Related papers: Unsupervised Hebbian Learning on Point Sets in Sta…
Large multi-agent systems such as real-time strategy games are often driven by collective behavior of agents. For example, in StarCraft II, human players group spatially near agents into a team and control the team to defeat opponents. In…
Recently, multiple approaches for creating agents for playing various complex real-time computer games such as StarCraft II or Dota 2 were proposed, however, they either embed a significant amount of expert knowledge into the agent or use a…
StarCraft II (SC2) poses a grand challenge for reinforcement learning (RL), of which the main difficulties include huge state space, varying action space, and a long time horizon. In this work, we investigate a set of RL techniques for the…
In neural network's Literature, Hebbian learning traditionally refers to the procedure by which the Hopfield model and its generalizations store archetypes (i.e., definite patterns that are experienced just once to form the synaptic…
We apply a general theory describing the dynamics of supervised learning in layered neural networks in the regime where the size p of the training set is proportional to the number of inputs N, as developed in a previous paper, to several…
This work is inspired by recent advances in hierarchical reinforcement learning (HRL) (Barto and Mahadevan 2003; Hengst 2010), and improvements in learning efficiency from heuristic-based subgoal selection, experience replay (Lin 1993;…
StarCraft II poses a grand challenge for reinforcement learning. The main difficulties of it include huge state and action space and a long-time horizon. In this paper, we investigate a hierarchical reinforcement learning approach for…
The brain performs unsupervised learning and (perhaps) simultaneous supervised learning. This raises the question as to whether a hybrid of supervised and unsupervised methods will produce better learning. Inspired by the rich space of…
The task of keyhole (unobtrusive) plan recognition is central to adaptive game AI. "Tech trees" or "build trees" are the core of real-time strategy (RTS) game strategic (long term) planning. This paper presents a generic and simple Bayesian…
This paper introduces a new algorithm for unsupervised learning of keypoint detectors and descriptors, which demonstrates fast convergence and good performance across different datasets. The training procedure uses homographic…
Injecting human knowledge is an effective way to accelerate reinforcement learning (RL). However, these methods are underexplored. This paper presents our discovery that an abstract forward model (thought-game (TG)) combined with transfer…
In many control problems that include vision, optimal controls can be inferred from the location of the objects in the scene. This information can be represented using feature points, which is a list of spatial locations in learned feature…
Traditionally, learning from human demonstrations via direct behavior cloning can lead to high-performance policies given that the algorithm has access to large amounts of high-quality data covering the most likely scenarios to be…
Humans can learn several tasks in succession with minimal mutual interference but perform more poorly when trained on multiple tasks at once. The opposite is true for standard deep neural networks. Here, we propose novel computational…
We present an unsupervised deep learning model for 3D object classification. Conventional Hebbian learning, a well-known unsupervised model, suffers from loss of local features leading to reduced performance for tasks with complex geometric…
AlphaStar, the AI that reaches GrandMaster level in StarCraft II, is a remarkable milestone demonstrating what deep reinforcement learning can achieve in complex Real-Time Strategy (RTS) games. However, the complexities of the game,…
Unsupervised learning permits the development of algorithms that are able to adapt to a variety of different data sets using the same underlying rules thanks to the autonomous discovery of discriminating features during training. Recently,…
Continual Learning aims to bring machine learning into a more realistic scenario, where tasks are learned sequentially and the i.i.d. assumption is not preserved. Although this setting is natural for biological systems, it proves very…
Real-time strategy (RTS) games make heavy use of artificial intelligence (AI), especially in the design of computerized opponents. Because of the computational complexity involved in managing all aspects of these games, many AI opponents…
We present a mathematical analysis of the effects of Hebbian learning in random recurrent neural networks, with a generic Hebbian learning rule including passive forgetting and different time scales for neuronal activity and learning…