Designing agents that are able to achieve different play-styles while maintaining a competitive level of play is a difficult task, especially for games for which the research community has not found super-human performance yet, like strategy games. These require the AI to deal with large action spaces, long-term planning and partial observability, among other well-known factors that make decision-making a hard problem. On top of this, achieving distinct play-styles using a general algorithm without reducing playing strength is not trivial. In this paper, we propose Portfolio Monte Carlo Tree Search with Progressive Unpruning for playing a turn-based strategy game (Tribes) and show how it can be parameterized so a qualitydiversity algorithm (MAP-Elites) is used to achieve different playstyles while keeping a competitive level of play. Our results show that this algorithm is capable of achieving these goals even for an extensive collection of game levels beyond those used for training.
Deep multi-task learning attracts much attention in recent years as it achieves good performance in many applications. Feature learning is important to deep multi-task learning for sharing common information among tasks. In this paper, we propose a Hierarchical Graph Neural Network (HGNN) to learn augmented features for deep multi-task learning. The HGNN consists of twolevel graph neural networks. In the low level, an intra-task graph neural network is responsible of learning a powerful representation for each data point in a task by aggregating its neighbors. Based on the learned representation, a task embedding can be generated for each task in a similar way to max pooling. In the second level, an inter-task graph neural network updates task embeddings of all the tasks based on the attention mechanism to model task relations. Then the task embedding of one task is used to augment the feature representation of data points in this task. Moreover, for classification tasks, an inter-class graph neural network is introduced to conduct similar operations on a finer granularity, i.e., the class level, to generate class embeddings for each class in all the tasks use class embeddings to augment the feature representation. The proposed feature augmentation strategy can be used in many deep multi-task learning models. we analyze the HGNN in terms of training and generalization losses. Experiments on real-world datastes show the significant performance improvement when using this strategy.
When implementing intelligent agents for strategy games, we observe that search-based methods struggle with the complexity of such games. To tackle this problem, we propose a new variant of Monte Carlo Tree Search which can incorporate action and game state abstractions. Focusing on the latter, we developed a game state encoding for turn-based strategy games that allows for a flexible abstraction. Using an optimization procedure, we optimize the agent's action and game state abstraction to maximize its performance against a rule-based agent. Furthermore, we compare different combinations of abstractions and their impact on the agent's performance based on the Kill the King game of the STRATEGA framework. Our results show that action abstractions have improved the performance of our agent considerably. Contrary, game state abstractions have not shown much impact. While these results may be limited to the tested game, they are in line with previous research on abstractions of simple Markov Decision Processes. The higher complexity of strategy games may require more intricate methods, such as hierarchical or time-based abstractions, to further improve the agent's performance.
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