity by considering multi-dimensional diversity when training generative models. We formulate the model training as a multi-objective learning problem, where each diversity metric is treated as a distinct objective. Furthermore, a multi-objective evolutionary learning framework that optimises multiple diversity metrics simultaneously throughout the model training process is proposed. Our case study on the commonly used benchmark Super Mario Bros. demonstrates that our proposed framework can enhance multi-dimensional diversity and identify a Pareto front of generative models, which provides a range of tradeoffs among playability and two representative diversity metrics, including a content-based one and a player-centered one. Such capability enables decision-makers to make informed choices when selecting generators accommodating a variety of scenarios and the diverse needs of players and designers.
LGAug 11, 2025
Multimodal Remote InferenceKeyuan Zhang, Yin Sun, Bo Ji
We consider a remote inference system with multiple modalities, where a multimodal machine learning (ML) model performs real-time inference using features collected from remote sensors. When sensor observations evolve dynamically over time, fresh features are critical for inference tasks. However, timely delivery of features from all modalities is often infeasible because of limited network resources. Towards this end, in this paper, we study a two-modality scheduling problem that seeks to minimize the ML model's inference error, expressed as a penalty function of the Age of Information (AoI) vector of the two modalities. We develop an index-based threshold policy and prove its optimality. Specifically, the scheduler switches to the other modality once the current modality's index function exceeds a predetermined threshold. We show that both modalities share the same threshold and that the index functions and the threshold can be computed efficiently. Our optimality results hold for general AoI functions (which could be non-monotonic and non-separable) and heterogeneous transmission times across modalities. To demonstrate the importance of considering a task-oriented AoI function, we conduct numerical experiments based on robot state prediction and compare our policy with round-robin and uniform random policies (both are oblivious to the AoI and the inference error).n The results show that our policy reduces inference error by up to 55% compared with these baselines.