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Advances in Intelligent Systems and Computing 868 Kohei Arai Supriya Kapoor Rahul Bhatia Editors Intelligent Systems and Applications Proceedings of the 2018 Intelligent Systems Conference (IntelliSys) Volume 1

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  • Advances in Intelligent Systems and Computing 868

    Kohei AraiSupriya KapoorRahul Bhatia Editors

    Intelligent Systems and ApplicationsProceedings of the 2018 Intelligent Systems Conference (IntelliSys) Volume 1

  • Advances in Intelligent Systems and Computing

    Volume 868

    Series editor

    Janusz Kacprzyk, Polish Academy of Sciences, Warsaw, Polande-mail: [email protected]

  • The series “Advances in Intelligent Systems and Computing” contains publications on theory,applications, and design methods of Intelligent Systems and Intelligent Computing. Virtually alldisciplines such as engineering, natural sciences, computer and information science, ICT, economics,business, e-commerce, environment, healthcare, life science are covered. The list of topics spans all theareas of modern intelligent systems and computing such as: computational intelligence, soft computingincluding neural networks, fuzzy systems, evolutionary computing and the fusion of these paradigms,social intelligence, ambient intelligence, computational neuroscience, artificial life, virtual worlds andsociety, cognitive science and systems, Perception and Vision, DNA and immune based systems,self-organizing and adaptive systems, e-Learning and teaching, human-centered and human-centriccomputing, recommender systems, intelligent control, robotics and mechatronics includinghuman-machine teaming, knowledge-based paradigms, learning paradigms, machine ethics, intelligentdata analysis, knowledge management, intelligent agents, intelligent decision making and support,intelligent network security, trustmanagement, interactive entertainment,Web intelligence andmultimedia.

    The publications within “Advances in Intelligent Systems and Computing” are primarily proceedingsof important conferences, symposia and congresses. They cover significant recent developments in thefield, both of a foundational and applicable character. An important characteristic feature of the series isthe short publication time and world-wide distribution. This permits a rapid and broad dissemination ofresearch results.

    Advisory Board

    Chairman

    Nikhil R. Pal, Indian Statistical Institute, Kolkata, Indiae-mail: [email protected]

    Members

    Rafael Bello Perez, Universidad Central “Marta Abreu” de Las Villas, Santa Clara, Cubae-mail: [email protected]

    Emilio S. Corchado, University of Salamanca, Salamanca, Spaine-mail: [email protected]

    Hani Hagras, University of Essex, Colchester, UKe-mail: [email protected]

    László T. Kóczy, Széchenyi István University, Győr, Hungarye-mail: [email protected]

    Vladik Kreinovich, University of Texas at El Paso, El Paso, USAe-mail: [email protected]

    Chin-Teng Lin, National Chiao Tung University, Hsinchu, Taiwane-mail: [email protected]

    Jie Lu, University of Technology, Sydney, Australiae-mail: [email protected]

    Patricia Melin, Tijuana Institute of Technology, Tijuana, Mexicoe-mail: [email protected]

    Nadia Nedjah, State University of Rio de Janeiro, Rio de Janeiro, Brazile-mail: [email protected]

    Ngoc Thanh Nguyen, Wroclaw University of Technology, Wroclaw, Polande-mail: [email protected]

    Jun Wang, The Chinese University of Hong Kong, Shatin, Hong Konge-mail: [email protected]

    More information about this series at http://www.springer.com/series/11156

    http://www.springer.com/series/11156

  • Kohei Arai • Supriya KapoorRahul BhatiaEditors

    Intelligent Systemsand ApplicationsProceedings of the 2018 Intelligent SystemsConference (IntelliSys) Volume 1

