No Arabic abstract
Deck building is a crucial component in playing Collectible Card Games (CCGs). The goal of deck building is to choose a fixed-sized subset of cards from a large card pool, so that they work well together in-game against specific opponents. Existing methods either lack flexibility to adapt to different opponents or require large computational resources, still making them unsuitable for any real-time or large-scale application. We propose a new deck recommendation system, named Q-DeckRec, which learns a deck search policy during a training phase and uses it to solve deck building problem instances. Our experimental results demonstrate Q-DeckRec requires less computational resources to build winning-effective decks after a training phase compared to several baseline methods.
Multiplayer Online Battle Arena (MOBA) games have received increasing popularity recently. In a match of such games, players compete in two teams of five, each controlling an in-game avatars, known as heroes, selected from a roster of more than 100. The selection of heroes, also known as pick or draft, takes place before the match starts and alternates between the two teams until each player has selected one hero. Heroes are designed with different strengths and weaknesses to promote team cooperation in a game. Intuitively, heroes in a strong team should complement each others strengths and suppressing those of opponents. Hero drafting is therefore a challenging problem due to the complex hero-to-hero relationships to consider. In this paper, we propose a novel hero recommendation system that suggests heroes to add to an existing team while maximizing the teams prospect for victory. To that end, we model the drafting between two teams as a combinatorial game and use Monte Carlo Tree Search (MCTS) for estimating the values of hero combinations. Our empirical evaluation shows that hero teams drafted by our recommendation algorithm have significantly higher win rate against teams constructed by other baseline and state-of-the-art strategies.
In the last decades we have witnessed the success of applications of Artificial Intelligence to playing games. In this work we address the challenging field of games with hidden information and card games in particular. Jass is a very popular card game in Switzerland and is closely connected with Swiss culture. To the best of our knowledge, performances of Artificial Intelligence agents in the game of Jass do not outperform top players yet. Our contribution to the community is two-fold. First, we provide an overview of the current state-of-the-art of Artificial Intelligence methods for card games in general. Second, we discuss their application to the use-case of the Swiss card game Jass. This paper aims to be an entry point for both seasoned researchers and new practitioners who want to join in the Jass challenge.
In this paper, we propose a simple yet effective solution to build practical teacher recommender systems for online one-on-one classes. Our system consists of (1) a pseudo matching score module that provides reliable training labels; (2) a ranking model that scores every candidate teacher; (3) a novelty boosting module that gives additional opportunities to new teachers; and (4) a diversity metric that guardrails the recommended results to reduce the chance of collision. Offline experimental results show that our approach outperforms a wide range of baselines. Furthermore, we show that our approach is able to reduce the number of student-teacher matching attempts from 7.22 to 3.09 in a five-month observation on a third-party online education platform.
Humans are well-versed in reasoning about the behaviors of physical objects when choosing actions to accomplish tasks, while it remains a major challenge for AI. To facilitate research addressing this problem, we propose a new benchmark that requires an agent to reason about physical scenarios and take an action accordingly. Inspired by the physical knowledge acquired in infancy and the capabilities required for robots to operate in real-world environments, we identify 15 essential physical scenarios. For each scenario, we create a wide variety of distinct task templates, and we ensure all the task templates within the same scenario can be solved by using one specific physical rule. By having such a design, we evaluate two distinct levels of generalization, namely the local generalization and the broad generalization. We conduct an extensive evaluation with human players, learning agents with varying input types and architectures, and heuristic agents with different strategies. The benchmark gives a Phy-Q (physical reasoning quotient) score that reflects the physical reasoning ability of the agents. Our evaluation shows that 1) all agents fail to reach human performance, and 2) learning agents, even with good local generalization ability, struggle to learn the underlying physical reasoning rules and fail to generalize broadly. We encourage the development of intelligent agents with broad generalization abilities in physical domains.
With the increased use of AI methods to provide recommendations in the health, specifically in the food dietary recommendation space, there is also an increased need for explainability of those recommendations. Such explanations would benefit users of recommendation systems by empowering them with justifications for following the systems suggestions. We present the Food Explanation Ontology (FEO) that provides a formalism for modeling explanations to users for food-related recommendations. FEO models food recommendations, using concepts from the explanation domain to create responses to user questions about food recommendations they receive from AI systems such as personalized knowledge base question answering systems. FEO uses a modular, extensible structure that lends itself to a variety of explanations while still preserving important semantic details to accurately represent explanations of food recommendations. In order to evaluate this system, we used a set of competency questions derived from explanation types present in literature that are relevant to food recommendations. Our motivation with the use of FEO is to empower users to make decisions about their health, fully equipped with an understanding of the AI recommender systems as they relate to user questions, by providing reasoning behind their recommendations in the form of explanations.