Many real-world applications can be described as large-scale games of imperfect information. This kind of games is particularly harder than the deterministic one as the search space is even more sizeable. In this paper, I want to explore the power of reinforcement learning in such an environment; that is why I take a look at one of the most popular game of such type, no limit Texas Hold’em Poker, yet unsolved, developing multiple agents with different learning paradigms and techniques and then comparing their respective performances. When applied to no-limit Hold’em Poker, deep reinforcement learning agents clearly outperform agents with a more traditional approach. Moreover, if these last agents rival a human beginner level of play, the ones based on reinforcement learning compare to an amateur human player. The main algorithm uses Fictitious Play in combination with ANNs and some handcrafted metrics. We also applied the main algorithm to another game of imperfect information, less complex than Poker, in order to show the scalability of this solution and the increase in performance when put neck in neck with established classical approaches from the reinforcement learning literature.
Classifying hand-written digits and letters has taken a big leap with the introduction of ConvNets. However, on very constrained hardware the time necessary to train such models would be high. Our main contribution is twofold. First, we extensively test an end-toend vanilla neural network (MLP) approach in pure numpy without any pre-processing or feature extraction done beforehand. Second, we show that basic data mining operations can significantly improve the performance of the models in terms of computational time, without sacrificing much accuracy. We illustrate our claims on a simpler variant of the Extended MNIST dataset, called Balanced EMNIST dataset. Our experiments show that, without any data mining, we get increased generalization performance when using more hidden layers and regularization techniques, the best model achieving 84.83% accuracy on a test dataset. Using dimensionality reduction done by PCA we were able to increase that figure to 85.08% with only 10% of the original feature space, reducing the memory size needed by 64%. Finally, adding methods to remove possibly harmful training samples like deviation from the mean helped us to still achieve over 84% test accuracy but with only 32.8% of the original memory size for the training set. This compares favorably to the majority of literature results obtained through similar architectures. Although this approach gets outshined by state-of-the-art models, it does scale to some (AlexNet, VGGNet) trained on 50% of the same dataset.
Imperfect information games describe many practical applications found in the real world as the information space is rarely fully available. This particular set of problems is challenging due to the random factor that makes even adaptive methods fail to correctly model the problem and find the best solution. Neural Fictitious Self Play (NFSP) is a powerful algorithm for learning approximate Nash equilibrium of imperfect information games from self-play. However, it uses only crude data as input and its most successful experiment was on the in-limit version of Texas Hold’em Poker. In this paper, we develop a new variant of NFSP that combines the established fictitious self-play with neural gradient play in an attempt to improve the performance on large-scale zero-sum imperfect information games and to solve the more complex no-limit version of Texas Hold’em Poker using powerful handcrafted metrics and heuristics alongside crude, raw data. When applied to no-limit Hold’em Poker, the agents trained through self-play outperformed the ones that used fictitious play with a normal-form single-step approach to the game. Moreover, we showed that our algorithm converges close to a Nash equilibrium within the limited training process of our agents with very limited hardware. Finally, our best self-play-based agent learnt a strategy that rivals expert human level.
Neural Networks have become a powerful tool in computer vision because of the recent breakthroughs in computation time and model architecture. Very deep models allow for better deciphering of the hidden patterns in the data; however, training them successfully is not a trivial problem, because of the notorious vanishing/exploding gradient problem. We illustrate this problem on VGG models, with 8 and 38 hidden layers, on the CIFAR100 image dataset, where we visualize how the gradients evolve during training. We explore known solutions to this problem like Batch Normalization (BatchNorm) or Residual Networks (ResNets), explaining the theory behind them. Our experiments show that the deeper model suffers from the vanishing gradient problem, but BatchNorm and ResNets do solve it. The employed solutions slighly improve the performance of shallower models as well, yet, the fixed deeper models outperform them.
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