    123

  • EditorsKohei AraiFaculty of Science and EngineeringSaga UniversitySaga, Japan

    Supriya KapoorThe Science and Information(SAI) OrganizationBradford, UK

    Rahul BhatiaThe Science and Information(SAI) OrganizationBradford, UK

    ISSN 2194-5357 ISSN 2194-5365 (electronic)Advances in Intelligent Systems and ComputingISBN 978-3-030-01053-9 ISBN 978-3-030-01054-6 (eBook)https://doi.org/10.1007/978-3-030-01054-6

    Library of Congress Control Number: 2018955283

    © Springer Nature Switzerland AG 2019This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or partof the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations,recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmissionor information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilarmethodology now known or hereafter developed.The use of general descriptive names, registered names, trademarks, service marks, etc. in thispublication does not imply, even in the absence of a specific statement, that such names are exempt fromthe relevant protective laws and regulations and therefore free for general use.The publisher, the authors and the editors are safe to assume that the advice and information in thisbook are believed to be true and accurate at the date of publication. Neither the publisher nor theauthors or the editors give a warranty, express or implied, with respect to the material contained herein orfor any errors or omissions that may have been made. The publisher remains neutral with regard tojurisdictional claims in published maps and institutional affiliations.

    This Springer imprint is published by the registered company Springer Nature Switzerland AGThe registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland

  • Editor’s Preface

    Welcome to the Intelligent Systems Conference (IntelliSys) 2018 which is held onSeptember 6–7, 2018, in London, UK.

    The technology nowadays has reached the point where intelligent systems arereplacing human intelligence in aiding in the solution of very complex problems aswell as in decision-making processes. In many cases, intelligent systems havealready outperformed human activities. Several directions took place in this field ofcomputational intelligence. Massive access and use of intelligent systems ineveryday applications have created the need for such an international conferencewhich serves as a venue to report on up-to-the-minute innovations anddevelopments.

    IntelliSys 2018 provided a setting for discussing a wide variety of topicsincluding deep learning, neural networks, image/video processing, intelligenttransportation, artificial intelligence, robotics, data mining, smart health care, nat-ural language processing, ambient intelligence, machine vision, and the Internet ofthings. This two-day conference program covers four keynote talks, contributedpapers, special sessions, poster presentations, workshops, and tutorials on theoryand practice, technologies, and systems.

    IntelliSys 2018 has attracted 568 submissions from 50+ countries. After thedouble-blind review process, we finally selected 194 full papers including 13 posterpapers to publish. The conference, IntelliSys 2018, has a wide range of featuredtalks including keynotes which provide visions and insights into future researchdirections and trends.

    We would like to express our deep appreciation to the support of many people:authors, presenters, participants, keynote speakers, session chairs, volunteers, pro-gram committee members, steering committee members, and people in other var-ious roles. We would also like to express our sincere gratitude to all their valuablesuggestions, advice, dedicated commitment, and hard work.

    v

  • We are looking forward to our upcoming Intelligent Systems Conference thatwill be held on 2019 at the same location. We hope that it will be as interesting andenjoyable as it has been in all of its three predecessors.

    Hope you find IntelliSys 2018 in London both enjoyable and valuableexperience!

    Kind Regards,

    Kohei AraiConference Chair

    vi Editor’s Preface

  • Contents

    ViZDoom: DRQN with Prioritized Experience Replay,Double-Q Learning and Snapshot Ensembling . . . . . . . . . . . . . . . . . . . . 1Christopher Schulze and Marcus Schulze

    Ship Classification from SAR Images Based on Deep Learning . . . . . . . 18Shintaro Hashimoto, Yohei Sugimoto, Ko Hamamoto, and Naoki Ishihama

    HIMALIA: Recovering Compiler Optimization Levelsfrom Binaries by Deep Learning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35Yu Chen, Zhiqiang Shi, Hong Li, Weiwei Zhao, Yiliang Liu,and Yuansong Qiao

    Architecture of Management Game for Reinforced Deep Learning . . . . 48Marko Kesti

