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Multigoal Reinforcement Learning via Exploring Entropy-Regularized Successor Matching 通过探索熵细化后继匹配进行多目标强化学习
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2023-08-11 DOI: 10.1109/TG.2023.3304315
Xiaoyun Feng;Yun Zhou
Multigoal reinforcement learning (RL) algorithms tend to achieve and generalize over diverse goals. However, unlike single-goal agents, multigoal agents struggle to break through the exploration bottleneck with a fair share of interactions, owing to rarely reusable goal-oriented experiences with sparse goal-reaching rewards. Therefore, well-arranged behavior goals during training are essential for multigoal agents, especially in long-horizon tasks. To this end, we propose efficient multigoal exploration on the basis of maximizing the entropy of successor features and Exploring entropy-regularized successor matching, namely, E$^{2}$SM. E$^{2}$SM adopts the idea of a successor feature and extends it to entropy-regularized goal-reaching successor mapping that serves as a more stable state feature under sparse rewards. The key contribution of our work is to perform intrinsic goal setting with behavior goals that are more likely to be achieved in terms of future state occupancies as well as promising in expanding the exploration frontier. Experiments on challenging long-horizon manipulation tasks show that E$^{2}$SM deals well with sparse rewards and in pursuit of maximal state-covering, E$^{2}$SM efficiently identifies valuable behavior goals toward specific goal-reaching by matching the successor mapping.
多目标强化学习(RL)算法倾向于实现和推广不同的目标。然而,与单目标智能体不同,多目标智能体很难通过公平的交互份额来突破探索瓶颈,因为很少有可重用的目标导向体验和稀疏的目标实现奖励。因此,对于多目标智能体,特别是在长视界任务中,在训练过程中安排好行为目标是必不可少的。为此,我们提出了基于最大后继特征熵和探索熵正则化后继匹配的高效多目标探索方法,即E$^{2}$SM。E$^{2}$SM采用后继特征的思想,并将其扩展为熵正则化的目标到达后继映射,作为稀疏奖励下更稳定的状态特征。我们的工作的关键贡献是执行内在目标设定与行为目标,更有可能在未来的状态占用方面实现,以及有希望扩大勘探前沿。在具有挑战性的长视界操作任务上的实验表明,E$^{2}$SM能很好地处理稀疏奖励,在追求最大状态覆盖的情况下,E$^{2}$SM通过匹配后继映射有效地识别有价值的行为目标,以达到特定的目标。
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引用次数: 0
Leveraging Joint-Action Embedding in Multiagent Reinforcement Learning for Cooperative Games 利用多代理强化学习中的联合行动嵌入来实现合作游戏
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2023-08-07 DOI: 10.1109/TG.2023.3302694
Xingzhou Lou;Junge Zhang;Yali Du;Chao Yu;Zhaofeng He;Kaiqi Huang
State-of-the-art multiagent policy gradient (MAPG) methods have demonstrated convincing capability in many cooperative games. However, the exponentially growing joint-action space severely challenges the critic's value evaluation and hinders performance of MAPG methods. To address this issue, we augment Central-Q policy gradient with a joint-action embedding function and propose mutual-information maximization MAPG (M3APG). The joint-action embedding function makes joint-actions contain information of state transitions, which will improve the critic's generalization over the joint-action space by allowing it to infer joint-actions' outcomes. We theoretically prove that with a fixed joint-action embedding function, the convergence of M3APG is guaranteed. Experiment results of the StarCraft multiagent challenge (SMAC) demonstrate that M3APG gives evaluation results with better accuracy and outperform other MAPG basic models across various maps of multiple difficulty levels. We empirically show that our joint-action embedding model can be extended to value-based multiagent reinforcement learning methods and state-of-the-art MAPG methods. Finally, we run an ablation study to show that the usage of mutual information in our method is necessary and effective.
