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Alisa Devlic

Publications and source records attributed to Alisa Devlic.

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Coachable agents for interactive gameplay

Reinforcement learning has proven to be a valuable tool in the creation of advanced AI and robotic systems, contributing to everything from game playing to robotics to foundation models. Through trial-and-error, these AI systems typically learn one, near-optimal behavior to solve their tasks. However, there are many use cases in which one would like to assert some level of control, preferably in real time, over how the task is solved. We refer to these modifications of a core task as styles. We combine universal value function approximators (UVFAs) with carefully selected training scenarios, learning algorithms, and data augmentation to create a framework for coaching agents that exhibit styles in complex domains. We demonstrate the framework's application in the AAA video games Horizon Forbidden West and Gran Turismo, and in an open-source humanoid test domain. Despite the different nature of the domains -- car racing, stylized game combat, and humanoid walking -- each agent shows strong coherence to the style requests while still satisfying the main task in its domain. Importantly, the techniques outlined in this paper allow an end user to choose the final behavior at run time, giving them flexible control over the final executed performance.

cs.AI

Value Function Decomposition for Iterative Design of Reinforcement Learning Agents

Designing reinforcement learning (RL) agents is typically a difficult process that requires numerous design iterations. Learning can fail for a multitude of reasons, and standard RL methods provide too few tools to provide insight into the exact cause. In this paper, we show how to integrate value decomposition into a broad class of actor-critic algorithms and use it to assist in the iterative agent-design process. Value decomposition separates a reward function into distinct components and learns value estimates for each. These value estimates provide insight into an agent's learning and decision-making process and enable new training methods to mitigate common problems. As a demonstration, we introduce SAC-D, a variant of soft actor-critic (SAC) adapted for value decomposition. SAC-D maintains similar performance to SAC, while learning a larger set of value predictions. We also introduce decomposition-based tools that exploit this information, including a new reward influence metric, which measures each reward component's effect on agent decision-making. Using these tools, we provide several demonstrations of decomposition's use in identifying and addressing problems in the design of both environments and agents. Value decomposition is broadly applicable and easy to incorporate into existing algorithms and workflows, making it a powerful tool in an RL practitioner's toolbox.

cs.LG

Viewport-Adaptive Navigable 360-Degree Video Delivery

The delivery and display of 360-degree videos on Head-Mounted Displays (HMDs) presents many technical challenges. 360-degree videos are ultra high resolution spherical videos, which contain an omnidirectional view of the scene. However only a portion of this scene is displayed on the HMD. Moreover, HMD need to respond in 10 ms to head movements, which prevents the server to send only the displayed video part based on client feedback. To reduce the bandwidth waste, while still providing an immersive experience, a viewport-adaptive 360-degree video streaming system is proposed. The server prepares multiple video representations, which differ not only by their bit-rate, but also by the qualities of different scene regions. The client chooses a representation for the next segment such that its bit-rate fits the available throughput and a full quality region matches its viewing. We investigate the impact of various spherical-to-plane projections and quality arrangements on the video quality displayed to the user, showing that the cube map layout offers the best quality for the given bit-rate budget. An evaluation with a dataset of users navigating 360-degree videos demonstrates that segments need to be short enough to enable frequent view switches.

cs.MM

Split Architecture for Large Scale Wide Area Networks

This report defines a carrier-grade split architecture based on requirements identified during the SPARC project. It presents the SplitArchitecture proposal, the SPARC concept for Software Defined Networking (SDN) introduced for large-scale wide area networks such as access/aggregation networks, and evaluates technical issues against architectural trade-offs. First we present the control and management architecture of the proposed SplitArchitecture. Here, we discuss a recursive control architecture consisting of hierarchically stacked control planes and provide initial considerations regarding network management integration to SDN in general and SplitArchitecture in particular. Next, OpenFlow extensions to support the carrier-grade SplitArchitecture are discussed. These are: a) Openness & Extensibility; b) Virtualization; c) OAM; d) Resiliency approaches; e) Bootstrapping and topology discovery; f) Service creation; g) Energy-efficient networking; h) QoS aspects; and i) Multilayer aspects. In addition, we discuss selected deployment and adoption scenarios faced by modern operator networks, such as service creation scenarios and peering aspects, i.e., how to interconnect with legacy networks. Finally, we indicate how our SplitArchitecture approach meets carrier grade scalability requirements in access/aggregation network scenarios

cs.NI