Deep Reinforcement Learning for General Video Game AI
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Rétro Gaming
ATARI - CONSOLE RETRO FLASHBACK 8 GOLD ACTIVISION – 130 JEUX Faites ressurgir vos meilleurs souvenirs ! Avec 130 classiques du jeu vidéo dont 39 jeux Activision, cette Atari Flashback 8 Gold édition Activision saura vous rappeler aux bons souvenirs du rétro-gaming. Avec les manettes sans fils ou vos anciennes manettes classiques Atari, vous n’avez qu’à brancher la console à votre télévision et vous voilà prêts pour l’action ! CARACTÉRISTIQUES : • 130 jeux classiques incluant les meilleurs hits de la console Atari 2600 et 39 titres Activision • Plug & Play • Inclut deux manettes sans fil 2.4G • Fonctions Sauvegarde, Reprise, Rembobinage • Sortie HD 720p • Port HDMI • Ecran FULL HD Inclut les jeux cultes : • Space Invaders • Centipede • Millipede • Pitfall! • River Raid • Kaboom! • Spider Fighter LISTE DES JEUX INCLUS LISTE DES JEUX ACTIVISION REF Adventure Black Jack Football Radar Lock Stellar Track™ Video Chess Beamrider Laser Blast Asteroids® Bowling Frog Pond Realsports® Baseball Street Racer Video Pinball Boxing Megamania JVCRETR0124 Centipede ® Breakout® Frogs and Flies Realsports® Basketball Submarine Commander Warlords® Bridge Oink! Kaboom! Canyon Bomber™ Fun with Numbers Realsports® Soccer Super Baseball Yars’ Return Checkers Pitfall! Missile Command® Championship Golf Realsports® Volleyball Super Breakout® Chopper Command Plaque Attack Pitfall! Soccer™ Gravitar® Return to Haunted Save Mary Cosmic Commuter Pressure Cooker EAN River Raid Circus Atari™ Hangman House Super Challenge™ Football Crackpots Private Eye Yars’ Revenge® Combat® -
Comparative Study of Deep Learning Software Frameworks
Comparative Study of Deep Learning Software Frameworks Soheil Bahrampour, Naveen Ramakrishnan, Lukas Schott, Mohak Shah Research and Technology Center, Robert Bosch LLC {Soheil.Bahrampour, Naveen.Ramakrishnan, fixed-term.Lukas.Schott, Mohak.Shah}@us.bosch.com ABSTRACT such as dropout and weight decay [2]. As the popular- Deep learning methods have resulted in significant perfor- ity of the deep learning methods have increased over the mance improvements in several application domains and as last few years, several deep learning software frameworks such several software frameworks have been developed to have appeared to enable efficient development and imple- facilitate their implementation. This paper presents a com- mentation of these methods. The list of available frame- parative study of five deep learning frameworks, namely works includes, but is not limited to, Caffe, DeepLearning4J, Caffe, Neon, TensorFlow, Theano, and Torch, on three as- deepmat, Eblearn, Neon, PyLearn, TensorFlow, Theano, pects: extensibility, hardware utilization, and speed. The Torch, etc. Different frameworks try to optimize different as- study is performed on several types of deep learning ar- pects of training or deployment of a deep learning algorithm. chitectures and we evaluate the performance of the above For instance, Caffe emphasises ease of use where standard frameworks when employed on a single machine for both layers can be easily configured without hard-coding while (multi-threaded) CPU and GPU (Nvidia Titan X) settings. Theano provides automatic differentiation capabilities which The speed performance metrics used here include the gradi- facilitates flexibility to modify architecture for research and ent computation time, which is important during the train- development. Several of these frameworks have received ing phase of deep networks, and the forward time, which wide attention from the research community and are well- is important from the deployment perspective of trained developed allowing efficient training of deep networks with networks. -
Reinforcement Learning in Videogames