最先进的多代理策略梯度(MAPG)方法已在许多合作博弈中展现出令人信服的能力。然而,指数级增长的联合行动空间严重挑战了评论家的价值评估,阻碍了 MAPG 方法的性能。为了解决这个问题,我们用联合行动嵌入函数增强了 Central-Q 策略梯度,并提出了相互信息最大化 MAPG(M3APG)。联合行动嵌入函数使联合行动包含状态转换信息,这将通过允许批判者推断联合行动的结果来提高批判者在联合行动空间中的泛化能力。我们从理论上证明,在联合行动嵌入函数固定的情况下,M3APG 的收敛性是有保证的。星际争霸》多代理挑战赛(SMAC)的实验结果表明,M3APG 在各种难度的地图上都能给出更准确的评估结果,并优于其他 MAPG 基本模型。我们的经验表明,我们的联合行动嵌入模型可以扩展到基于价值的多代理强化学习方法和最先进的 MAPG 方法。最后,我们进行了一项消融研究,以证明在我们的方法中使用互信息是必要而有效的。
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引用次数: 0
Improved Exploration With Demonstrations in Procedurally-Generated Environments 利用程序生成环境中的演示改进探索工作
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2023-07-31 DOI: 10.1109/TG.2023.3299986
Mao Xu;Shuzhi Sam Ge;Dongjie Zhao;Qian Zhao
Exploring sparse reward environments remains a major challenge in model-free deep reinforcement learning (RL). State-of-the-art exploration methods address this challenge by utilizing intrinsic rewards to guide exploration in uncertain environment dynamics or novel states. However, these methods fall short in procedurally-generated environments, where the agent is unlikely to visit a state more than once due to the different environments generated in each episode. Recently, imitation-learning-based exploration methods have been proposed to guide exploration in different kinds of procedurally-generated environments by imitating high-quality exploration episodes. However, these methods have weaker exploration capabilities and lower sample efficiency in complex procedurally-generated environments. Motivated by the fact that demonstrations can guide exploration in sparse reward environments, we propose improved exploration with demonstrations (IEWD), an improved imitation-learning-based exploration method in procedurally-generated environments, which utilizes demonstrations from these environments. IEWD assigns different episode-level exploration scores to each demonstration episode and generated episode. IEWD then ranks these episodes based on their scores and stores highly-scored episodes into a small ranking buffer. IEWD treats these highly-scored episodes as good exploration episodes and makes the deep RL agent imitate exploration behaviors from the ranking buffer to reproduce exploration behaviors from good exploration episodes. Additionally, IEWD adopts the experience replay buffer to store generated positive episodes and demonstrations and employs self-imitating learning to utilize experiences from the experience replay buffer to optimize the policy of the deep RL agent. We evaluate our method IEWD on several procedurally-generated MiniGrid environments and 3-D maze environments from MiniWorld. The results show that IEWD significantly outperforms existing learning from demonstration methods and exploration methods, including state-of-the-art imitation-learning-based exploration methods, in terms of sample efficiency and final performance in complex procedurally-generated environments.
探索稀疏奖励环境仍然是无模型深度强化学习(RL)的一大挑战。最先进的探索方法通过利用内在奖励来引导在不确定的环境动态或新状态下的探索,从而解决了这一难题。然而,这些方法在程序生成的环境中并不适用,在这种环境中,由于每集生成的环境不同,代理不可能多次访问一个状态。最近,有人提出了基于模仿学习的探索方法,通过模仿高质量的探索情节,在不同类型的程序生成环境中引导探索。然而,在复杂的程序生成环境中,这些方法的探索能力较弱,采样效率较低。鉴于示范可以引导稀疏奖励环境中的探索,我们提出了基于示范的改进探索方法(IEWD),这是一种在程序生成环境中基于模仿学习的改进探索方法,它利用了这些环境中的示范。IEWD 为每个演示情节和生成情节分配不同的情节级探索分数。然后,IEWD 根据分数对这些情节进行排名,并将高分情节存储到一个小的排名缓冲区中。IEWD 将这些高分剧集视为优秀探索剧集,并让深度 RL 代理模仿排名缓冲区中的探索行为,以重现优秀探索剧集中的探索行为。此外,IEWD 还采用经验回放缓冲区来存储生成的积极情节和演示,并利用自模仿学习来利用经验回放缓冲区中的经验来优化深度 RL 代理的策略。我们在几个程序生成的 MiniGrid 环境和 MiniWorld 的三维迷宫环境中评估了我们的 IEWD 方法。结果表明,在复杂的程序生成环境中,IEWD 在样本效率和最终性能方面明显优于现有的示范学习方法和探索方法,包括最先进的基于模仿学习的探索方法。
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引用次数: 0
Full DouZero+: Improving DouDizhu AI by Opponent Modeling, Coach-Guided Training and Bidding Learning 全斗零+:通过对手建模、教练指导训练和出价学习改进斗地主人工智能
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2023-07-28 DOI: 10.1109/TG.2023.3299612
Youpeng Zhao;Jian Zhao;Xunhan Hu;Wengang Zhou;Houqiang Li
With the development of deep reinforcement learning, much progress in various perfect and imperfect information games has been achieved. Among these games, DouDizhu, a popular card game in China, poses great challenges because of the imperfect information, large state and action space as well as the cooperation issue. In this article, we put forward an AI system for this game, which adopts opponent modeling and coach-guided training to help agents make better decisions when playing cards. Besides, we take the bidding phase of DouDizhu into consideration, which is usually ignored by existing works, and train a bidding network using Monte Carlo simulation. As a result, we achieve a full version of our AI system that is applicable to real-world competitions. We conduct extensive experiments to evaluate the effectiveness of the three techniques adopted in our method and demonstrate the superior performance of our AI over the state-of-the-art DouDizhu AI, i.e., DouZero. We upload our AI systems, one is bidding-free and the other is equipped with a bidding network, to Botzone platform and they both rank the first among over 400 and 250 AI programs on the two corresponding leaderboards, respectively.
