In this paper, we study transformers for text-based games. As a promising replacement of recurrent modules in Natural Language Processing (NLP) tasks, the transformer architecture could be treated as a powerful state ...
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ISBN:
(数字)9781728145334
ISBN:
(纸本)9781728145341
In this paper, we study transformers for text-based games. As a promising replacement of recurrent modules in Natural Language Processing (NLP) tasks, the transformer architecture could be treated as a powerful state representation generator for reinforcement learning. However, the vanilla transformer is neither effective nor efficient to learn with a huge amount of weight parameters. Unlike existing research that encodes states using LSTMs or GRUs, we develop a novel lightweight transformer-based representation generator featured with reordered layer normalization, weight sharing and block-wise aggregation. The experimental results show that our proposed model not only solves single games with much fewer interactions, but also achieves better generalization on a set of unseen games. Furthermore, our model outperforms state-of-the-art agents in a variety of man-made games.
This paper proposes using a linear function approximator, rather than a deep neural network (DNN), to bias a Monte Carlo tree search (MCTS) player for general games. This is unlikely to match the potential raw playing...
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Ludii is a general game system being developed as part of the ERC-funded Digital Ludeme Project (DLP). While its primary aim is to model, play, and analyse the full range of traditional strategy games, Ludii also has ...
We study problems with stochastic uncertainty data on intervals for which the precise value can be queried by paying a cost. The goal is to devise an adaptive decision tree to find a correct solution to the problem in...
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Domains such as logo synthesis, in which the data has a high degree of multi-modality, still pose a challenge for generative adversarial networks (GANs). Recent research shows that progressive training (ProGAN) and ma...
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Domains such as logo synthesis, in which the data has a high degree of multi-modality, still pose a challenge for generative adversarial networks (GANs). Recent research shows that progressive training (ProGAN) and mapping network extensions (StyleGAN) enable both increased training stability for higher dimensional problems and better feature separation within the embedded latent space. However, these architectures leave limited control over shaping the output of the network. This paper explores a conditional extension to the StyleGAN architecture with the aim of firstly, improving on the low resolution results of previous research and, secondly, increasing the controllability of the output through the use of synthetic class-conditions. Furthermore, methods of extracting such class conditions are explored, where the challenge lies in the fact that, visual logo characteristics are hard to define. The introduced conditional style-based generator architecture is trained on the extracted class-conditions in two experiments and studied relative to the performance of an unconditional model. Results show that, whilst the unconditional model more closely matches the training distribution, high quality conditions enabled the embedding of finer details onto the latent space, leading to more diverse output.
Predicting the relevance between two given videos with respect to their visual content is a key component for content-based video recommendation and retrieval. Thanks to the increasing availability of pre-trained imag...
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The Digital Ludeme Project (DLP) aims to reconstruct and analyse over 1000 traditional strategy games using modern techniques. One of the key aspects of this project is the development of Ludii, a general game system ...
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Although General Game Playing (GGP) systems can facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often computationally inefficient and somewhat specialised to a specific class of g...
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—Domains such as logo synthesis, in which the data has a high degree of multi-modality, still pose a challenge for generative adversarial networks (GANs). Recent research shows that progressive training (ProGAN) and ...
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In recent years, state-of-the-art game-playing agents often involve policies that are trained in self-playing processes where Monte Carlo tree search (MCTS) algorithms and trained policies iteratively improve each oth...
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