Generative Adversarial Networks (GANs) are a machine learning approach capable of generating novel example outputs across a space of provided training examples. Procedural Content Generation (PCG) of levels for video games could benefit from such models, especially for games where there is a pre-existing corpus of levels to emulate. This paper trains a GAN to generate levels for Super Mario Bros using a level from the Video Game Level Corpus. The approach successfully generates a variety of levels similar to one in the original corpus, but is further improved by application of the Covariance Matrix Adaptation Evolution Strategy (CMA-ES). Specifically, various fitness functions are used to discover levels within the latent space of the GAN that maximize desired properties. Simple static properties are optimized, such as a given distribution of tile types. Additionally, the champion A* agent from the 2009 Mario AI competition is used to assess whether a level is playable, and how many jumping actions are required to beat it. These fitness functions allow for the discovery of levels that exist within the space of examples designed by experts, and also guide the search towards levels that fulfill one or more specified objectives.
The first academic Procedural Content Generation competition was the 2010 Mario AI Championship @cite_0 , in which the participants were required to submit a level generator which implements a provided Java interface and returns a new level within @math seconds. The competition framework was implemented based on https: tinyurl.com yan4ep7g , a public clone of .
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The Level Generation Competition, part of the IEEE Computational Intelligence Society (CIS)-sponsored 2010 Mario AI Championship, was to our knowledge the world's first procedural content generation competition. Competitors participated by submitting level generators - software that generates new levels for a version of Super Mario Bros tailored to individual players' playing style. This paper presents the rules of the competition, the software used, the scoring procedure, the submitted level generators, and the results of the competition. We also discuss what can be learned from this competition, both about organizing procedural content generation competitions and about automatically generating levels for platform games. The paper is coauthored by the organizers of the competition (the first three authors) and the competitors. We give a brief overview of the Mario AI Championship, a series of competitions based on an open source clone of the seminal platform game Super Mario Bros. The competition has four tracks. The gameplay and learning tracks resemble traditional reinforcement learning competitions, the Level generation track focuses on the generation of entertaining game levels, and the Turing Test track focuses on humanlike game-playing behavior. We also outline some lessons learned from the competition and its future. The article is written by the four organizers of the competition. This paper describes the 2009 Mario AI Competition, which was run in association with the IEEE Games Innovation Conference and the IEEE Symposium on Computational Intelligence and Games. The focus of the competition was on developing controllers that could play a version of Super Mario Bros as well as possible. We describe the motivations for holding this competition, the challenges associated with developing artificial intelligence for platform games, the software and API developed for the competition, the competition rules and organization, the submitted controllers and the results. We conclude the paper by discussing what the outcomes of the competition can teach us both about developing platform game AI and about organizing game AI competitions. The first two authors are the organizers of the competition, while the third author is the winner of the competition. Summary: ImgLib2 is an open-source Java library for n-dimensional data representation and manipulation with focus on image processing. It aims at minimizing code duplication by cleanly separating pixel-algebra, data access and data representation in memory. Algorithms can be implemented for classes of pixel types and generic access patterns by which they become independent of the specific dimensionality, pixel type and data representation. ImgLib2 illustrates that an elegant high-level programming interface can be achieved without sacrificing performance. It provides efficient implementations of common data types, storage layouts and algorithms. It is the data model underlying ImageJ2, the KNIME Image Processing toolbox and an increasing number of Fiji-Plugins. Availability: ImgLib2 is licensed under BSD. Documentation and source code are available at http: imglib2.net and in a public repository at https: github.com imagej imglib. Supplementary Information: Supplementary data are available at Bioinformatics Online. Contact: ed.gbc-ipm@dleflaas Summary: We describe multiple methods for accessing and querying the complex and integrated cellular data in the BioCyc family of databases: access through multiple file formats, access through Application Program Interfaces (APIs) for LISP, Perl and Java, and SQL access through the BioWarehouse relational database. Availability: The Pathway Tools software and 20 BioCyc DBs in Tiers 1 and 2 are freely available to academic users; fees apply to some types of commercial use. For download instructions see http: BioCyc.org download.shtml