Abstract:Existing game AI research mainly focuses on enhancing agents' abilities to win games, but this does not inherently make humans have a better experience when collaborating with these agents. For example, agents may dominate the collaboration and exhibit unintended or detrimental behaviors, leading to poor experiences for their human partners. In other words, most game AI agents are modeled in a "self-centered" manner. In this paper, we propose a "human-centered" modeling scheme for collaborative agents that aims to enhance the experience of humans. Specifically, we model the experience of humans as the goals they expect to achieve during the task. We expect that agents should learn to enhance the extent to which humans achieve these goals while maintaining agents' original abilities (e.g., winning games). To achieve this, we propose the Reinforcement Learning from Human Gain (RLHG) approach. The RLHG approach introduces a "baseline", which corresponds to the extent to which humans primitively achieve their goals, and encourages agents to learn behaviors that can effectively enhance humans in achieving their goals better. We evaluate the RLHG agent in the popular Multi-player Online Battle Arena (MOBA) game, Honor of Kings, by conducting real-world human-agent tests. Both objective performance and subjective preference results show that the RLHG agent provides participants better gaming experience.
Abstract:Few-shot image classification aims to accurately classify unlabeled images using only a few labeled samples. The state-of-the-art solutions are built by deep learning, which focuses on designing increasingly complex deep backbones. Unfortunately, the task remains very challenging due to the difficulty of transferring the knowledge learned in training classes to new ones. In this paper, we propose a novel approach based on the non-i.i.d paradigm of gradual machine learning (GML). It begins with only a few labeled observations, and then gradually labels target images in the increasing order of hardness by iterative factor inference in a factor graph. Specifically, our proposed solution extracts indicative feature representations by deep backbones, and then constructs both unary and binary factors based on the extracted features to facilitate gradual learning. The unary factors are constructed based on class center distance in an embedding space, while the binary factors are constructed based on k-nearest neighborhood. We have empirically validated the performance of the proposed approach on benchmark datasets by a comparative study. Our extensive experiments demonstrate that the proposed approach can improve the SOTA performance by 1-5% in terms of accuracy. More notably, it is more robust than the existing deep models in that its performance can consistently improve as the size of query set increases while the performance of deep models remains essentially flat or even becomes worse.
Abstract:MOBA games, e.g., Dota2 and Honor of Kings, have been actively used as the testbed for the recent AI research on games, and various AI systems have been developed at the human level so far. However, these AI systems mainly focus on how to compete with humans, less on exploring how to collaborate with humans. To this end, this paper makes the first attempt to investigate human-agent collaboration in MOBA games. In this paper, we propose to enable humans and agents to collaborate through explicit communication by designing an efficient and interpretable Meta-Command Communication-based framework, dubbed MCC, for accomplishing effective human-agent collaboration in MOBA games. The MCC framework consists of two pivotal modules: 1) an interpretable communication protocol, i.e., the Meta-Command, to bridge the communication gap between humans and agents; 2) a meta-command value estimator, i.e., the Meta-Command Selector, to select a valuable meta-command for each agent to achieve effective human-agent collaboration. Experimental results in Honor of Kings demonstrate that MCC agents can collaborate reasonably well with human teammates and even generalize to collaborate with different levels and numbers of human teammates. Videos are available at https://sites.google.com/view/mcc-demo.