We formulate the problem of defogging as state estimation and future state prediction from previous, partial observations in the context of real-time strategy games. We propose to employ encoder-decoder neural networks for this task, and introduce proxy tasks and baselines for evaluation to assess their ability of capturing basic game rules and high-level dynamics. By combining convolutional neural networks and recurrent networks, we exploit spatial and sequential correlations and train well-performing models on a large dataset of human games of StarCraft: Brood War. Finally, we demonstrate the relevance of our models to downstream tasks by applying them for enemy unit prediction in a state-of-the-art, rule-based StarCraft bot. We observe improvements in win rates against several strong community bots.
We consider the problem of high-level strategy selection in the adversarial setting of real-time strategy games from a reinforcement learning perspective, where taking an action corresponds to switching to the respective strategy. Here, a good strategy successfully counters the opponent's current and possible future strategies which can only be estimated using partial observations. We investigate whether we can utilize the full game state information during training time (in the form of an auxiliary prediction task) to increase performance. Experiments carried out within a StarCraft: Brood War bot against strong community bots show substantial win rate improvements over a fixed-strategy baseline and encouraging results when learning with the auxiliary task.
State-of-the-art speech recognition systems rely on fixed, hand-crafted features such as mel-filterbanks to preprocess the waveform before the training pipeline. In this paper, we study end-to-end systems trained directly from the raw waveform, building on two alternatives for trainable replacements of mel-filterbanks that use a convolutional architecture. The first one is inspired by gammatone filterbanks (Hoshen et al., 2015; Sainath et al, 2015), and the second one by the scattering transform (Zeghidour et al., 2017). We propose two modifications to these architectures and systematically compare them to mel-filterbanks, on the Wall Street Journal dataset. The first modification is the addition of an instance normalization layer, which greatly improves on the gammatone-based trainable filterbanks and speeds up the training of the scattering-based filterbanks. The second one relates to the low-pass filter used in these approaches. These modifications consistently improve performances for both approaches, and remove the need for a careful initialization in scattering-based trainable filterbanks. In particular, we show a consistent improvement in word error rate of the trainable filterbanks relatively to comparable mel-filterbanks. It is the first time end-to-end models trained from the raw signal significantly outperform mel-filterbanks on a large vocabulary task under clean recording conditions.
We present Value Propagation (VProp), a parameter-efficient differentiable planning module built on Value Iteration which can successfully be trained using reinforcement learning to solve unseen tasks, has the capability to generalize to larger map sizes, and can learn to navigate in dynamic environments. Furthermore, we show that the module enables learning to plan when the environment also includes stochastic elements, providing a cost-efficient learning system to build low-level size-invariant planners for a variety of interactive navigation problems. We evaluate on static and dynamic configurations of MazeBase grid-worlds, with randomly generated environments of several different sizes, and on a StarCraft navigation scenario, with more complex dynamics, and pixels as input.
We describe a simple scheme that allows an agent to learn about its environment in an unsupervised manner. Our scheme pits two versions of the same agent, Alice and Bob, against one another. Alice proposes a task for Bob to complete; and then Bob attempts to complete the task. In this work we will focus on two kinds of environments: (nearly) reversible environments and environments that can be reset. Alice will "propose" the task by doing a sequence of actions and then Bob must undo or repeat them, respectively. Via an appropriate reward structure, Alice and Bob automatically generate a curriculum of exploration, enabling unsupervised training of the agent. When Bob is deployed on an RL task within the environment, this unsupervised training reduces the number of supervised episodes needed to learn, and in some cases converges to a higher reward.
We train a bank of complex filters that operates on the raw waveform and is fed into a convolutional neural network for end-to-end phone recognition. These time-domain filterbanks (TD-filterbanks) are initialized as an approximation of mel-filterbanks, and then fine-tuned jointly with the remaining convolutional architecture. We perform phone recognition experiments on TIMIT and show that for several architectures, models trained on TD-filterbanks consistently outperform their counterparts trained on comparable mel-filterbanks. We get our best performance by learning all front-end steps, from pre-emphasis up to averaging. Finally, we observe that the filters at convergence have an asymmetric impulse response, and that some of them remain almost analytic.
In this paper we introduce a new speech recognition system, leveraging a simple letter-based ConvNet acoustic model. The acoustic model requires -- only audio transcription for training -- no alignment annotations, nor any forced alignment step is needed. At inference, our decoder takes only a word list and a language model, and is fed with letter scores from the -- acoustic model -- no phonetic word lexicon is needed. Key ingredients for the acoustic model are Gated Linear Units and high dropout. We show near state-of-the-art results in word error rate on the LibriSpeech corpus using log-mel filterbanks, both on the "clean" and "other" configurations.
We release a dataset of 65646 StarCraft replays that contains 1535 million frames and 496 million player actions. We provide full game state data along with the original replays that can be viewed in StarCraft. The game state data was recorded every 3 frames which ensures suitability for a wide variety of machine learning tasks such as strategy classification, inverse reinforcement learning, imitation learning, forward modeling, partial information extraction, and others. We use TorchCraft to extract and store the data, which standardizes the data format for both reading from replays and reading directly from the game. Furthermore, the data can be used on different operating systems and platforms. The dataset contains valid, non-corrupted replays only and its quality and diversity was ensured by a number of heuristics. We illustrate the diversity of the data with various statistics and provide examples of tasks that benefit from the dataset. We make the dataset available at https://github.com/TorchCraft/StarData . En Taro Adun!
We consider scenarios from the real-time strategy game StarCraft as new benchmarks for reinforcement learning algorithms. We propose micromanagement tasks, which present the problem of the short-term, low-level control of army members during a battle. From a reinforcement learning point of view, these scenarios are challenging because the state-action space is very large, and because there is no obvious feature representation for the state-action evaluation function. We describe our approach to tackle the micromanagement scenarios with deep neural network controllers from raw state features given by the game engine. In addition, we present a heuristic reinforcement learning algorithm which combines direct exploration in the policy space and backpropagation. This algorithm allows for the collection of traces for learning using deterministic policies, which appears much more efficient than, for example, {\epsilon}-greedy exploration. Experiments show that with this algorithm, we successfully learn non-trivial strategies for scenarios with armies of up to 15 agents, where both Q-learning and REINFORCE struggle.
We present TorchCraft, a library that enables deep learning research on Real-Time Strategy (RTS) games such as StarCraft: Brood War, by making it easier to control these games from a machine learning framework, here Torch. This white paper argues for using RTS games as a benchmark for AI research, and describes the design and components of TorchCraft.