Supplementary information: For more details on programmatic access to BioCyc DBs, see http: bioinformatics.ai.sri.com ptools ptools-resources.html Contact: [email protected] The General Video Game AI (GVGAI) competition and its associated software framework provides a way of benchmarking AI algorithms on a large number of games written in a domain-specific description language. While the competition has seen plenty of interest, it has so far focused on online planning, providing a forward model that allows the use of algorithms such as Monte Carlo Tree Search. In this paper, we describe how we interface GVGAI to the OpenAI Gym environment, a widely used way of connecting agents to reinforcement learning problems. Using this interface, we characterize how widely used implementations of several deep reinforcement learning algorithms fare on a number of GVGAI games. We further analyze the results to provide a first indication of the relative difficulty of these games relative to each other, and relative to those in the Arcade Learning Environment under similar conditions. This paper introduces a three-phase hybrid heuristic for a large-scale energy management and maintenance scheduling problem. The problem is to schedule maintenance periods and refueling amounts for nuclear power plants with a time horizon of up to five years, and handling a number of scenarios for future demand and prices. The goal is to minimize the expected total production cost. The first phase of the heuristic solves a constraint programming model of a simplified version of the problem, the second performs a local search, and the third handles overproduction in a greedy fashion. This work was initiated in the context of the ROADEF EURO Challenge 2010. In the concluding phase of the competition, our team ranked second in the junior category and sixth overall. After correcting a small implementation bug in the program that was submitted for final evaluation, our solver ranks first in the overall results from the competition. To paraphrase means to rewrite content while preserving the original meaning. Paraphrasing is important in fields such as text reuse in journalism, anonymizing work, and improving the quality of customer-written reviews. This article contributes to paraphrase acquisition and focuses on two aspects that are not addressed by current research: (1) acquisition via crowdsourcing, and (2) acquisition of passage-level samples. The challenge of the first aspect is automatic quality assurance; without such a means the crowdsourcing paradigm is not effective, and without crowdsourcing the creation of test corpora is unacceptably expensive for realistic order of magnitudes. The second aspect addresses the deficit that most of the previous work in generating and evaluating paraphrases has been conducted using sentence-level paraphrases or shorter; these short-sample analyses are limited in terms of application to plagiarism detection, for example. We present the Webis Crowd Paraphrase Corpus 2011 (Webis-CPC-11), which recently formed part of the PAN 2010 international plagiarism detection competition. This corpus comprises passage-level paraphrases with 4067 positive samples and 3792 negative samples that failed our criteria, using Amazon's Mechanical Turk for crowdsourcing. In this article, we review the lessons learned at PAN 2010, and explain in detail the method used to construct the corpus. The empirical contributions include machine learning experiments to explore if passage-level paraphrases can be identified in a two-class classification problem using paraphrase similarity features, and we find that a k-nearest-neighbor classifier can correctly distinguish between paraphrased and nonparaphrased samples with 0.980 precision at 0.523 recall. This result implies that just under half of our samples must be discarded (remaining 0.477 fraction), but our cost analysis shows that the automation we introduce results in a 18p financial saving and over 100 hours of time returned to the researchers when repeating a similar corpus design. On the other hand, when building an unrelated corpus requiring, say, 25p training data for the automated component, we show that the financial outcome is cost neutral, while still returning over 70 hours of time to the researchers. The work presented here is the first to join the paraphrasing and plagiarism communities. This paper presents, to our knowledge, the first study on analyzing mathematical expressions to detect academic plagiarism. We make the following contributions. First, we investigate confirmed cases of plagiarism to categorize the similarities of mathematical content commonly found in plagiarized publications. From this investigation, we derive possible feature selection and feature comparison strategies for developing math-based detection approaches and a ground truth for our experiments. Second, we create a test collection by embedding confirmed cases of plagiarism into the NTCIR-11 MathIR Task dataset, which contains approx. 