Abstract:Semi-supervised learning methods have shown promising results in solving many practical problems when only a few labels are available. The existing methods assume that the class distributions of labeled and unlabeled data are equal; however, their performances are significantly degraded in class distribution mismatch scenarios where out-of-distribution (OOD) data exist in the unlabeled data. Previous safe semi-supervised learning studies have addressed this problem by making OOD data less likely to affect training based on labeled data. However, even if the studies effectively filter out the unnecessary OOD data, they can lose the basic information that all data share regardless of class. To this end, we propose to apply a self-supervised contrastive learning approach to fully exploit a large amount of unlabeled data. We also propose a contrastive loss function with coefficient schedule to aggregate as an anchor the labeled negative examples of the same class into positive examples. To evaluate the performance of the proposed method, we conduct experiments on image classification datasets - CIFAR-10, CIFAR-100, Tiny ImageNet, and CIFAR-100+Tiny ImageNet - under various mismatch ratios. The results show that self-supervised contrastive learning significantly improves classification accuracy. Moreover, aggregating the in-distribution examples produces better representation and consequently further improves classification accuracy.
Abstract:StarCraft, one of the most popular real-time strategy games, is a compelling environment for artificial intelligence research for both micro-level unit control and macro-level strategic decision making. In this study, we address an eminent problem concerning macro-level decision making, known as the 'fog-of-war', which rises naturally from the fact that information regarding the opponent's state is always provided in the incomplete form. For intelligent agents to play like human players, it is obvious that making accurate predictions of the opponent's status under incomplete information will increase its chance of winning. To reflect this fact, we propose a convolutional encoder-decoder architecture that predicts potential counts and locations of the opponent's units based on only partially visible and noisy information. To evaluate the performance of our proposed method, we train an additional classifier on the encoder-decoder output to predict the game outcome (win or lose). Finally, we designed an agent incorporating the proposed method and conducted simulation games against rule-based agents to demonstrate both effectiveness and practicality. All experiments were conducted on actual game replay data acquired from professional players.