Self-supervised learning of visual semantics in image games.
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FGNNs improve game-playing AI by exploiting symmetries.
The deep reinforcement learning method usually requires a large number of training images and executing actions to obtain sufficient results. When it is extended a real-task in the real environment with an actual robot, the method will be required more training images due to complexities or noises of the input images, …
Paper proposes using creative ML for game design.
Potential games, originally introduced in the early 1990's by Lloyd Shapley, the 2012 Nobel Laureate in Economics, and his colleague Dov Monderer, are a very important class of models in game theory. They have special properties such as the existence of Nash equilibria in pure strategies. This note introduces graphical…
Unified framework for classification and image generation.
Reinforcement Learning (RL) is a research area that has blossomed tremendously in recent years and has shown remarkable potential for artificial intelligence based opponents in computer games. This success is primarily due to vast capabilities of Convolutional Neural Networks (ConvNet), enabling algorithms to extract u…
EigenGame reinterprets PCA as a game to find eigenvectors.
Historically, games of all kinds have often been the subject of study in scientific works of Computer Science, including the field of machine learning. By using machine learning techniques and applying them to a game with defined rules or a structured dataset, it's possible to learn and improve on the already existing …
We applied Generative Adversarial Networks (GANs) to learn a model of DOOM levels from human-designed content. Initially, we analysed the levels and extracted several topological features. Then, for each level, we extracted a set of images identifying the occupied area, the height map, the walls, and the position of ga…
DefogGAN predicts hidden RTS game information to aid strategic decision-making.
In this technical report I present my method for automatic synthetic dataset generation for object detection and demonstrate it on the video game League of Legends. This report furthermore serves as a handbook on how to automatically generate datasets and as an introduction on the dataset generation part of the LeagueA…
Paper proposes a method to predict MOBA game winners with calibrated confidence.
Image recognition systems have demonstrated tremendous progress over the past few decades thanks, in part, to our ability of learning compact and robust representations of images. As we witness the wide spread adoption of these systems, it is imperative to consider the problem of unintended leakage of information from …
Model-free reinforcement learning (RL) can be used to learn effective policies for complex tasks, such as Atari games, even from image observations. However, this typically requires very large amounts of interaction -- substantially more, in fact, than a human would need to learn the same games. How can people learn so…
New method UADs improves transferability of adversarial perturbations.
CURL uses contrastive learning to improve reinforcement learning performance.
Graphs help agents learn emergent communication.
We study the problem of learning classifiers robust to universal adversarial perturbations. While prior work approaches this problem via robust optimization, adversarial training, or input transformation, we instead phrase it as a two-player zero-sum game. In this new formulation, both players simultaneously play the s…
GT-DDP optimizer trains residual networks using game theory.
Deep reinforcement learning has become popular over recent years, showing superiority on different visual-input tasks such as playing Atari games and robot navigation. Although objects are important image elements, few work considers enhancing deep reinforcement learning with object characteristics. In this paper, we p…
Neural networks are known to be vulnerable to adversarial examples. Carefully chosen perturbations to real images, while imperceptible to humans, induce misclassification and threaten the reliability of deep learning systems in the wild. To guard against adversarial examples, we take inspiration from game theory and ca…
A new method learns object representations from motion in slot representations.
AppStreamer reduces mobile game storage by predicting needed files.
Many problems in machine learning and game theory can be formulated as saddle-point problems, for which various first-order methods have been developed and proven efficient in practice. Under the general convex-concave assumption, most first-order methods only guarantee an ergodic convergence rate, that is, the uniform…
A number of recent approaches to policy learning in 2D game domains have been successful going directly from raw input images to actions. However when employed in complex 3D environments, they typically suffer from challenges related to partial observability, combinatorial exploration spaces, path planning, and a scarc…
We investigate the use of entropy-regularized optimal transport (EOT) cost in developing generative models to learn implicit distributions. Two generative models are proposed. One uses EOT cost directly in an one-shot optimization problem and the other uses EOT cost iteratively in an adversarial game. The proposed gene…
Non-recurring traffic congestion is caused by temporary disruptions, such as accidents, sports games, adverse weather, etc. We use data related to real-time traffic speed, jam factors (a traffic congestion indicator), and events collected over a year from Nashville, TN to train a multi-layered deep neural network. The …
Discovering imaging biomarkers for autism spectrum disorder (ASD) is critical to help explain ASD and predict or monitor treatment outcomes. Toward this end, deep learning classifiers have recently been used for identifying ASD from functional magnetic resonance imaging (fMRI) with higher accuracy than traditional lear…
Despite the improved accuracy of deep neural networks, the discovery of adversarial examples has raised serious safety concerns. In this paper, we study two variants of pointwise robustness, the maximum safe radius problem, which for a given input sample computes the minimum distance to an adversarial example, and the …
Paper develops a new method for solving complex problems in generative modeling and mean-field games.
Extracts StarCraft II tournament data for AI and ML studies.
Data-driven methods such as convolutional neural networks (CNNs) are known to deliver state-of-the-art performance on image recognition tasks when the training data are abundant. However, in some instances, such as change detection in remote sensing images, annotated data cannot be obtained in sufficient quantities. In…
Adversarial training was recently shown to be competitive against supervised learning methods on computer vision tasks, however, studies have mainly been confined to generative tasks such as image synthesis. In this paper, we apply adversarial training techniques to the discriminative task of learning a steganographic …
We conduct large-scale studies on `human attention' in Visual Question Answering (VQA) to understand where humans choose to look to answer questions about images. We design and test multiple game-inspired novel attention-annotation interfaces that require the subject to sharpen regions of a blurred image to answer a qu…
We consider the problem of learning to play first-person shooter (FPS) video games using raw screen images as observations and keyboard inputs as actions. The high-dimensionality of the observations in this type of applications leads to prohibitive needs of training data for model-free methods, such as the deep Q-netwo…
This article reports on an investigation of the use of convolutional neural networks to predict the visual attention of chess players. The visual attention model described in this article has been created to generate saliency maps that capture hierarchical and spatial features of chessboard, in order to predict the pro…
DreamerV2 learns Atari game behaviors from a world model, achieving human-level performance.
A new framework quantifies how model explanations influence each other.
This paper shows how rotating, cropping, and translating images improves a reinforcement learning agent's ability to generalize.
Paper presents content-based models for game recommendation in cold start scenarios.
In this work, we ask the following question: Can visual analogies, learned in an unsupervised way, be used in order to transfer knowledge between pairs of games and even play one game using an agent trained for another game? We attempt to answer this research question by creating visual analogies between a pair of game…
Machine learning detects regime shifts in online game-experiments with high accuracy.
Conditional GANs are at the forefront of natural image synthesis. The main drawback of such models is the necessity for labeled data. In this work we exploit two popular unsupervised learning techniques, adversarial training and self-supervision, and take a step towards bridging the gap between conditional and uncondit…
Helps visually impaired users make better decisions by adjusting their observations.
IGGP learns game rules from varying quality game play, finding no overall trend.
Pairwise discriminators stabilize adversarial training by ensuring the generator's alignment is preserved.
We introduce a topological combinatorial game called the Region Smoothing Swap Game. The game is played on a game board derived from the connected shadow of a link diagram on a (possibly non-orientable) surface by smoothing at crossings. Moves in the game are performed on regions of the diagram and can switch the direc…