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Grant: Collaborative Research and Development Grants

Dalhousie University

$88,000.00

Evolving under tasks of incomplete information: streaming and self play

EF 2015-16

Résumé
Tasks that only are only partially observable present unique challenges for machine learning in general and genetic programming (GP) in particular. The notion of a partially observable application will be considered from two specific application contexts of relevance to the partner organization. The first context is that of streaming data analysis under limited label availability. The goal is to begin with some small subset of labelled data representing the current status of a task, and then be able to recognize when the underlying nature of the non-stationary process generating the data stream has changed. On recognizing such a change in the stream's behaviour, the current GP solutions should selectively request labels for the data corresponding to the change. Decisions then need to be made to determine which GP individuals currently employed for detecting change / labelling the stream, should be updated or replaced. The second application context is that of learning to construct non-player character (NPC) through self play under a game of incomplete information. A NPC is computer based entity who appears in a game to provide additional interest for human players. In this work we are particularly interested in the case of NPC who appear in the game of poker. The goal however, is not to produce the strongest possible player, but to provide players who are complementary to the human players currently participating. Poker represents an interesting task domain because it is also based on incomplete information (no knowledge of the other player's cards), stochastic (cannot predict the order of card apparence) and the capability of opponent players is unknown. The stochastic nature of the task, lack of complete information and non-stationary nature of strategies adopted by other players all make the poker task particularly challenging from the perspective of machine learning.
Programme
Collaborative Research and Development Grants
Bénéficiaire
Emplacement
Nova Scotia, Canada
Type de bénéficiaire
Academia
Type
Grant
Source
NSERC's Awards Data

Tel que publié

Application id
451239-2013
Name nom
Heywood, Malcolm
Department département
Computer Science, Faculty of
Organization id
79
Institution établissement
Dalhousie University
Province en
Nova Scotia
Province fr
Nouvelle-Écosse
Country en
CANADA
Country fr
CANADA
Fiscal year exercice financier
2015
Competition year année de concours
2013
Award amount
88000
Program id
CRDPJ
Program name en
Collaborative Research and Development Grants
Program name fr
Subventions de recherche et développement coopérative
Group en
Research partnerships programs
Group fr
Programmes de partenariat
Committee code
96
Committee name en
RPP Internal Decision Cttee
Committee name fr
Cté de décision interne - PPR
Area of application code
1207
Area of application group en
Advancement of knowledge
Area of application group fr
Avancement des connaissances
Area of application en
Information, computer and communication technologies
Area of application fr
Technologie de l'information, des ordinateurs et des réseaux de communications
Research subject code
2805
Research subject group en
Artificial intelligence
Research subject group fr
Intelligence artificielle
Research subject en
Learning and inference theories
Research subject fr
Théories de l'apprentissage et l'inférence
Partie
3
Nb partie
3
Application title
Evolving under tasks of incomplete information: streaming and self play
Keyword
NSERC
Application summary
Tasks that only are only partially observable present unique challenges for machine learning in general and genetic programming (GP) in particular. The notion of a partially observable application will be considered from two specific application contexts of relevance to the partner organization. The first context is that of streaming data analysis under limited label availability. The goal is to begin with some small subset of labelled data representing the current status of a task, and then be able to recognize when the underlying nature of the non-stationary process generating the data stream has changed. On recognizing such a change in the stream's behaviour, the current GP solutions should selectively request labels for the data corresponding to the change. Decisions then need to be made to determine which GP individuals currently employed for detecting change / labelling the stream, should be updated or replaced. The second application context is that of learning to construct non-player character (NPC) through self play under a game of incomplete information. A NPC is computer based entity who appears in a game to provide additional interest for human players. In this work we are particularly interested in the case of NPC who appear in the game of poker. The goal however, is not to produce the strongest possible player, but to provide players who are complementary to the human players currently participating. Poker represents an interesting task domain because it is also based on incomplete information (no knowledge of the other player's cards), stochastic (cannot predict the order of card apparence) and the capability of opponent players is unknown. The stochastic nature of the task, lack of complete information and non-stationary nature of strategies adopted by other players all make the poker task particularly challenging from the perspective of machine learning.