In many real-world settings agents engage in strategic interactions with multiple opposing agents who can employ a wide variety of strategies. The standard approach for designing agents for such settings is to compute or approximate a relevant game-theoretic solution concept such as Nash equilibrium and then follow the prescribed strategy. However, such a strategy ignores any observations of opponents' play, which may indicate shortcomings that can be exploited. We present an approach for opponent modeling in multiplayer imperfect-information games where we collect observations of opponents' play through repeated interactions. We run experiments against a wide variety of real opponents and exact Nash equilibrium strategies in three-player Kuhn poker and show that our algorithm significantly outperforms all of the agents, including the exact Nash equilibrium strategies.
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While Nash equilibrium has emerged as the central game-theoretic solution concept, many important games contain several Nash equilibria and we must determine how to select between them in order to create real strategic agents. Several Nash equilibrium refinement concepts have been proposed and studied for sequential imperfect-information games, the most prominent being trembling-hand perfect equilibrium, quasi-perfect equilibrium, and recently one-sided quasi-perfect equilibrium. These concepts are robust to certain arbitrarily small mistakes, and are guaranteed to always exist; however, we argue that neither of these is the correct concept for developing strong agents in sequential games of imperfect information. We define a new equilibrium refinement concept for extensive-form games called observable perfect equilibrium in which the solution is robust over trembles in publicly-observable action probabilities (not necessarily over all action probabilities that may not be observable by opposing players). Observable perfect equilibrium correctly captures the assumption that the opponent is playing as rationally as possible given mistakes that have been observed (while previous solution concepts do not). We prove that observable perfect equilibrium is always guaranteed to exist, and demonstrate that it leads to a different solution than the prior extensive-form refinements in no-limit poker. We expect observable perfect equilibrium to be a useful equilibrium refinement concept for modeling many important imperfect-information games of interest in artificial intelligence.
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标准的游戏理论解答概念,纳什均衡假设所有球员都表现得合理。如果我们遵循纳什均衡和对手是非理性的(或遵循不同的纳什均衡的策略),那么我们可能会获得极低的回报。另一方面,Maximin策略假定所有反对代理都在播放以最大限度地减少我们的收益(即使它不是最佳利益),并确保最大可能的最坏情况,但导致非常保守的戏剧。我们提出了一种新的解决方案概念,称为安全均衡,模拟对手的行为与指定概率的表现合理,并且潜在的任意表现在剩下的概率上。我们证明所有战略形式游戏中存在安全均衡(对于合理性参数的所有可能值),并证明其计算是PPAD-HARD。我们提出了用于计算2和$ N $ -Player游戏中的安全均衡的精确算法,以及可缩放的近似算法。
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许多真实世界游戏包含可能影响收益,动作空间和信息状态的参数。对于参数的固定值,可以使用标准算法解决游戏。但是,在许多设置中,代理必须采取行动而不知道将提前遇到的参数的值。通常,人类在时间和资源限制的情况下必须做出决定,假设人类可以实时解决游戏是不现实的。我们提出了一个新的框架,使人类决策者能够在没有实时求解器的帮助下做出快速决策。我们展示了适用于各种情况,包括具有多个玩家的设置和不完美信息。
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基于二次约束可行性计划制定,我们描述了一种用于计算多人普通和游戏中的NASH均衡的新完整算法。我们证明,算法比先前研究的几个游戏类上的现有最快完整算法速度快得显着更快,其运行时间甚至优于最佳的不完整算法。
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The ability for an agent to continuously learn new skills without catastrophically forgetting existing knowledge is of critical importance for the development of generally intelligent agents. Most methods devised to address this problem depend heavily on well-defined task boundaries, and thus depend on human supervision. Our task-agnostic method, Self-Activating Neural Ensembles (SANE), uses a modular architecture designed to avoid catastrophic forgetting without making any such assumptions. At the beginning of each trajectory, a module in the SANE ensemble is activated to determine the agent's next policy. During training, new modules are created as needed and only activated modules are updated to ensure that unused modules remain unchanged. This system enables our method to retain and leverage old skills, while growing and learning new ones. We demonstrate our approach on visually rich procedurally generated environments.
