Abstract:This paper presents an interactive platform to interpret multi-objective evolutionary algorithms. Sokoban level generation is selected as a showcase for its widespread use in procedural content generation. By balancing the emptiness and spatial diversity of Sokoban levels, we illustrate the improved two-archive algorithm, Two_Arch2, a well-known multi-objective evolutionary algorithm. Our web-based platform integrates Two_Arch2 into an interface that visually and interactively demonstrates the evolutionary process in real-time. Designed to bridge theoretical optimisation strategies with practical game generation applications, the interface is also accessible to both researchers and beginners to multi-objective evolutionary algorithms or procedural content generation on a website. Through dynamic visualisations and interactive gameplay demonstrations, this web-based platform also has potential as an educational tool.
Abstract:Recently, procedural content generation has exhibited considerable advancements in the domain of 2D game level generation such as Super Mario Bros. and Sokoban through large language models (LLMs). To further validate the capabilities of LLMs, this paper explores how LLMs contribute to the generation of 3D buildings in a sandbox game, Minecraft. We propose a Text to Building in Minecraft (T2BM) model, which involves refining prompts, decoding interlayer representation and repairing. Facade, indoor scene and functional blocks like doors are supported in the generation. Experiments are conducted to evaluate the completeness and satisfaction of buildings generated via LLMs. It shows that LLMs hold significant potential for 3D building generation. Given appropriate prompts, LLMs can generate correct buildings in Minecraft with complete structures and incorporate specific building blocks such as windows and beds, meeting the specified requirements of human users.
Abstract:Quadratic programming (QP) is the most widely applied category of problems in nonlinear programming. Many applications require real-time/fast solutions, though not necessarily with high precision. Existing methods either involve matrix decomposition or use the preconditioned conjugate gradient method. For relatively large instances, these methods cannot achieve the real-time requirement unless there is an effective precondition. Recently, graph neural networks (GNNs) opened new possibilities for QP. Some promising empirical studies of applying GNNs for QP tasks show that GNNs can capture key characteristics of an optimization instance and provide adaptive guidance accordingly to crucial configurations during the solving process, or directly provide an approximate solution. Despite notable empirical observations, theoretical foundations are still lacking. In this work, we investigate the expressive or representative power of GNNs, a crucial aspect of neural network theory, specifically in the context of QP tasks, with both continuous and mixed-integer settings. We prove the existence of message-passing GNNs that can reliably represent key properties of quadratic programs, including feasibility, optimal objective value, and optimal solution. Our theory is validated by numerical results.
Abstract:Learning to Optimize (L2O) stands at the intersection of traditional optimization and machine learning, utilizing the capabilities of machine learning to enhance conventional optimization techniques. As real-world optimization problems frequently share common structures, L2O provides a tool to exploit these structures for better or faster solutions. This tutorial dives deep into L2O techniques, introducing how to accelerate optimization algorithms, promptly estimate the solutions, or even reshape the optimization problem itself, making it more adaptive to real-world applications. By considering the prerequisites for successful applications of L2O and the structure of the optimization problems at hand, this tutorial provides a comprehensive guide for practitioners and researchers alike.
Abstract:In many practical applications, usually, similar optimisation problems or scenarios repeatedly appear. Learning from previous problem-solving experiences can help adjust algorithm components of meta-heuristics, e.g., adaptively selecting promising search operators, to achieve better optimisation performance. However, those experiences obtained from previously solved problems, namely offline experiences, may sometimes provide misleading perceptions when solving a new problem, if the characteristics of previous problems and the new one are relatively different. Learning from online experiences obtained during the ongoing problem-solving process is more instructive but highly restricted by limited computational resources. This paper focuses on the effective combination of offline and online experiences. A novel hybrid framework that learns to dynamically and adaptively select promising search operators is proposed. Two adaptive operator selection modules with complementary paradigms cooperate in the framework to learn from offline and online experiences and make decisions. An adaptive decision policy is maintained to balance the use of those two modules in an online manner. Extensive experiments on 170 widely studied real-value benchmark optimisation problems and a benchmark set with 34 instances for combinatorial optimisation show that the proposed hybrid framework outperforms the state-of-the-art methods. Ablation study verifies the effectiveness of each component of the framework.