    The Cognitive Packet Network with QoS and CybersecurityDeep Learning Clusters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62Will Serrano

    Convolution Neural Network Application for Road Asset Detectionand Classification in LiDAR Point Cloud . . . . . . . . . . . . . . . . . . . . . . . . 86George E. Sakr, Lara Eido, and Charles Maarawi

    PerceptionNet: A Deep Convolutional Neural Networkfor Late Sensor Fusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101Panagiotis Kasnesis, Charalampos Z. Patrikakis, and Iakovos S. Venieris

    Reinforcement Learning for Fair Dynamic Pricing . . . . . . . . . . . . . . . . 120Roberto Maestre, Juan Duque, Alberto Rubio, and Juan Arevalo

    A Classification-Regression Deep Learning Modelfor People Counting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136Bolei Xu, Wenbin Zou, Jonathan Garibaldi, and Guoping Qiu

    vii

  • The Impact of Replacing Complex Hand-Crafted Features withStandard Features for Melanoma Classification Using BothHand-Crafted and Deep Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150Binu Melit Devassy, Sule Yildirim-Yayilgan, and Jon Yngve Hardeberg

    Deep Learning in Classifying Depth of Anesthesia (DoA) . . . . . . . . . . . 160Mohamed H. AlMeer and Maysam F. Abbod

    Content Based Video Retrieval Using Convolutional Neural Network . . . 170Saeed Iqbal, Adnan N Qureshi, and Awais M. Lodhi

    Proposal and Evaluation of an Indirect Reward Assignment Methodfor Reinforcement Learning by Profit Sharing Method . . . . . . . . . . . . . 187Kazuteru Miyazaki, Naoki Kodama, and Hiroaki Kobayashi

    Eye-Tracking to Enhance Usability: A Race Game . . . . . . . . . . . . . . . . 201A. Ezgi İlhan

    A Survey of Customer Review Helpfulness Prediction Techniques . . . . . 215Madeha Arif, Usman Qamar, Farhan Hassan Khan, and Saba Bashir

    Automatized Approach to Assessment of Degree of DelaminationAround a Scribe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227Petr Dolezel, Pavel Rozsival, Veronika Rozsivalova, and Jiri Tvrdik

    Face Detection and Recognition for Automatic Attendance System . . . . 237Onur Sanli and Bahar Ilgen

    Fine Localization of Complex Components for Bin Picking . . . . . . . . . . 246Jiri Tvrdik and Petr Dolezel

    Intrusion Detection in Computer Networks Based on KNN,K-Means++ and J48 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256Mauricio Mendes Faria and Ana Maria Monteiro

    Cooperating with Avatars Through Gesture, Language and Action . . . . 272Pradyumna Narayana, Nikhil Krishnaswamy, Isaac Wang, Rahul Bangar,Dhruva Patil, Gururaj Mulay, Kyeongmin Rim, Ross Beveridge,Jaime Ruiz, James Pustejovsky, and Bruce Draper

    A Safer YouTube Kids: An Extra Layer of Content FilteringUsing Automated Multimodal Analysis . . . . . . . . . . . . . . . . . . . . . . . . . 294Sharifa Alghowinem

    Designing an Augmented Reality Multimodal Interfacefor 6DOF Manipulation Techniques . . . . . . . . . . . . . . . . . . . . . . . . . . . . 309Ajune Wanis Ismail, Mark Billinghurst, Mohd Shahrizal Sunar,and Cik Suhaimi Yusof

    viii Contents

  • InstaSent: A Novel Framework for Sentiment Analysis Basedon Instagram Selfies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323Rabia Noureen, Usman Qamar, Farhan Hassan Khan, and Iqra Muhammad

    Segmentation of Heart Sound by Clustering Using Spectraland Temporal Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 337Shah Khalid, Ali Hassan, Sana Ullah, and Farhan Riaz

