Bo Yuan

AI
h-index18
5papers
299citations
Novelty57%
AI Score29

5 Papers

4.5AISep 6, 2021
Method for making multi-attribute decisions in wargames by combining intuitionistic fuzzy numbers with reinforcement learning

Yuxiang Sun, Bo Yuan, Yufan Xue et al.

Researchers are increasingly focusing on intelligent games as a hot research area.The article proposes an algorithm that combines the multi-attribute management and reinforcement learning methods, and that combined their effect on wargaming, it solves the problem of the agent's low rate of winning against specific rules and its inability to quickly converge during intelligent wargame training.At the same time, this paper studied a multi-attribute decision making and reinforcement learning algorithm in a wargame simulation environment, and obtained data on red and blue conflict.Calculate the weight of each attribute based on the intuitionistic fuzzy number weight calculations. Then determine the threat posed by each opponent's chess pieces.Using the red side reinforcement learning reward function, the AC framework is trained on the reward function, and an algorithm combining multi-attribute decision-making with reinforcement learning is obtained. A simulation experiment confirms that the algorithm of multi-attribute decision-making combined with reinforcement learning presented in this paper is significantly more intelligent than the pure reinforcement learning algorithm.By resolving the shortcomings of the agent's neural network, coupled with sparse rewards in large-map combat games, this robust algorithm effectively reduces the difficulties of convergence. It is also the first time in this field that an algorithm design for intelligent wargaming combines multi-attribute decision making with reinforcement learning.Attempt interdisciplinary cross-innovation in the academic field, like designing intelligent wargames and improving reinforcement learning algorithms.

3.6IRJun 8, 2021
Optimization of Service Addition in Multilevel Index Model for Edge Computing

Jiayan Gu, Yan Wu, Ashiq Anjum et al.

With the development of Edge Computing and Artificial Intelligence (AI) technologies, edge devices are witnessed to generate data at unprecedented volume. The Edge Intelligence (EI) has led to the emergence of edge devices in various application domains. The EI can provide efficient services to delay-sensitive applications, where the edge devices are deployed as edge nodes to host the majority of execution, which can effectively manage services and improve service discovery efficiency. The multilevel index model is a well-known model used for indexing service, such a model is being introduced and optimized in the edge environments to efficiently services discovery whilst managing large volumes of data. However, effectively updating the multilevel index model by adding new services timely and precisely in the dynamic Edge Computing environments is still a challenge. Addressing this issue, this paper proposes a designated key selection method to improve the efficiency of adding services in the multilevel index models. Our experimental results show that in the partial index and the full index of multilevel index model, our method reduces the service addition time by around 84% and 76%, respectively when compared with the original key selection method and by around 78% and 66%, respectively when compared with the random selection method. Our proposed method significantly improves the service addition efficiency in the multilevel index model, when compared with existing state-of-the-art key selection methods, without compromising the service retrieval stability to any notable level.

29.7AINov 25, 2020
Towards Playing Full MOBA Games with Deep Reinforcement Learning

Deheng Ye, Guibin Chen, Wen Zhang et al.

MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much attention accordingly. However, existing work falls short in handling the raw game complexity caused by the explosion of agent combinations, i.e., lineups, when expanding the hero pool in case that OpenAI's Dota AI limits the play to a pool of only 17 heroes. As a result, full MOBA games without restrictions are far from being mastered by any existing AI system. In this paper, we propose a MOBA AI learning paradigm that methodologically enables playing full MOBA games with deep reinforcement learning. Specifically, we develop a combination of novel and existing learning techniques, including curriculum self-play learning, policy distillation, off-policy adaption, multi-head value estimation, and Monte-Carlo tree-search, in training and playing a large pool of heroes, meanwhile addressing the scalability issue skillfully. Tested on Honor of Kings, a popular MOBA game, we show how to build superhuman AI agents that can defeat top esports players. The superiority of our AI is demonstrated by the first large-scale performance test of MOBA AI agent in the literature.

15.8AINov 25, 2020
Supervised Learning Achieves Human-Level Performance in MOBA Games: A Case Study of Honor of Kings

Deheng Ye, Guibin Chen, Peilin Zhao et al.

We present JueWu-SL, the first supervised-learning-based artificial intelligence (AI) program that achieves human-level performance in playing multiplayer online battle arena (MOBA) games. Unlike prior attempts, we integrate the macro-strategy and the micromanagement of MOBA-game-playing into neural networks in a supervised and end-to-end manner. Tested on Honor of Kings, the most popular MOBA at present, our AI performs competitively at the level of High King players in standard 5v5 games.

3.4LGJan 29, 2019Code
Representation Learning for Heterogeneous Information Networks via Embedding Events

Guoji Fu, Bo Yuan, Qiqi Duan et al.

Network representation learning (NRL) has been widely used to help analyze large-scale networks through mapping original networks into a low-dimensional vector space. However, existing NRL methods ignore the impact of properties of relations on the object relevance in heterogeneous information networks (HINs). To tackle this issue, this paper proposes a new NRL framework, called Event2vec, for HINs to consider both quantities and properties of relations during the representation learning process. Specifically, an event (i.e., a complete semantic unit) is used to represent the relation among multiple objects, and both event-driven first-order and second-order proximities are defined to measure the object relevance according to the quantities and properties of relations. We theoretically prove how event-driven proximities can be preserved in the embedding space by Event2vec, which utilizes event embeddings to facilitate learning the object embeddings. Experimental studies demonstrate the advantages of Event2vec over state-of-the-art algorithms on four real-world datasets and three network analysis tasks (including network reconstruction, link prediction, and node classification).