MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much attention accordingly. However, existing work falls short in handling the raw game complexity caused by the explosion of agent combinations, i.e., lineups, when expanding the hero pool in case that OpenAI's Dota AI limits the play to a pool of only 17 heroes. As a result, full MOBA games without restrictions are far from being mastered by any existing AI system. In this paper, we propose a MOBA AI learning paradigm that methodologically enables playing full MOBA games with deep reinforcement learning. Specifically, we develop a combination of novel and existing learning techniques, including curriculum self-play learning, policy distillation, off-policy adaption, multi-head value estimation, and Monte-Carlo tree-search, in training and playing a large pool of heroes, meanwhile addressing the scalability issue skillfully. Tested on Honor of Kings, a popular MOBA game, we show how to build superhuman AI agents that can defeat top esports players. The superiority of our AI is demonstrated by the first large-scale performance test of MOBA AI agent in the literature.
The newly emerged machine learning (e.g. deep learning) methods have become a strong driving force to revolutionize a wide range of industries, such as smart healthcare, financial technology, and surveillance systems. Meanwhile, privacy has emerged as a big concern in this machine learning-based artificial intelligence era. It is important to note that the problem of privacy preservation in the context of machine learning is quite different from that in traditional data privacy protection, as machine learning can act as both friend and foe. Currently, the work on the preservation of privacy and machine learning (ML) is still in an infancy stage, as most existing solutions only focus on privacy problems during the machine learning process. Therefore, a comprehensive study on the privacy preservation problems and machine learning is required. This paper surveys the state of the art in privacy issues and solutions for machine learning. The survey covers three categories of interactions between privacy and machine learning: (i) private machine learning, (ii) machine learning aided privacy protection, and (iii) machine learning-based privacy attack and corresponding protection schemes. The current research progress in each category is reviewed and the key challenges are identified. Finally, based on our in-depth analysis of the area of privacy and machine learning, we point out future research directions in this field.
Embedding-based entity alignment has been widely investigated in recent years, but most proposed methods still rely on an ideal supervised learning setting with a large number of unbiased seed mappings for training and validation, which significantly limits their usage. In this study, we evaluate those state-of-the-art methods in an industrial context, where the impact of seed mappings with different sizes and different biases is explored. Besides the popular benchmarks from DBpedia and Wikidata, we contribute and evaluate a new industrial benchmark that is extracted from two heterogeneous knowledge graphs (KGs) under deployment for medical applications. The experimental results enable the analysis of the advantages and disadvantages of these alignment methods and the further discussion of suitable strategies for their industrial deployment.
While classical autonomous navigation systems can typically move robots from one point to another safely and in a collision-free manner, these systems may fail or produce suboptimal behavior in certain scenarios. The current practice in such scenarios is to manually re-tune the system's parameters, e.g. max speed, sampling rate, inflation radius, to optimize performance. This practice requires expert knowledge and may jeopardize performance in the originally good scenarios. Meanwhile, it is relatively easy for a human to identify those failure or suboptimal cases and provide a teleoperated intervention to correct the failure or suboptimal behavior. In this work, we seek to learn from those human interventions to improve navigation performance. In particular, we propose Adaptive Planner Parameter Learning from Interventions (APPLI), in which multiple sets of navigation parameters are learned during training and applied based on a confidence measure to the underlying navigation system during deployment. In our physical experiments, the robot achieves better performance compared to the planner with static default parameters, and even dynamic parameters learned from a full human demonstration. We also show APPLI's generalizability in another unseen physical test course and a suite of 300 simulated navigation environments.
Classical navigation systems typically operate using a fixed set of hand-picked parameters (e.g. maximum speed, sampling rate, inflation radius, etc.) and require heavy expert re-tuning in order to work in new environments. To mitigate this requirement, it has been proposed to learn parameters for different contexts in a new environment using human demonstrations collected via teleoperation. However, learning from human demonstration limits deployment to the training environment, and limits overall performance to that of a potentially-suboptimal demonstrator. In this paper, we introduce APPLR, Adaptive Planner Parameter Learning from Reinforcement, which allows existing navigation systems to adapt to new scenarios by using a parameter selection scheme discovered via reinforcement learning (RL) in a wide variety of simulation environments. We evaluate APPLR on a robot in both simulated and physical experiments, and show that it can outperform both a fixed set of hand-tuned parameters and also a dynamic parameter tuning scheme learned from human demonstration.
In this paper, we extend a famous motion planning approach GPMP2 to multi-robot cases, yielding a novel centralized trajectory generation method for the multi-robot formation. A sparse Gaussian Process model is employed to represent the continuous-time trajectories of all robots as a limited number of states, which improves computational efficiency due to the sparsity. We add constraints to guarantee collision avoidance between individuals as well as formation maintenance, then all constraints and kinematics are formulated on a factor graph. By introducing a global planner, our proposed method can generate trajectories efficiently for a team of robots which have to get through a width-varying area by adaptive formation change. Finally, we provide the implementation of an incremental replanning algorithm to demonstrate the online operation potential of our proposed framework. The experiments in simulation and real world illustrate the feasibility, efficiency and scalability of our approach.
Deep reinforcement learning (RL) algorithms are powerful tools for solving visuomotor decision tasks. However, the trained models are often difficult to interpret, because they are represented as end-to-end deep neural networks. In this paper, we shed light on the inner workings of such trained models by analyzing the pixels that they attend to during task execution, and comparing them with the pixels attended to by humans executing the same tasks. To this end, we investigate the following two questions that, to the best of our knowledge, have not been previously studied. 1) How similar are the visual features learned by RL agents and humans when performing the same task? and, 2) How do similarities and differences in these learned features correlate with RL agents' performance on these tasks? Specifically, we compare the saliency maps of RL agents against visual attention models of human experts when learning to play Atari games. Further, we analyze how hyperparameters of the deep RL algorithm affect the learned features and saliency maps of the trained agents. The insights provided by our results have the potential to inform novel algorithms for the purpose of closing the performance gap between human experts and deep RL agents.
Learning motion planners to move robot from one point to another within an obstacle-occupied space in a collision-free manner requires either an extensive amount of data or high-quality demonstrations. This requirement is caused by the fact that among the variety of maneuvers the robot can perform, it is difficult to find the single optimal plan without many trial-and-error or an expert who is already capable of doing so. However, given a plan performed in obstacle-free space, it is relatively easy to find an obstacle geometry, where this plan is optimal. We consider this "dual" problem of classical motion planning and name this process of finding appropriate obstacle geometry as hallucination. In this work, we present two different approaches to hallucinate (1) the most constrained and (2) a minimal obstacle space where a given plan executed during an exploration phase in a completely safe obstacle-free environment remains optimal. We then train an end-to-end motion planner that can produce motions to move through realistic obstacles during deployment. Both methods are tested on a physical mobile robot in real-world cluttered environments.