School of Computer Science and Applied Mathematics (ETDs)
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Item A fully-decentralised general-sum approach for multi-agent reinforcement learning using minimal modelling(University of the Witwatersrand, Johannesburg, 2023-08) Kruger, Marcel Matthew Anthony; Rosman, Benjamin; James, Steven; Shipton, JarrodMulti-agent reinforcement learning is a prominent area of research in machine learning, extending reinforcement learning to scenarios where multiple agents concurrently learn and interact within the same environment. Most existing methods rely on centralisation during training, while others employ agent modelling. In contrast, we propose a novel method that adapts the role of entropy to assist in fully-decentralised training without explicitly modelling other agents using additional information to which most centralised methods assume access. We augment entropy to encourage more deterministic agents, and instead, we let the non-stationarity inherent in MARL serve as a mode for exploration. We empirically evaluate the performance of our method across five distinct environments, each representing unique challenges. Our assessment encompasses both cooperative and competitive cases. Our findings indicate that the approach of penalising entropy, rather than rewarding it, enables agents to perform at least as well as the prevailing standard of entropy maximisation. Moreover, our alternative approach achieves several of the original objectives of entropy regularisation in reinforcement learning, such as increased sample efficiency and potentially better final rewards. Whilst entropy has a significant role, our results in the competitive case indicate that position bias is still a considerable challenge.Item Procedural Content Generation for video game levels with human advice(University of the Witwatersrand, Johannesburg, 2023-07) Raal, Nicholas Oliver; James, StevenVideo gaming is an extremely popular form of entertainment around the world and new video game releases are constantly being showcased. One issue with the video gaming industry is that game developers require a large amount of time to develop new content. A research field that can help with this is procedural content generation (PCG) which allows for an infinite number of video game levels to be generated based on the parameters provided. Many of the methods found in literature can generate content reliably that adhere to quantifiable characteristics such as playability, solvability and difficulty. These methods do not however, take into account the aesthetics of the level which is the parameter that makes them more reasonable levels for human players. In order to address this issue, we propose a method of incorporating high level human advice into the PCG loop. The method uses pairwise comparisons as a way in which a score can be assigned to a level based on its aesthetics. Using the score along with a feature vector describing each level, an SVR model is trained that will allow for a score to be assigned to unseen video game levels. This predicted score is used as an additional fitness function of a multi objective genetic algorithm (GA) and can be optimised as a standard fitness function would. We test the proposed method on two 2D platformer video games, Maze and Super Mario Bros (SMB), and our results show that the proposed method can successfully be used to generate levels with a bias towards the human preferred aesthetical features, whilst still adhering to standard video game characteristics such as solvability. We further investigate incorporating multiple inputs from a human at different stages of the PCG life cycle and find that it does improve the proposed method, but further testing is still required. The findings of this research is hopefully going to assist in using PCG in the video game space to create levels that are more aesthetically pleasing to a human player.