随着深度强化学习的发展,各种完全和不完全信息博弈取得了很大进展。在这些游戏中,中国流行的纸牌游戏 "斗地主 "因其信息不完全、状态和行动空间大以及合作问题而面临巨大挑战。本文针对该游戏提出了一套人工智能系统,采用对手建模和教练指导训练的方法,帮助代理在出牌时做出更好的决策。此外,我们还考虑到了斗地主的竞标阶段,这通常是现有作品所忽略的,并利用蒙特卡洛模拟训练了一个竞标网络。因此,我们实现了适用于现实世界比赛的完整版人工智能系统。我们进行了大量实验来评估我们的方法所采用的三种技术的有效性,并证明我们的人工智能比最先进的斗地主人工智能(即 DouZero)性能更优越。我们将我们的人工智能系统(一个是无竞价系统,另一个是有竞价网络的系统)上传到Botzone平台,在两个相应的排行榜上,它们分别在400多个和250多个人工智能程序中排名第一。
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引用次数: 0
Generating Interpretable Play-Style Descriptions Through Deep Unsupervised Clustering of Trajectories 通过深度无监督轨迹聚类生成可解释的游戏风格描述
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2023-07-26 DOI: 10.1109/TG.2023.3299074
Branden Ingram;Clint van Alten;Richard Klein;Benjamin Rosman
In any game, play style is a concept that describes the technique and strategy employed by a player to achieve a goal. Identifying a player's style is desirable as it can enlighten players on which approaches work better or worse in different scenarios and inform developers of the value of design decisions. In previous work, we demonstrated an unsupervised LSTM-autoencoder clustering approach for play-style identification capable of handling multidimensional variable length player trajectories. The efficacy of our model was demonstrated on both complete and partial trajectories in both a simulated and natural environment. Lastly, through state frequency analysis, the properties of each of the play styles were identified and compared. This work expands on this approach by demonstrating a process by which we utilize temporal information to identify the decision boundaries related to particular clusters. Additionally, we demonstrate further robustness by applying the same techniques to MiniDungeons, another popular domain for player modeling research. Finally, we also propose approaches for determining mean play-style examples suitable for describing general play-style behaviors and for determining the correct number of represented play-styles.