Reinforcement Learning in Videogames Alex` Os´esLaza Final Project Director: Javier B´ejarAlonso FIB • UPC 20 de junio de 2017 2 Acknowledgements First I would like and appreciate the work and effort that my director, Javier B´ejar, has put into me. Either solving a ton of questions that I had or guiding me throughout the whole project, he has helped me a lot to make a good final project. I would also love to thank my family and friends, that supported me throughout the entirety of the career and specially during this project. 3 4 Abstract (English) While there are still a lot of projects and papers focused on: given a game, discover and measure which is the best algorithm for it, I decided to twist things around and decided to focus on two algorithms and its parameters be able to tell which games will be best approachable with it. To do this, I will be implementing both algorithms Q-Learning and SARSA, helping myself with Neural Networks to be able to represent the vast state space that the games have. The idea is to implement the algorithms as general as possible.This way in case someone wanted to use my algorithms for their game, it would take the less amount of time possible to adapt the game for the algorithm. I will be using some games that are used to make Artificial Intelligence competitions so I have a base to work with, having more time to focus on the actual algorithm implementation and results comparison. 5 6 Abstract (Catal`a) Mentre ja existeixen molts projectes i estudis centrats en: donat un joc, descobrir i mesurar quin es el millor algoritme per aquell joc, he decidit donar-li la volta i centrar-me en donat dos algorismes i els seus par`ametres,ser capa¸cde trobar quin tipus de jocs es beneficien m´esde la configuraci´odonada. -
Distributed Negative Sampling for Word Embeddings Stergios Stergiou Zygimantas Straznickas Yahoo Research MIT [email protected] [email protected]
Proceedings of the Thirty-First AAAI Conference on Artificial Intelligence (AAAI-17) Distributed Negative Sampling for Word Embeddings Stergios Stergiou Zygimantas Straznickas Yahoo Research MIT [email protected] [email protected] Rolina Wu Kostas Tsioutsiouliklis University of Waterloo Yahoo Research [email protected] [email protected] Abstract Training for such large vocabularies presents several chal- lenges. Word2Vec needs to maintain two d-dimensional vec- Word2Vec recently popularized dense vector word represen- tors of single-precision floating point numbers for each vo- tations as fixed-length features for machine learning algo- cabulary word. All vectors need to be kept in main memory rithms and is in widespread use today. In this paper we in- to achieve acceptable training latency, which is impractical vestigate one of its core components, Negative Sampling, and propose efficient distributed algorithms that allow us to scale for contemporary commodity servers. As a concrete exam- to vocabulary sizes of more than 1 billion unique words and ple, Ordentlich et al. (Ordentlich et al. 2016) describe an corpus sizes of more than 1 trillion words. application in which they use word embeddings to match search queries to online ads. Their dictionary comprises ≈ 200 million composite words which implies a main mem- Introduction ory requirement of ≈ 800 GB for d = 500. A complemen- tary challenge is that corpora sizes themselves increase. The Recently, Mikolov et al (Mikolov et al. 2013; Mikolov and largest reported dataset that has been used was 100 billion Dean 2013) introduced Word2Vec, a suite of algorithms words (Mikolov and Dean 2013) which required training for unsupervised training of dense vector representations of time in the order of days. -
Comparative Study of Caffe, Neon, Theano, and Torch
Workshop track - ICLR 2016 COMPARATIVE STUDY OF CAFFE,NEON,THEANO, AND TORCH FOR DEEP LEARNING Soheil Bahrampour, Naveen Ramakrishnan, Lukas Schott, Mohak Shah Bosch Research and Technology Center fSoheil.Bahrampour,Naveen.Ramakrishnan, fixed-term.Lukas.Schott,[email protected] ABSTRACT Deep learning methods have resulted in significant performance improvements in several application domains and as such several software frameworks have been developed to facilitate their implementation. This paper presents a comparative study of four deep learning frameworks, namely Caffe, Neon, Theano, and Torch, on three aspects: extensibility, hardware utilization, and speed. The study is per- formed on several types of deep learning architectures and we evaluate the per- formance of the above frameworks when employed on a single machine for both (multi-threaded) CPU and GPU (Nvidia Titan X) settings. The speed performance metrics used here include the gradient computation time, which is important dur- ing the training phase of deep networks, and the forward time, which is important from the deployment perspective of trained networks. For convolutional networks, we also report how each of these frameworks support various convolutional algo- rithms and their corresponding performance. From our experiments, we observe that Theano and Torch are the most easily extensible frameworks. We observe that Torch is best suited for any deep architecture on CPU, followed by Theano. It also achieves the best performance on the GPU for large convolutional and fully connected networks, followed closely by Neon. Theano achieves the best perfor- mance on GPU for training and deployment of LSTM networks. Finally Caffe is the easiest for evaluating the performance of standard deep architectures. -