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Real-world datasets exhibit imbalances of varying types and degrees. Several techniques based on re-weighting and margin adjustment of loss are often used to enhance the performance of neural networks, particularly on minority classes. In this work, we analyze the class-imbalanced learning problem by examining the loss landscape of neural networks trained with re-weighting and margin-based techniques. Specifically, we examine the spectral density of Hessian of class-wise loss, through which we observe that the network weights converge to a saddle point in the loss landscapes of minority classes. Following this observation, we also find that optimization methods designed to escape from saddle points can be effectively used to improve generalization on minority classes. We further theoretically and empirically demonstrate that Sharpness-Aware Minimization (SAM), a recent technique that encourages convergence to a flat minima, can be effectively used to escape saddle points for minority classes. Using SAM results in a 6.2\% increase in accuracy on the minority classes over the state-of-the-art Vector Scaling Loss, leading to an overall average increase of 4\% across imbalanced datasets. The code is available at: https://github.com/val-iisc/Saddle-LongTail.
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In this paper, we present the Circular Accessible Depth (CAD), a robust traversability representation for an unmanned ground vehicle (UGV) to learn traversability in various scenarios containing irregular obstacles. To predict CAD, we propose a neural network, namely CADNet, with an attention-based multi-frame point cloud fusion module, Stability-Attention Module (SAM), to encode the spatial features from point clouds captured by LiDAR. CAD is designed based on the polar coordinate system and focuses on predicting the border of traversable area. Since it encodes the spatial information of the surrounding environment, which enables a semi-supervised learning for the CADNet, and thus desirably avoids annotating a large amount of data. Extensive experiments demonstrate that CAD outperforms baselines in terms of robustness and precision. We also implement our method on a real UGV and show that it performs well in real-world scenarios.
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The high feature dimensionality is a challenge in music emotion recognition. There is no common consensus on a relation between audio features and emotion. The MER system uses all available features to recognize emotion; however, this is not an optimal solution since it contains irrelevant data acting as noise. In this paper, we introduce a feature selection approach to eliminate redundant features for MER. We created a Selected Feature Set (SFS) based on the feature selection algorithm (FSA) and benchmarked it by training with two models, Support Vector Regression (SVR) and Random Forest (RF) and comparing them against with using the Complete Feature Set (CFS). The result indicates that the performance of MER has improved for both Random Forest (RF) and Support Vector Regression (SVR) models by using SFS. We found using FSA can improve performance in all scenarios, and it has potential benefits for model efficiency and stability for MER task.
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Salient object detection (SOD) aims to determine the most visually attractive objects in an image. With the development of virtual reality technology, 360{\deg} omnidirectional image has been widely used, but the SOD task in 360{\deg} omnidirectional image is seldom studied due to its severe distortions and complex scenes. In this paper, we propose a Multi-Projection Fusion and Refinement Network (MPFR-Net) to detect the salient objects in 360{\deg} omnidirectional image. Different from the existing methods, the equirectangular projection image and four corresponding cube-unfolding images are embedded into the network simultaneously as inputs, where the cube-unfolding images not only provide supplementary information for equirectangular projection image, but also ensure the object integrity of the cube-map projection. In order to make full use of these two projection modes, a Dynamic Weighting Fusion (DWF) module is designed to adaptively integrate the features of different projections in a complementary and dynamic manner from the perspective of inter and intra features. Furthermore, in order to fully explore the way of interaction between encoder and decoder features, a Filtration and Refinement (FR) module is designed to suppress the redundant information between the feature itself and the feature. Experimental results on two omnidirectional datasets demonstrate that the proposed approach outperforms the state-of-the-art methods both qualitatively and quantitatively.
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