在任何游戏中,玩法风格都是一个描述玩家为实现目标所使用的技术和策略的概念。识别玩家的风格是很有必要的,因为它可以启发玩家在不同场景下哪种方法更有效或更糟糕,并告知开发者设计决策的价值。在之前的工作中,我们展示了一种无监督lstm -自动编码器聚类方法,用于游戏风格识别,能够处理多维可变长度的玩家轨迹。我们的模型在模拟和自然环境中的完全和部分轨迹上都证明了其有效性。最后,通过状态频率分析,我们确定并比较了每种游戏风格的属性。这项工作通过展示我们利用时间信息来识别与特定集群相关的决策边界的过程,扩展了这种方法。此外,我们通过将相同的技术应用于《迷你地下城》(另一个玩家建模研究的流行领域),进一步证明了鲁棒性。最后,我们还提出了确定适合描述一般游戏风格行为的平均游戏风格示例的方法,并确定所代表的游戏风格的正确数量。
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引用次数: 0
Hierarchically Composing Level Generators for the Creation of Complex Structures 创建复杂结构的分层合成级发生器
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2023-07-21 DOI: 10.1109/TG.2023.3297619
Michael Beukman;Manuel Fokam;Marcel Kruger;Guy Axelrod;Muhammad Nasir;Branden Ingram;Benjamin Rosman;Steven James
Procedural content generation (PCG) is a growing field, with numerous applications in the video game industry and great potential to help create better games at a fraction of the cost of manual creation. However, much of the work in PCG is focused on generating relatively straightforward levels in simple games, as it is challenging to design an optimizable objective function for complex settings. This limits the applicability of PCG to more complex and modern titles, hindering its adoption in the industry. Our work aims to address this limitation by introducing a compositional level generation method that recursively composes simple low-level generators to construct large and complex creations. This approach allows for easily-optimizable objectives and the ability to design a complex structure in an interpretable way by referencing lower-level components. We empirically demonstrate that our method outperforms a noncompositional baseline by more accurately satisfying a designer's functional requirements in several tasks. Finally, we provide a qualitative showcase (in Minecraft) illustrating the large and complex, but still coherent, structures that were generated using simple base generators.
程序内容生成(PCG)是一个不断发展的领域,在视频游戏行业有大量应用,并具有巨大的潜力,可以帮助人们以手工制作的一小部分成本制作出更好的游戏。然而,程序内容生成的大部分工作都集中在生成简单游戏中相对简单的关卡上,因为为复杂设置设计可优化的目标函数具有挑战性。这就限制了 PCG 对更复杂、更现代游戏的适用性,阻碍了 PCG 在业界的应用。我们的工作旨在通过引入一种组成式关卡生成方法来解决这一限制,这种方法可以递归地组成简单的低级生成器,从而构建大型复杂的作品。这种方法可以轻松优化目标,并通过引用低级组件,以可解释的方式设计复杂结构。我们通过实证证明,我们的方法能更准确地满足设计者在多项任务中的功能要求,因此优于非组合式基线方法。最后,我们提供了一个定性展示(在 Minecraft 中),说明了使用简单的基础生成器生成的大型复杂但仍然连贯的结构。
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引用次数: 0
Mouse Sensitivity in First-Person Targeting Tasks 小鼠对第一人称目标任务的敏感性
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2023-07-17 DOI: 10.1109/TG.2023.3293692
Ben Boudaoud;Josef Spjut;Joohwan Kim
Mouse sensitivity in first-person targeting tasks is a highly debated issue. Recommendations within a single game can vary by a factor of 10× or more and are an active topic of experimentation in both competitive and recreational esports communities. Inspired by work in pointer-based gain optimization and extending our previous results from the first user study focused on mouse sensitivity in first-person targeting tasks (Boudaoud et al., 2023), we describe a range of optimal mouse sensitivity wherein players perform statistically significantly better in task completion time and throughput. For tasks involving first-person view control, mouse sensitivity is best described using the ratio between an in-game rotation of the view and corresponding physical displacement of the mouse. We discuss how this displacement-to-rotation sensitivity is incompatible with the control-display gain reported in traditional pointer-based gain studies as well as other rotational gains reported in head-controlled interface studies. We provide additional details regarding impacts of mouse dots per inch, on reported sensitivity, the distribution of spatial difficulty in our experiment, our submovement parsing algorithm, and relationships between measured parameters, further demonstrating optimal sensitivity arising from a speed-precision tradeoff. We conclude our work by updating and improving our suggestions for mouse sensitivity selection and refining directions for future work.
