We consider the problem of strategic adversarial planning in a Real-Time Strategy (RTS) game. Strategic adversarial planning is the generation of a network of high-level tasks to satisfy goals while anticipating an adversary's actions. In this thesis we describe an abstract state and action space used for planning in an...
In this work, we study the problem of learning and improving policies for probabilistic planning problems. In the first part, we train neural network policies for probabilistic planning problems modeled as factored Markov decision problems. The objective is to train problem-specific neural networks via supervised learning to imitate the action...
We propose an approach for understanding control policies represented as recurrent neural networks. Recent work has approached this problem by transforming such recurrent policy networks into finite-state machines (FSM) and then analyzing the equivalent minimized FSM. While this led to interesting insights, the minimization process can obscure a deeper understanding...
Monte Carlo tree search (MCTS) is a class of online planning algorithms for Markov decision processes (MDPs) and related models that has found success in challenging applications. In the online planning approach, the agent makes a decision in the current state by performing a limited forward search over possible futures...
This thesis considers the problem in which a teacher is interested in teaching action policies to computer agents for sequential decision making. The vast majority of policy
learning algorithms o er teachers little flexibility in how policies are taught. In particular,
one of two learning modes is typically considered: 1)...
In this work, I examine the problem of understanding American football in video. In particular, I present several mid-level computer vision algorithms that each accomplish a different sub-task within a larger system for annotating, interpreting, and analyzing collections of American football video. The analysis of football video is useful in...
Diffusion processes in networks are common models for many domains, including species colonization, information/idea cascade, disease propagation and fire spreading. In diffusion networks, a diffusion event occurs when a behavior spreads from one node to the other following a probabilistic model, where the behavior could be species, an idea, a...
Writing a program that performs well in a complex environment is a challenging task. In such problems, a method of deterministic programming combined with reinforcement learning (RL) can be helpful. However, current systems either force developers to encode knowledge in very specific forms (e.g., state-action features), or assume advanced RL...