Abstract:This survey comprehensively reviews the multi-dimensionality of game scenario diversity, spotlighting the innovative use of procedural content generation and other fields as cornerstones for enriching player experiences through diverse game scenarios. By traversing a wide array of disciplines, from affective modeling and multi-agent systems to psychological studies, our research underscores the importance of diverse game scenarios in gameplay and education. Through a taxonomy of diversity metrics and evaluation methods, we aim to bridge the current gaps in literature and practice, offering insights into effective strategies for measuring and integrating diversity in game scenarios. Our analysis highlights the necessity for a unified taxonomy to aid developers and researchers in crafting more engaging and varied game worlds. This survey not only charts a path for future research in diverse game scenarios but also serves as a handbook for industry practitioners seeking to leverage diversity as a key component of game design and development.
Abstract:Recently, the emergence of large language models (LLMs) has unlocked new opportunities for procedural content generation. However, recent attempts mainly focus on level generation for specific games with defined game rules such as Super Mario Bros. and Zelda. This paper investigates the game generation via LLMs. Based on video game description language, this paper proposes an LLM-based framework to generate game rules and levels simultaneously. Experiments demonstrate how the framework works with prompts considering different combinations of context. Our findings extend the current applications of LLMs and offer new insights for generating new games in the area of procedural content generation.
Abstract:Graph neural networks (GNNs) have been widely used to predict properties and heuristics of mixed-integer linear programs (MILPs) and hence accelerate MILP solvers. This paper investigates the capacity of GNNs to represent strong branching (SB) scores that provide an efficient strategy in the branch-and-bound algorithm. Although message-passing GNN (MP-GNN), as the simplest GNN structure, is frequently employed in the existing literature to learn SB scores, we prove a fundamental limitation in its expressive power -- there exist two MILP instances with different SB scores that cannot be distinguished by any MP-GNN, regardless of the number of parameters. In addition, we establish a universal approximation theorem for another GNN structure called the second-order folklore GNN (2-FGNN). We show that for any data distribution over MILPs, there always exists a 2-FGNN that can approximate the SB score with arbitrarily high accuracy and arbitrarily high probability. A small-scale numerical experiment is conducted to directly validate our theoretical findings.
Abstract:n clinical, if a patient presents with nonmechanical obstructive dysphagia, esophageal chest pain, and gastro esophageal reflux symptoms, the physician will usually assess the esophageal dynamic function. High-resolution manometry (HRM) is a clinically commonly used technique for detection of esophageal dynamic function comprehensively and objectively. However, after the results of HRM are obtained, doctors still need to evaluate by a variety of parameters. This work is burdensome, and the process is complex. We conducted image processing of HRM to predict the esophageal contraction vigor for assisting the evaluation of esophageal dynamic function. Firstly, we used Feature-Extraction and Histogram of Gradients (FE-HOG) to analyses feature of proposal of swallow (PoS) to further extract higher-order features. Then we determine the classification of esophageal contraction vigor normal, weak and failed by using linear-SVM according to these features. Our data set includes 3000 training sets, 500 validation sets and 411 test sets. After verification our accuracy reaches 86.83%, which is higher than other common machine learning methods.
Abstract:Survivor bias in observational data leads the optimization of recommender systems towards local optima. Currently most solutions re-mines existing human-system collaboration patterns to maximize longer-term satisfaction by reinforcement learning. However, from the causal perspective, mitigating survivor effects requires answering a counterfactual problem, which is generally unidentifiable and inestimable. In this work, we propose a neural causal model to achieve counterfactual inference. Specifically, we first build a learnable structural causal model based on its available graphical representations which qualitatively characterizes the preference transitions. Mitigation of the survivor bias is achieved though counterfactual consistency. To identify the consistency, we use the Gumbel-max function as structural constrains. To estimate the consistency, we apply reinforcement optimizations, and use Gumbel-Softmax as a trade-off to get a differentiable function. Both theoretical and empirical studies demonstrate the effectiveness of our solution.