60 million mathematical expressions in 105,120 documents from arXiv.org. Third, we develop a first math-based detection approach by implementing and evaluating different feature comparison approaches using an open source parallel data processing pipeline built using the Apache Flink framework. The best performing approach identifies all but two of our real-world test cases at the top rank and achieves a mean reciprocal rank of 0.86. The results show that mathematical expressions are promising text-independent features to identify academic plagiarism in large collections. To facilitate future research on math-based plagiarism detection, we make our source code and data available. Abstract We have developed a MATLAB-based toolbox, eConnectome (electrophysiological connectome), for mapping and imaging functional connectivity at both the scalp and cortical levels from the electroencephalogram (EEG), as well as from the electrocorticogram (ECoG). Graphical user interfaces were designed for interactive and intuitive use of the toolbox. Major functions of eConnectome include EEG ECoG preprocessing, scalp spatial mapping, cortical source estimation, connectivity analysis, and visualization. Granger causality measures such as directed transfer function and adaptive directed transfer function were implemented to estimate the directional interactions of brain functional networks, over the scalp and cortical sensor spaces. Cortical current density inverse imaging was implemented using a generic realistic geometry brain–head model from scalp EEGs. Granger causality could be further estimated over the cortical source domain from the inversely reconstructed cortical source signals as derived from the scalp EEG. Users may implement other connectivity estimators in the framework of eConnectome for various applications. The toolbox package is open-source and freely available at http: econnectome.umn.edu under the GNU general public license for noncommercial and academic uses. Procedural content generation and design patterns could potentially be combined in several different ways in game design. This paper discusses how to combine the two, using automatic platform game level design as an example. The paper also present work towards a pattern-based level generator for Super Mario Bros. (SMB), which is based on an analysis of the levels of the original SMB game where we found 23 different patterns. In recent years scholars have built maps of science by connecting the academic fields that cite each other, are cited together, or that cite a similar literature. But since scholars cannot always publish in the fields they cite, or that cite them, these science maps are only rough proxies for the potential of a scholar, organization, or country, to enter a new academic field. Here we use a large dataset of scholarly publications disambiguated at the individual level to create a map of science-or research space-where links connect pairs of fields based on the probability that an individual has published in both of them. We find that the research space is a significantly more accurate predictor of the fields that individuals and organizations will enter in the future than citation based science maps. At the country level, however, the research space and citations based science maps are equally accurate. These findings show that data on career trajectories-the set of fields that individuals have previously published in-provide more accurate predictors of future research output for more focalized units-such as individuals or organizations-than citation based science maps. Context: Although useful, AI-based variable strength t-way strategies are lacking in terms of the support for high interaction strength. Additionally, most AI-based strategies generally do not address the support for constraints. Addressing the aforementioned issues, this paper elaborates the design, implementation, and evaluation of a novel variable-strength-based on harmony search algorithm, called Harmony Search Strategy (HSS). Objective: The objective of this work is to investigate the adoption of harmony search algorithm for constructing variable-strength t-way strategy. Method: Implemented in Java, HSS integrates the harmony search algorithm as parts of its search engine. Result: Benchmarking results demonstrate that HSS gives competitive results against most existing AI-based (and pure computational) counterparts. However, unlike other AI-based counterparts, HSS addresses the support for high interaction strength and permits the support for constraints. Conclusion: AI-based t-way strategies tend to outperform the pure computational-based strategies in terms of test size. We consider online algorithms for the generalized caching problem. Here we are given a cache of size @math and pages with arbitrary sizes and fetching costs. Given a request sequence of pages, the goal is to minimize the total cost of fetching the pages into the cache. Our main result is an online algorithm with competitive ratio @math , which gives the first @math competitive algorithm for the problem. We also give improved @math -competitive algorithms for the special cases of the bit model and fault model, improving upon the previous @math guarantees due to Irani [Proceedings of the 29th Annual ACM Symposium on Theory of Computing, 1997, pp. 701-710]. Our algorithms are based on an extension of the online primal-dual framework introduced by Buchbinder and Naor [Math. Oper. Res., 34 (2009), pp. 270-286] and involve two steps. First, we obtain an @math -competitive fractional algorithm based on solving online an LP formulation strengthened with exponentially many knapsack cover constraints. Second, we design a suitable online rounding procedure to convert this online fractional algorithm into a randomized algorithm. Our techniques provide a unified framework for caching algorithms and are substantially simpler than those previously used. We present a novel approach to player modeling based on a convolutional neural net trained on game event logs. We test