Capsule Networks have shown tremendous advancement in the past decade, outperforming the traditional CNNs in various task due to it's equivariant properties. With the use of vector I/O which provides information of both magnitude and direction of an object or it's part, there lies an enormous possibility of using Capsule Networks in unsupervised learning environment for visual representation tasks such as multi class image classification. In this paper, we propose Contrastive Capsule (CoCa) Model which is a Siamese style Capsule Network using Contrastive loss with our novel architecture, training and testing algorithm. We evaluate the model on unsupervised image classification CIFAR-10 dataset and achieve a top-1 test accuracy of 70.50% and top-5 test accuracy of 98.10%. Due to our efficient architecture our model has 31 times less parameters and 71 times less FLOPs than the current SOTA in both supervised and unsupervised learning.
The Last of Us is a game focused on stealth, companionship and strategy. The game is based in a lonely world after the pandemic and thus it needs AI companions to gain the interest of players. There are three main NPCs the game has - Infected, Human enemy and Buddy AIs. This case study talks about the challenges in front of the developers to create AI for these NPCs and the AI techniques they used to solve them. It also compares the challenges and approach with similar industry-leading games.
Artificial Intelligence, when amalgamated with games makes the ideal structure for research and advancing the field. Multi-agent games have multiple controls for each agent which generates huge amounts of data while increasing search complexity. Thus, we need advanced search methods to find a solution and create an artificially intelligent agent. In this paper, we propose our novel Evolutionary Monte Carlo Tree Search (FEMCTS) agent which borrows ideas from Evolutionary Algorthims (EA) and Monte Carlo Tree Search (MCTS) to play the game of Pommerman. It outperforms Rolling Horizon Evolutionary Algorithm (RHEA) significantly in high observability settings and performs almost as well as MCTS for most game seeds, outperforming it in some cases.