BUSEM at Semeval-2017 Task 4A Sentiment Analysis with Word
BUSEM at SemEval-2017 Task 4 Sentiment Analysis with Word Embedding and Long Short Term Memory RNN Approaches Deger Ayata1, Murat Saraclar 1, Arzucan Ozgur2 1Electrical & Electronical Engineering Department, Bogaziçi University 2Computer Engineering Department, Bogaziçi University Istanbul , Turkey {deger.ayata, murat.saraclar, arzucan.ozgur}@boun.edu.tr Abstract uses word embeddings for feature representation and Support Vector Machine This paper describes our approach for (SVM), Random Forest (RF) and Naive Bayes SemEval-2017 Task 4: Sentiment Analysis in (NB) algorithms for classification Twitter Twitter. We have participated in Subtask A: messages into negative, neutral and positive Message Polarity Classification subtask and polarity. The second system is based on Long developed two systems. The first system Short Term Memory Recurrent Neural uses word embeddings for feature representation and Support Vector Machine, Networks (LSTM) and uses word indexes as Random Forest and Naive Bayes algorithms sequence of inputs for feature representation. for the classification of Twitter messages into The remainder of this article is structured as negative, neutral and positive polarity. The follows: Section 2 contains information about second system is based on Long Short Term the system description and Section 3 explains Memory Recurrent Neural Networks and methods, models, tools and software packages uses word indexes as sequence of inputs for used in this work. Test cases and datasets are feature representation. explained in Section 4. Results are given in Section 5 with discussions. Finally, section 6 summarizes the conclusions and future work. 1 Introduction 2 System Description Sentiment analysis is extracting subjective information from source materials, via natural We have developed two independent language processing, computational linguistics, systems. -
Downloaded April 22, 2006
SIX DECADES OF GUIDED MUNITIONS AND BATTLE NETWORKS: PROGRESS AND PROSPECTS Barry D. Watts Thinking Center for Strategic Smarter and Budgetary Assessments About Defense www.csbaonline.org Six Decades of Guided Munitions and Battle Networks: Progress and Prospects by Barry D. Watts Center for Strategic and Budgetary Assessments March 2007 ABOUT THE CENTER FOR STRATEGIC AND BUDGETARY ASSESSMENTS The Center for Strategic and Budgetary Assessments (CSBA) is an independent, nonprofit, public policy research institute established to make clear the inextricable link between near-term and long- range military planning and defense investment strategies. CSBA is directed by Dr. Andrew F. Krepinevich and funded by foundations, corporations, government, and individual grants and contributions. This report is one in a series of CSBA analyses on the emerging military revolution. Previous reports in this series include The Military-Technical Revolution: A Preliminary Assessment (2002), Meeting the Anti-Access and Area-Denial Challenge (2003), and The Revolution in War (2004). The first of these, on the military-technical revolution, reproduces the 1992 Pentagon assessment that precipitated the 1990s debate in the United States and abroad over revolutions in military affairs. Many friends and professional colleagues, both within CSBA and outside the Center, have contributed to this report. Those who made the most substantial improvements to the final manuscript are acknowledged below. However, the analysis and findings are solely the responsibility of the author and CSBA. 1667 K Street, NW, Suite 900 Washington, DC 20036 (202) 331-7990 CONTENTS ACKNOWLEGEMENTS .................................................. v SUMMARY ............................................................... ix GLOSSARY ………………………………………………………xix I. INTRODUCTION ..................................................... 1 Guided Munitions: Origins in the 1940s............. 3 Cold War Developments and Prospects ............ -
Using Long Short-Term Memory Recurrent Neural Network in Land Cover Classification on Landsat and Cropland Data Layer Time Series
