Robust principal component analysis (RPCA) is a critical tool in modern machine learning, which detects outliers in the task of low-rank matrix reconstruction. In this paper, we propose a scalable and learnable non-convex approach for high-dimensional RPCA problems, which we call Learned Robust PCA (LRPCA). LRPCA is highly efficient, and its free parameters can be effectively learned to optimize via deep unfolding. Moreover, we extend deep unfolding from finite iterations to infinite iterations via a novel feedforward-recurrent-mixed neural network model. We establish the recovery guarantee of LRPCA under mild assumptions for RPCA. Numerical experiments show that LRPCA outperforms the state-of-the-art RPCA algorithms, such as ScaledGD and AltProj, on both synthetic datasets and real-world applications.
Search-based procedural content generation methods have recently been introduced for the autonomous creation of bullet hell games. Search-based methods, however, can hardly model patterns of danmakus -- the bullet hell shooting entity -- explicitly and the resulting levels often look non-realistic. In this paper, we present a novel bullet hell game platform named Keiki, which allows the representation of danmakus as a parametric sequence which, in turn, can model the sequential behaviours of danmakus. We employ three types of generative adversarial networks (GANs) and test Keiki across three metrics designed to quantify the quality of the generated danmakus. The time-series GAN and periodic spatial GAN show different yet competitive performance in terms of the evaluation metrics adopted, their deviation from human-designed danmakus, and the diversity of generated danmakus. The preliminary experimental studies presented here showcase that potential of time-series GANs for sequential content generation in games.
We introduce a procedural content generation (PCG) framework at the intersections of experience-driven PCG and PCG via reinforcement learning, named ED(PCG)RL, EDRL in short. EDRL is able to teach RL designers to generate endless playable levels in an online manner while respecting particular experiences for the player as designed in the form of reward functions. The framework is tested initially in the Super Mario Bros game. In particular, the RL designers of Super Mario Bros generate and concatenate level segments while considering the diversity among the segments. The correctness of the generation is ensured by a neural net-assisted evolutionary level repairer and the playability of the whole level is determined through AI-based testing. Our agents in this EDRL implementation learn to maximise a quantification of Koster's principle of fun by moderating the degree of diversity across level segments. Moreover, we test their ability to design fun levels that are diverse over time and playable. Our proposed framework is capable of generating endless, playable Super Mario Bros levels with varying degrees of fun, deviation from earlier segments, and playability. EDRL can be generalised to any game that is built as a segment-based sequential process and features a built-in compressed representation of its game content.
Learning to optimize (L2O) is an emerging approach that leverages machine learning to develop optimization methods, aiming at reducing the laborious iterations of hand engineering. It automates the design of an optimization method based on its performance on a set of training problems. This data-driven procedure generates methods that can efficiently solve problems similar to those in the training. In sharp contrast, the typical and traditional designs of optimization methods are theory-driven, so they obtain performance guarantees over the classes of problems specified by the theory. The difference makes L2O suitable for repeatedly solving a certain type of optimization problems over a specific distribution of data, while it typically fails on out-of-distribution problems. The practicality of L2O depends on the type of target optimization, the chosen architecture of the method to learn, and the training procedure. This new paradigm has motivated a community of researchers to explore L2O and report their findings. This article is poised to be the first comprehensive survey and benchmark of L2O for continuous optimization. We set up taxonomies, categorize existing works and research directions, present insights, and identify open challenges. We also benchmarked many existing L2O approaches on a few but representative optimization problems. For reproducible research and fair benchmarking purposes, we released our software implementation and data in the package Open-L2O at https://github.com/VITA-Group/Open-L2O.
Reinforcement learning has successfully learned to play challenging board and video games. However, its generalization ability remains under-explored. The General Video Game AI Learning Competition aims at designing agents that are capable of learning to play different games levels that were unseen during training. This paper presents the games, entries and results of the 2020 General Video Game AI Learning Competition, held at the Sixteenth International Conference on Parallel Problem Solving from Nature and the 2020 IEEE Conference on Games. Three new games with sparse, periodic and dense rewards, respectively, were designed for this competition and the test levels were generated by adding minor perturbations to training levels or combining training levels. In this paper, we also design a reinforcement learning agent, called Arcane, for general video game playing. We assume that it is more likely to observe similar local information in different levels rather than global information. Therefore, instead of directly inputting a single, raw pixel-based screenshot of current game screen, Arcane takes the encoded, transformed global and local observations of the game screen as two simultaneous inputs, aiming at learning local information for playing new levels. Two versions of Arcane, using a stochastic or deterministic policy for decision-making during test, both show robust performance on the game set of the 2020 General Video Game AI Learning Competition.
Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as levels, maps, character models, and textures. A research field centered on content generation in games has existed for more than a decade. More recently, deep learning has powered a remarkable range of inventions in content production, which are applicable to games. While some cutting-edge deep learning methods are applied on their own, others are applied in combination with more traditional methods, or in an interactive setting. This article surveys the various deep learning methods that have been applied to generate game content directly or indirectly, discusses deep learning methods that could be used for content generation purposes but are rarely used today, and envisages some limitations and potential future directions of deep learning for procedural content generation.
Conducting text retrieval in a dense learned representation space has many intriguing advantages over sparse retrieval. Yet the effectiveness of dense retrieval (DR) often requires combination with sparse retrieval. In this paper, we identify that the main bottleneck is in the training mechanisms, where the negative instances used in training are not representative of the irrelevant documents in testing. This paper presents Approximate nearest neighbor Negative Contrastive Estimation (ANCE), a training mechanism that constructs negatives from an Approximate Nearest Neighbor (ANN) index of the corpus, which is parallelly updated with the learning process to select more realistic negative training instances. This fundamentally resolves the discrepancy between the data distribution used in the training and testing of DR. In our experiments, ANCE boosts the BERT-Siamese DR model to outperform all competitive dense and sparse retrieval baselines. It nearly matches the accuracy of sparse-retrieval-and-BERT-reranking using dot-product in the ANCE-learned representation space and provides almost 100x speed-up.
The reliable facility location problem (RFLP) is an important research topic of operational research and plays a vital role in the decision-making and management of modern supply chain and logistics. Through solving RFLP, the decision-maker can obtain reliable location decisions under the risk of facilities' disruptions or failures. In this paper, we propose a novel model for the RFLP. Instead of assuming allocating a fixed number of facilities to each customer as in the existing works, we set the number of allocated facilities as an independent variable in our proposed model, which makes our model closer to the scenarios in real life but more difficult to be solved by traditional methods. To handle it, we propose EAMLS, a hybrid evolutionary algorithm, which combines a memorable local search (MLS) method and an evolutionary algorithm (EA). Additionally, a novel metric called l3-value is proposed to assist the analysis of the algorithm's convergence speed and exam the process of evolution. The experimental results show the effectiveness and superior performance of our EAMLS, compared to a CPLEX solver and a Genetic Algorithm (GA), on large-scale problems.
The dream of machine learning in materials science is for a machine learned model to learn the underlying physics of an atomic system, allowing the model to move beyond interpolation of the training set to the prediction of properties that were not present in the original training data. In addition to advances in machine learning architectures and training techniques, achieving this ambitious goal requires a method to convert a 3D atomic system into a feature representation that preserves rotational and translational symmetry, smoothness under small perturbations, and invariance under re-ordering. The atomic orbital wavelet scattering transform preserves these symmetries by construction, and has achieved great success as a featurization method for machine learning energy prediction. Both in small molecules and in the bulk amorphous $\text{Li}_{\alpha}\text{Si}$ system, machine learning models using wavelet scattering coefficients as features have demonstrated a comparable accuracy to Density Functional Theory at a small fraction of the computational cost. In this work, we test the generalizability of our $\text{Li}_{\alpha}\text{Si}$ energy predictor to properties that were not included in the training set, such as elastic constants and migration barriers. We demonstrate that statistical feature selection methods can reduce over-fitting and lead to remarkable accuracy in these extrapolation tasks.
Computer vision algorithms are being implemented across a breadth of industries to enable technological innovations. In this paper, we study the problem of computer vision based customer tracking in retail industry. To this end, we introduce a dataset collected from a camera in an office environment where participants mimic various behaviors of customers in a supermarket. In addition, we describe an illustrative example of the use of this dataset for tracking participants based on a head tracking model in an effort to minimize errors due to occlusion. Furthermore, we propose a model for recognizing customers and staff based on their movement patterns. The model is evaluated using a real-world dataset collected in a supermarket over a 24-hour period that achieves 98\% accuracy during training and 93\% accuracy during evaluation.