    Evaluation of Classifiers for Emotion Detection While PerformingPhysical and Visual Tasks: Tower of Hanoi and IAPS . . . . . . . . . . . . . 347Shahnawaz Qureshi, Johan Hagelbäck, Syed Muhammad Zeeshan Iqbal,Hamad Javaid, and Craig A. Lindley

    Investigating Input Protocols, Image Analysis, and Machine LearningMethods for an Intelligent Identification System of FusariumOxysporum Sp. in Soil Samples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 364Andrei D. Coronel, Maria Regina E. Estuar, and Marlene M. De Leon

    Intelligent System Design for Massive Collection and Recognitionof Faces in Integrated Control Centres . . . . . . . . . . . . . . . . . . . . . . . . . 382Tae Woo Kim, Hyung Heon Kim, Pyeong Kang Kim, and Yu Na Lee

    Wheat Plots Segmentation for Experimental Agricultural Fieldfrom Visible and Multispectral UAV Imaging . . . . . . . . . . . . . . . . . . . . 388Adriane Parraga, Dionisio Doering, Joao Gustavo Atkinson,Thiago Bertani, Clodis de Oliveira Andrades Filho,Mirayr Raul Quadros de Souza, Raphael Ruschel,and Altamiro Amadeu Susin

    Evaluation of Image Spatial Resolution for Machine LearningMapping of Wildland Fire Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 400Dale Hamilton, Nicholas Hamilton, and Barry Myers

    Region-Based Poisson Blending for Image Repairing . . . . . . . . . . . . . . . 416Wei-Cheng Chen and Wen-Jiin Tsai

    Modified Radial Basis Function and Orthogonal Bipolar Vectorfor Better Performance of Pattern Recognition . . . . . . . . . . . . . . . . . . . 431Camila da Cruz Santos, Keiji Yamanaka, José Ricardo Gonçalves Manzan,and Igor Santos Peretta

    Fuzzy Logic and Log-Sigmoid Function Based Vision Enhancementof Hazy Images . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 447Sriparna Banerjee, Sheli Sinha Chaudhuri, and Sangita Roy

    Video Detection for Dynamic Fire Texture by Using MotionPattern Recognition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 463Kanoksak Wattanachote, Yongyi Gong, Wenyin Liu, and Yong Wang

    Contents ix

  • A Gaussian-Median Filter for Moving Objects SegmentationApplied for Static Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 478Belmar García García, Francisco J. Gallegos Funes,and Alberto Jorge Rosales Silva

    Straight Boundary Detection Algorithm Based on Orientation Filter . . . 494Yanhua Ma, Chengbao Cui, and Yong Wang

    Using Motion Detection and Facial Recognition to Secure Placesof High Security: A Case Study at Banking Vaults of Ghana . . . . . . . . 504Emmanuel Effah, Salah Kabanda, and Edward Owusu-Adjei

    Kinect-Based Frontal View Gait Recognition Using SupportVector Machine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 521Rohilah Sahak, Nooritawati Md Tahir, Ihsan Yassin,and Fadhlan Hafiz Helmi Kamaru Zaman

    Curve Evolution Based on Edge Following Algorithm for MedicalImage Segmentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 529Sana Ullah, Shah Khalid, Farhan Hussain, Ali Hassan, and Farhan Riaz

    Enhancing Translation from English to Arabic Using Two-PhaseDecoder Translation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 539Ayah ElMaghraby and Ahmed Rafea

    On Character vs Word Embeddings as Input for EnglishSentence Classification . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 550James Hammerton, Mercè Vintró, Stelios Kapetanakis, and Michele Sama

    Performance Comparison of Popular Text Vectorising Models onMulti-class Email Classification . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 567Ritwik Kulkarni, Mercè Vintró, Stelios Kapetanakis, and Michele Sama

    Fuzzy Based Sentiment Classification in the Arabic Language . . . . . . . . 579Mariam Biltawi, Wael Etaiwi, Sara Tedmori, and Adnan Shaout