our approach and a hybrid extension over two distinct games, a clone of Super Mario Bros. and Gwario, a human computation version of Super Mario Bros.: The Lost Levels. We demonstrate high accuracy in predicting a variety of measures of player experience across these two games. Further we present evidence that our technique derives quality design knowledge and demonstrate the ability to build a more general model. We describe the implementation of first-class polymorphic delimited continuations in the programming language Scala. We use Scala's pluggable typing architecture to implement a simple type and effect system, which discriminates expressions with control effects from those without and accurately tracks answer type modification incurred by control effects. To tackle the problem of implementing first-class continuations under the adverse conditions brought upon by the Java VM, we employ a selective CPS transform, which is driven entirely by effect-annotated types and leaves pure code in direct style. Benchmarks indicate that this high-level approach performs competitively. In spite of the amazing results obtained by deep learning in many applications, a real intelligent behavior of an agent acting in a complex environment is likely to require some kind of higher-level symbolic inference. Therefore, there is a clear need for the definition of a general and tight integration between low-level tasks, processing sensorial data that can be effectively elaborated using deep learning techniques, and the logic reasoning that allows humans to take decisions in complex environments. This paper presents LYRICS, a generic interface layer for AI, which is implemented in TersorFlow (TF). LYRICS provides an input language that allows to define arbitrary First Order Logic (FOL) background knowledge. The predicates and functions of the FOL knowledge can be bound to any TF computational graph, and the formulas are converted into a set of real-valued constraints, which participate to the overall optimization problem. This allows to learn the weights of the learners, under the constraints imposed by the prior knowledge. The framework is extremely general as it imposes no restrictions in terms of which models or knowledge can be integrated. In this paper, we show the generality of the approach showing some use cases of the presented language, including generative models, logic reasoning, model checking and supervised learning. The procedural generation of video game levels has existed for at least 30 years, but only recently have machine learning approaches been used to generate levels without specifying the rules for generation. A number of these have looked at platformer levels as a sequence of characters and performed generation using Markov chains. In this paper we examine the use of Long Short-Term Memory recurrent neural networks (LSTMs) for the purpose of generating levels trained from a corpus of Super Mario Brothers levels. We analyze a number of different data representations and how the generated levels fit into the space of human authored Super Mario Brothers levels. This paper presents an objective comparative evaluation of page segmentation and region classification methods for documents with complex layouts. It describes the competition (modus operandi, dataset and evaluation methodology) held in the context of ICDAR2017, presenting the results of the evaluation of seven methods – five submitted, two state-of-the-art systems (commercial and open-source). Three scenarios are reported in this paper, one evaluating the ability of methods to accurately segment regions and two evaluating both segmentation and region classification (one focusing only on text regions). For the first time, nested region content (table cells, chart labels etc.) are evaluated in addition to the top-level page content. Text recognition was a bonus challenge and was not taken up by all participants. The results indicate that an innovative approach has a clear advantage but there is still a considerable need to develop robust methods that deal with layout challenges, especially with the non-textual content. A software system interacts with its environment through interfaces. Improper handling of exceptional returns from system interfaces can cause robustness problems. Robust- ness of software systems are governed by various tempo- ral properties related to interfaces. Static verification has been shown to be effective in checking these temporal prop- erties. But manually specifying these properties is cum- bersome and requires the knowledge of interface specifica- tions, which are often either unavailable or undocumented. In this paper, we propose a novel framework to automati- cally infer system-specific interface specifications from pro- gram source code. We use a model checker to generate traces related to the interfaces. From these model check- ing traces, we infer interface specification details such as return value on success or failure. Based on these inferred specifications, we translate generically specified interface robustness rules to concrete robustness properties verifi- able by static checking. Hence the generic rules can be specified at an abstract level that needs no knowledge of the source code, system, or interfaces. We implement our framework for an existing static analyzer that employs push down model checking and apply the analyzer to the well known POSIX-API system interfaces. We found 28 robust- ness violations in 10 open source packages using our frame- work.