第一人称目标任务中的鼠标敏感度是一个备受争议的问题。单个游戏中的推荐可能会有10倍甚至更多的差异,这在竞技和娱乐电子竞技社区中都是一个活跃的实验主题。受基于指针的增益优化工作的启发,并扩展了我们之前关于第一人称目标任务中鼠标灵敏度的第一项用户研究的结果(Boudaoud et al., 2023),我们描述了一系列最佳鼠标灵敏度,其中玩家在任务完成时间和吞吐量方面的表现在统计上明显更好。对于涉及第一人称视角控制的任务,鼠标灵敏度最好用游戏内视角旋转与鼠标相应物理位移之间的比率来描述。我们讨论了这种位移-旋转灵敏度如何与传统的基于指针的增益研究中报告的控制-显示增益以及头控界面研究中报告的其他旋转增益不兼容。我们提供了关于每英寸鼠标点对报告灵敏度的影响、实验中空间难度的分布、子运动解析算法以及测量参数之间关系的额外细节,进一步展示了速度-精度权衡产生的最佳灵敏度。最后,我们对鼠标灵敏度选择的建议进行了更新和完善,并为今后的工作指明了方向。
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引用次数: 0
Subjective and Objective Analysis of Streamed Gaming Videos 流媒体游戏视频的主观和客观分析
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2023-07-07 DOI: 10.1109/TG.2023.3293093
Xiangxu Yu;Zhenqiang Ying;Neil Birkbeck;Yilin Wang;Balu Adsumilli;Alan C. Bovik
The rising popularity of online user-generated-content (UGC) in the form of streamed and shared videos has hastened the development of perceptual video quality assessment (VQA) models, which can be used to help optimize their delivery. Gaming videos, which are a relatively new type of UGC videos, are created when skilled and casual gamers post videos of their gameplay. These kinds of screenshots of UGC gameplay videos have become extremely popular on major streaming platforms, such as YouTube and Twitch. Synthetically generated gaming content presents challenges to existing VQA algorithms, including those based on natural scene/video statistics models. Synthetically generated gaming content presents different statistical behavior than naturalistic videos. A number of studies have been directed toward understanding the perceptual characteristics of professionally generated gaming videos arising in gaming video streaming, online gaming, and cloud gaming. However, little work has been done on understanding the quality of UGC gaming videos, and how it can be characterized and predicted. Toward boosting the progress of gaming video VQA model development, we conducted a comprehensive study of subjective and objective VQA models on UGC gaming videos. To do this, we created a novel UGC gaming video resource, called the LIVE-YouTube Gaming video quality (LIVE-YT-Gaming) database, comprised of 600 real UGC gaming videos. We conducted a subjective human study on this data, yielding 18 600 human quality ratings recorded by 61 human subjects. We also evaluated a number of state-of-the-art VQA models on the new database, including a new one, called GAME-VQP, based on both natural video statistics and CNN-learned features. To help support work in this field, we are making the new LIVE-YT-Gaming Database, along with code for GAME-VQP, publicly available through the link: https://live.ece.utexas.edu/research/LIVE-YT-Gaming/index.html.
流媒体和共享视频形式的在线用户生成内容(UGC)日益流行,这加速了感知视频质量评估(VQA)模型的发展,该模型可用于帮助优化视频的传输。游戏视频是一种相对较新的 UGC 视频类型,是由熟练和休闲游戏玩家发布的游戏视频。这类 UGC 游戏视频截图在 YouTube 和 Twitch 等主要流媒体平台上非常流行。合成生成的游戏内容给现有的 VQA 算法(包括基于自然场景/视频统计模型的算法)带来了挑战。合成生成的游戏内容呈现出与自然视频不同的统计行为。许多研究都旨在了解游戏视频流、在线游戏和云游戏中出现的专业生成游戏视频的感知特征。然而,在了解 UGC 游戏视频的质量,以及如何对其进行表征和预测方面,却鲜有研究。为了推动游戏视频 VQA 模型的发展,我们对 UGC 游戏视频的主观和客观 VQA 模型进行了全面研究。为此,我们创建了一个新颖的 UGC 游戏视频资源,名为 LIVE-YouTube 游戏视频质量(LIVE-YT-Gaming)数据库,由 600 个真实的 UGC 游戏视频组成。我们对这些数据进行了主观人类研究,得出了由 61 名人类受试者记录的 18600 个人类质量评分。我们还在新数据库上评估了许多最先进的 VQA 模型,包括一个基于自然视频统计和 CNN 学习特征的新模型,名为 GAME-VQP。为了帮助支持这一领域的工作,我们公开了新的 LIVE-YT-Gaming 数据库以及 GAME-VQP 的代码,链接为:https://live.ece.utexas.edu/research/LIVE-YT-Gaming/index.html。
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引用次数: 0
Modeling Game Mechanics With Ceptre 用 Ceptre 建立游戏机制模型
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2023-07-06 DOI: 10.1109/TG.2023.3292982
Chris Martens;Alexander Card;Henry Crain;Asha Khatri
Game description languages have a variety of uses, including formal reasoning about the emergent consequences of a game's mechanics, implementation of artificial intelligence decision making where the game's rules make up the space of possible actions, automated game and level generation, and game prototyping for the sake of low-time-investment design and tinkering. However, in practice, a new game description language has been invented for almost every new use case, without providing formal underpinnings that follow generalizable principles and can be reasoned about separately from the specific software implementation of the language. Ceptre is a language that attempts to break this pattern, based on an old idea known as multiset rewriting. This article describes the language formally, through example, and in a tutorial style, then demonstrates its use for writing formal specifications of game mechanics so that they may be interactively explored, queried, and analyzed in a computational framework. Ceptre allows designers to step through executions, interact with the mechanics from the standpoint of a player, run random simulated playthroughs, collect and analyze data from said playthroughs, and formally verify mathematical properties of the mechanics, and it has been used in a number of research projects since its inception, for applications such as procedural narrative generation, formal game modeling, and game AI.