    Arabic Tag Sets: Review . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 592Marwah Alian and Arafat Awajan

    Information Gain Based Term Weighting Method for Multi-labelText Classification Task . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 607Ahmad Mazyad, Fabien Teytaud, and Cyril Fonlupt

    Understanding Neural Network Decisions by Creating EquivalentSymbolic AI Models . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 616Sebastian Seidel, Sonja Schimmler, and Uwe M. Borghoff

    A High Performance Classifier by Dimensional Tree BasedDual-kNN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 638Swe Swe Aung, Nagayama Itaru, and Tamaki Shiro

    x Contents

  • High-Speed 2D Parallel MAC Unit Hardware Acceleratorfor Convolutional Neural Network . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 655Hossam O. Ahmed, Maged Ghoneima, and Mohamed Dessouky

    Excessive, Selective and Collective Information Processingto Improve and Interpret Multi-layered Neural Networks . . . . . . . . . . . 664Ryotaro Kamimura and Haruhiko Takeuchi

    A Neural Architecture for Multi-label Text Classification . . . . . . . . . . . 676Sam Coope, Yoram Bachrach, Andrej Žukov-Gregorič, José Rodriguez,Bogdan Maksak, Conan McMurtie, and Mahyar Bordbar

    A Neuro Fuzzy Approach for Predicting Delirium . . . . . . . . . . . . . . . . . 692Frank Iwebuke Amadin and Moses Eromosele Bello

    The Random Neural Network and Web Search: Survey Paper . . . . . . . 700Will Serrano

    Avoiding to Face the Challenges of Visual Place Recognition . . . . . . . . . 738Ehsan Mihankhah and Danwei Wang

    A Semantic Representation of Sensor Data to Promote Proactivityin Home Assistive Robotics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 750Amedeo Cesta, Gabriella Cortellessa, Andrea Orlandini,Alessandra Sorrentino, and Alessandro Umbrico

    Learning by Demonstration with Baxter Humanoid . . . . . . . . . . . . . . . . 770Othman Al-Abdulqader and Vishwanthan Mohan

    Selective Stiffening Mechanism for Surgical-Assist SoftRobotic Applications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 791Sunita Chauhan, Mathew Guerra, and Ranjaka De Mel

    View-Invariant Robot Adaptation to Human Action Timing . . . . . . . . . 804Nicoletta Noceti, Francesca Odone, Francesco Rea, Alessandra Sciutti,and Giulio Sandini

    A Rule-Based Expert System to Decide on Direction and Speedof a Powered Wheelchair . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 822David A. Sanders, Alexander Gegov, Malik Haddad, Favour Ikwan,David Wiltshire, and Yong Chai Tan

    Our New Handshake with the Robot . . . . . . . . . . . . . . . . . . . . . . . . . . . 839Marcin Remarczyk, Prashant Narayanan, Sasha Mitrovic,and Melani Black

    Simulation of an Artificial Hearing Module for an Assistive Robot . . . . 852Marcio L. L. Oliveira, Jes J. F. Cerqueira, and Eduardo F. Simas Filho

    Contents xi

  • Dynamic Walking Experiments for Humanoid Robot . . . . . . . . . . . . . . 866Arbnor Pajaziti, Xhevahir Bajrami, Ahmet Shala, and Ramë Likaj

    A Method to Produce Minimal Real Time Geometric Representationsof Moving Obstacles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 881David Sanders, Qian Wang, Nils Bausch, Ya Huang, Sergey Khaustov,and Ivan Popov

    Application of Deep Learning Technique in UAV’s Searchand Rescue Operations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 893Kyaw Min Naing, Ahmad Zakeri, Oliver Iliev, and Navya Venkateshaiah

    Analysis of the Use of a NAO Robot to Improve Social Skillsin Children with ASD in Saudi Arabia . . . . . . . . . . . . . . . . . . . . . . . . . 902Eman Alarfaj, Hissah Alabdullatif, Huda Alabdullatif, Ghazal Albakri,and Nor Shahriza Abdul Karim

