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Levi H. S. Lelis

Publications and source records attributed to Levi H. S. Lelis.

26 records · Page 2Linked to original sources

Personalization in Human-AI Teams: Improving the Compatibility-Accuracy Tradeoff

AI systems that model and interact with users can update their models over time to reflect new information and changes in the environment. Although these updates may improve the overall performance of the AI system, they may actually hurt the performance with respect to individual users. Prior work has studied the trade-off between improving the system's accuracy following an update and the compatibility of the updated system with prior user experience. The more the model is forced to be compatible with a prior version, the higher loss in accuracy it will incur. In this paper, we show that by personalizing the loss function to specific users, in some cases it is possible to improve the compatibility-accuracy trade-off with respect to these users (increase the compatibility of the model while sacrificing less accuracy). We present experimental results indicating that this approach provides moderate improvements on average (around 20%) but large improvements for certain users (up to 300%).

cs.LG↗

Computer-Generated Music for Tabletop Role-Playing Games

In this paper we present Bardo Composer, a system to generate background music for tabletop role-playing games. Bardo Composer uses a speech recognition system to translate player speech into text, which is classified according to a model of emotion. Bardo Composer then uses Stochastic Bi-Objective Beam Search, a variant of Stochastic Beam Search that we introduce in this paper, with a neural model to generate musical pieces conveying the desired emotion. We performed a user study with 116 participants to evaluate whether people are able to correctly identify the emotion conveyed in the pieces generated by the system. In our study we used pieces generated for Call of the Wild, a Dungeons and Dragons campaign available on YouTube. Our results show that human subjects could correctly identify the emotion of the generated music pieces as accurately as they were able to identify the emotion of pieces written by humans.

cs.SD↗

Marginal Utility for Planning in Continuous or Large Discrete Action Spaces

Sample-based planning is a powerful family of algorithms for generating intelligent behavior from a model of the environment. Generating good candidate actions is critical to the success of sample-based planners, particularly in continuous or large action spaces. Typically, candidate action generation exhausts the action space, uses domain knowledge, or more recently, involves learning a stochastic policy to provide such search guidance. In this paper we explore explicitly learning a candidate action generator by optimizing a novel objective, marginal utility. The marginal utility of an action generator measures the increase in value of an action over previously generated actions. We validate our approach in both curling, a challenging stochastic domain with continuous state and action spaces, and a location game with a discrete but large action space. We show that a generator trained with the marginal utility objective outperforms hand-coded schemes built on substantial domain knowledge, trained stochastic policies, and other natural objectives for generating actions for sampled-based planners.

cs.AI↗

Iterative Budgeted Exponential Search

We tackle two long-standing problems related to re-expansions in heuristic search algorithms. For graph search, A* can require $Ω(2^{n})$ expansions, where $n$ is the number of states within the final $f$ bound. Existing algorithms that address this problem like B and B' improve this bound to $Ω(n^2)$. For tree search, IDA* can also require $Ω(n^2)$ expansions. We describe a new algorithmic framework that iteratively controls an expansion budget and solution cost limit, giving rise to new graph and tree search algorithms for which the number of expansions is $O(n \log C)$, where $C$ is the optimal solution cost. Our experiments show that the new algorithms are robust in scenarios where existing algorithms fail. In the case of tree search, our new algorithms have no overhead over IDA* in scenarios to which IDA* is well suited and can therefore be recommended as a general replacement for IDA*.

cs.DS↗

Procedural Generation of Initial States of Sokoban

Procedural generation of initial states of state-space search problems have applications in human and machine learning as well as in the evaluation of planning systems. In this paper we deal with the task of generating hard and solvable initial states of Sokoban puzzles. We propose hardness metrics based on pattern database heuristics and the use of novelty to improve the exploration of search methods in the task of generating initial states. We then present a system called Beta that uses our hardness metrics and novelty to generate initial states. Experiments show that Beta is able to generate initial states that are harder to solve by a specialized solver than those designed by human experts.

cs.AI↗

Zooming Cautiously: Linear-Memory Heuristic Search With Node Expansion Guarantees

We introduce and analyze two parameter-free linear-memory tree search algorithms. Under mild assumptions we prove our algorithms are guaranteed to perform only a logarithmic factor more node expansions than A* when the search space is a tree. Previously, the best guarantee for a linear-memory algorithm under similar assumptions was achieved by IDA*, which in the worst case expands quadratically more nodes than in its last iteration. Empirical results support the theory and demonstrate the practicality and robustness of our algorithms. Furthermore, they are fast and easy to implement.

cs.AI↗

Single-Agent Policy Tree Search With Guarantees

We introduce two novel tree search algorithms that use a policy to guide search. The first algorithm is a best-first enumeration that uses a cost function that allows us to prove an upper bound on the number of nodes to be expanded before reaching a goal state. We show that this best-first algorithm is particularly well suited for `needle-in-a-haystack' problems. The second algorithm is based on sampling and we prove an upper bound on the expected number of nodes it expands before reaching a set of goal states. We show that this algorithm is better suited for problems where many paths lead to a goal. We validate these tree search algorithms on 1,000 computer-generated levels of Sokoban, where the policy used to guide the search comes from a neural network trained using A3C. Our results show that the policy tree search algorithms we introduce are competitive with a state-of-the-art domain-independent planner that uses heuristic search.

cs.AI↗

Asymmetric Action Abstractions for Multi-Unit Control in Adversarial Real-Time Games

Action abstractions restrict the number of legal actions available during search in multi-unit real-time adversarial games, thus allowing algorithms to focus their search on a set of promising actions. Optimal strategies derived from un-abstracted spaces are guaranteed to be no worse than optimal strategies derived from action-abstracted spaces. In practice, however, due to real-time constraints and the state space size, one is only able to derive good strategies in un-abstracted spaces in small-scale games. In this paper we introduce search algorithms that use an action abstraction scheme we call asymmetric abstraction. Asymmetric abstractions retain the un-abstracted spaces' theoretical advantage over regularly abstracted spaces while still allowing the search algorithms to derive effective strategies, even in large-scale games. Empirical results on combat scenarios that arise in a real-time strategy game show that our search algorithms are able to substantially outperform state-of-the-art approaches.

cs.AI↗