游戏描述语言有多种用途,包括对游戏机制的突发后果进行形式推理,在游戏规则构成可能行动空间的情况下实施人工智能决策,自动生成游戏和关卡,以及为低时间投资设计和修补而制作游戏原型。然而,在实践中,几乎每一种新的使用情况都会发明一种新的游戏描述语言,但却没有提供形式上的基础,即遵循可通用的原则,并能与语言的具体软件实现分开进行推理。Ceptre 是一种试图打破这种模式的语言,它基于一种称为多集重写(multiset rewriting)的古老思想。本文通过实例以教程的形式正式介绍了这种语言,然后演示了它在编写游戏机制的正式规范时的用途,以便在计算框架内对其进行交互式探索、查询和分析。Ceptre 允许设计者逐步执行、从玩家的角度与游戏机制进行交互、运行随机模拟闯关、收集和分析闯关数据,以及正式验证游戏机制的数学属性,自问世以来,它已被用于程序化叙事生成、正式游戏建模和游戏人工智能等多个研究项目。
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引用次数: 0
Image Augmentation-Based Momentum Memory Intrinsic Reward for Sparse Reward Visual Scenes 基于图像增强的动量记忆内在奖励,用于稀疏奖励视觉场景
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2023-06-20 DOI: 10.1109/TG.2023.3288042
Zheng Fang;Biao Zhao;Guizhong Liu
Many real-life tasks can be abstracted as sparse reward visual scenes, which can make it difficult for an agent to accomplish tasks accepting only images and sparse reward. To address this problem, we split it into two parts: visual representation and sparse reward, and propose our novel framework, called image augmentation-based momentum memory intrinsic reward, which combines self-supervised representation learning with intrinsic motivation. For visual representation, we acquire a representation driven by a combination of image-augmented forward dynamics and reward. To handle sparse reward, we design a new type of intrinsic reward called momentum memory intrinsic reward, which uses the difference between the outputs from the current model (online network) and the historical model (target network) to indicate the agent's state familiarity. We evaluate our method on a visual navigation task with sparse reward in VizDoom and demonstrate that it achieves state-of-the-art performance in terms of sample efficiency. Our method is at least two times faster than existing methods and reaches a 100% success rate.
现实生活中的许多任务都可以抽象为稀疏奖励的视觉场景,这就使得代理很难完成只接受图像和稀疏奖励的任务。为了解决这个问题,我们将其分为两个部分:视觉表征和稀疏奖励,并提出了我们的新框架,即基于图像增强的动量记忆内在奖励,它将自我监督表征学习与内在动机相结合。对于视觉表征,我们通过图像增强前向动力学和奖励的结合来获取表征。为了处理稀疏奖励,我们设计了一种名为动量记忆内在奖励的新型内在奖励,它使用当前模型(在线网络)和历史模型(目标网络)输出之间的差值来表示代理的状态熟悉程度。我们在 VizDoom 中的一个具有稀疏奖励的视觉导航任务中评估了我们的方法,并证明它在样本效率方面达到了最先进的性能。我们的方法比现有方法至少快两倍,成功率达到 100%。
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引用次数: 0
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IEEE Transactions on Games
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