Using Long Short-Term Memory Recurrent Neural Network in Land Cover Classification on Landsat and Cropland Data Layer time series Ziheng Suna, Liping Dia,*, Hui Fang a Center for Spatial Information Science and Systems, George Mason University, Fairfax, United States * [email protected]; Tel: +1-703-993-6114; Fax: +1-703-993-6127; mailing address: 4087 University Dr STE 3100, Fairfax, VA, 22030, United States. Dr. Ziheng Sun is a research assistant professor in Center for Spatial Information Science and Systems, George Mason University. Dr. Liping Di is a professor of Geography and Geoinformation Science, George Mason University and the director of Center for Spatial Information Science and Systems, George Mason University. Hui Fang receives her M.Sc degree from State Key Laboratory of Information Engineering in Surveying, Mapping and Remote Sensing, Wuhan University. This manuscript contains 6328 words. Using Long Short-Term Memory Recurrent Neural Network in Land Cover Classification on Landsat Time Series and Cropland Data Layer Land cover maps are significant in assisting agricultural decision making. However, the existing workflow of producing land cover maps is very complicated and the result accuracy is ambiguous. This work builds a long short-term memory (LSTM) recurrent neural network (RNN) model to take advantage of the temporal pattern of crops across image time series to improve the accuracy and reduce the complexity. An end-to-end framework is proposed to train and test the model. Landsat scenes are used as Earth observations, and some field- measured data together with CDL (Cropland Data Layer) datasets are used as reference data. The network is thoroughly trained using state-of-the-art techniques of deep learning. -
Learning Options in Deep Reinforcement Learning Jean
Learning Options in Deep Reinforcement Learning Jean Merheb-Harb Computer Science McGill University, Montreal December 8, 2016 A thesis submitted to McGill University in partial fulfilment of the requirements of the degree of Master of Science. c Jean Merheb-Harb; December 8, 2016. i Acknowledgements First and foremost, I would like to thank my supervisor, Doina Precup, for all the encouragement and for teaching me so much. A special thanks to Pierre-Luc Bacon, for the great discussions we’ve had and enduring my constant bombardment of questions. ii Abstract Temporal abstraction is a key idea in decision making that is seen as crucial for creating artificial intelligence. Humans have the ability to reason over long periods of time and make decisions on multiple time scales. Options are a rein- forcement learning framework that allow an agent to make temporally extended decisions. In this thesis, we present the deep option-critic, which combines the powerful representation learning capabilities of deep learning models with the option-critic to learn both state and temporal abstraction automatically from data in an end-to-end fashion. We apply the algorithm on the Arcade Learning Environment, where the agent must learn to play Atari 2600 video games, and analyze performance and behaviours learned using the options framework. iii Résumé L’abstraction temporelle est une idée clée dans la prise de décision qui est considérée comme cruciale pour la création de l’intelligence artificielle. Les humains ont la capacité de raisonner sur de longues périodes de temps et pren- dre des décisions sur différentes échelles de temps. -
Deep Learning: Concepts and Implementation Tools
Deep learning: concepts and implementation tools Eddy S´anchez-DelaCruz and David Lara-Alabazares Postgraduate Department, Technological Institute of Misantla, Veracruz Mexico. feddsacx, [email protected] Abstract. In this paper, the concepts and tool available to use Deep learning in scholar projects are given. We carry out experiments by com- bining meta-classifiers with a deep artificial neural network in four binary datasets. The results show optimal percentages of correct classification in some cases. The sample criteria that prevalence in this study was a representative sample over traditional criteria. Keywords: Artificial Intelligence · Deep Learning · Artificial Neural Network · Meta-classifiers 1 Introduction At the beginning of the 21st century, Artificial Intelligence (AI) in its various disciplines that integrate it, has started in a surprising way, to emulate faith- fully human behavior and reasoning. As results of this, remarkable progress have emerged in different fields such as the computer-assisted medical diagnosis, clas- sification of DNA sequences, data mining, artificial vision, voice recognition, analysis of written language, virtual games, robotics, and any others where the reasoning is the main element [9]. Among the different disciplines of AI, the deep learning is a novel alternative (from a few decades ago) that has as main objective to make that an intelligent agent can be capable to make its own decisions, something that currently is only possible in science fiction. In this sense, different approaches of Artificial Neural Networks (ANN) are used in deep learning, having as goal provides to an agent of personality comparable to a human. Among these approaches, we have Deep Neural Networks, Convolutional Neural Networks, and Deep Belief Networks. -
Atari Flashback Classics Game List
Title: Atari Flashback Classics Volume 1 & Volume 2 Genre: Arcade (Action, Adventure, Casual) Players: 1-4 (Local and Online) Platforms: Xbox One, PlayStation 4 Publisher: Atari Developer: Code Mystics Release Date: October 2016 Distribution: AT Games Price: $19.99 Target Rating: Everyone (PEGI 7) Website: www.AtariFlashBackClassics.com OVERVIEW: Relive the golden age of video games on the latest generation consoles. Each volume of Atari® Flashback Classics brings 50 iconic Atari games, complete with multiplayer, global leaderboards, and much more. From arcade legends to 2600 classics, this massive library includes some of the most popular Atari titles ever released, including Asteroids®, Centipede®, Missile Command®, and many more. Intuitive interface design delivers the responsive feel of the originals on modern controllers. All new achievements, leaderboards and social features, combined with an amazing archive of classic artwork make Atari Flashback Classics the ultimate Atari collection! FEATURES: 100 Classic Atari 2600 and Arcade Games: Each volume contains 50 seminal Atari titles including Asteroids®, Centipede®, Missile Command®, Tempest®, Warlords®, and many more (full list on following page). Online and Local Multiplayer: Battle your friends for supremacy online or at home. Online Leaderboards: Compare your high scores with players from around the world. Brand New User-Interface: A highly customizable user-interface brings the classic arcade experience to home console controllers. Original Cabinet and Box Art: Relive the glory days with a massive library of period- accurate cabinet, promotional, and box art. Volume One Includes the following Games: 1. 3-D Tic-Tac-Toe (2600) 18. Home Run (2600) 36. Sprint Master (2600) 2. Air-Sea Battle (2600) 19. -
Classic Gaming Expo 2005 !! ! Wow
San Francisco, California August 20-21, 2005 $5.00 Welcome to Classic Gaming Expo 2005 !! ! Wow .... eight years! It's truly amazing to think that we 've been doing this show, and trying to come up with a fresh introduction for this program, for eight years now. Many things have changed over the years - not the least of which has been ourselves. Eight years ago John was a cable splicer for the New York phone company, which was then called NYNEX, and was happily and peacefully married to his wife Beverly who had no idea what she was in for over the next eight years. Today, John's still married to Beverly though not quite as peacefully with the addition of two sons to his family. He's also in a supervisory position with Verizon - the new New York phone company. At the time of our first show, Sean was seven years into a thirteen-year stint with a convenience store he owned in Chicago. He was married to Melissa and they had two daughters. Eight years later, Sean has sold the convenience store and opened a videogame store - something of a life-long dream (or was that a nightmare?) Sean 's family has doubled in size and now consists of fou r daughters. Joe and Liz have probably had the fewest changes in their lives over the years but that's about to change . Joe has been working for a firm that manages and maintains database software for pharmaceutical companies for the past twenty-some years. While there haven 't been any additions to their family, Joe is about to leave his job and pursue his dream of owning his own business - and what would be more appropriate than a videogame store for someone who's life has been devoted to collecting both the games themselves and information about them for at least as many years? Despite these changes in our lives we once again find ourselves gathering to pay tribute to an industry for which our admiration will never change .