    Supervisory Control of a Multirotor Drone Using On-LineSequential Extreme Learning Machine . . . . . . . . . . . . . . . . . . . . . . . . . . 914Oualid Doukhi, Abdur Razzaq Fayjie, and Deok-Jin Lee

    Development of a Haptic Telemanipulator System Basedon MR Brakes and Estimated Torques of AC Servo Motors . . . . . . . . . 925Ngoc Diep Nguyen, Sy Dzung Nguyen, Ngoc Tuyen Nguyen,and Quoc Hung Nguyen

    Proximity Full-Text Search with a Response Time Guaranteeby Means of Additional Indexes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 936Alexander B. Veretennikov

    Application of Density Clustering Algorithm Based on SNNin the Topic Analysis of Microblogging Text: A Case of Smog . . . . . . . 955Yonghe Lu and Jiayi Luo

    Public Opinion Analysis of Emergency on Weibo Basedon Improved CSIM: The Case of Tianjin Port Explosion . . . . . . . . . . . 973Yonghe Lu, Xiaohua Liu, and Hou Zhu

    Subject Analysis of the Microblog About US Presidential ElectionBased on LDA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 998Yonghe Lu and Yawen Zheng

    An Analysis on the Micro-Blog Topic “The Shared Bicycle” Basedon K-Means Algorithm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1009Yonghe Lu and Yuanyuan Zhai

    Enhancement of the K-Means Algorithm for Mixed Datain Big Data Platforms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1025Oded Koren, Carina Antonia Hallin, Nir Perel, and Dror Bendet

    xii Contents

  • An Exploratory Study of the Inputs for Ensemble ClusteringTechnique as a Subset Selection Problem . . . . . . . . . . . . . . . . . . . . . . . . 1041Samy Ayed, Mahir Arzoky, Stephen Swift, Steve Counsell,and Allan Tucker

    Challenges in Developing Prediction Models for Multi-modalHigh-Throughput Biomedical Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1056Abeer Alzubaidi

    Selecting Accurate Classifier Models for a MERS-CoV Dataset . . . . . . . 1070Afnan AlMoammar, Lubna AlHenaki, and Heba Kurdi

    Big Data Fusion Model for Heterogeneous Financial MarketData (FinDf) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1085Lewis Evans, Majdi Owda, Keeley Crockett, and Ana Fernández Vilas

    A Comparative Study of HMMs and LSTMs on ActionClassification with Limited Training Data . . . . . . . . . . . . . . . . . . . . . . . 1102Elit Cenk Alp and Hacer Yalim Keles

    Tag Genome Aware Collaborative Filtering Based on ItemClustering for Recommendations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1116Zhipeng Gao, Bo Li, Kun Niu, and Yang Yang

    First-Half Index Base for Querying Data Cube . . . . . . . . . . . . . . . . . . . 1129Viet Phan-Luong

    Analyzing the Accuracy of Historical Average for UrbanTraffic Forecasting Using Google Maps . . . . . . . . . . . . . . . . . . . . . . . . . 1145Hajar Rezzouqi, Ihsane Gryech, Nada Sbihi, Mounir Ghogho,and Houda Benbrahim

    Intelligent Transportation System in Smart Cities (ITSSC) . . . . . . . . . . 1157Sondos Dahbour, Raghad Qutteneh, Yara Al-Shafie, Iyad Tumar,Yousef Hassouneh, and Abdellatif Abu Issa

    Learning to Drive With and Without Intelligent ComputerSystems and Sensors to Assist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1171David Adrian Sanders, Giles Eric Tewkesbury, Hassan Parchizadeh,Josh Robertson, Peter Osagie Omoarebun, and Manish Malik

    Sharing Driving Between a Vehicle Driver and a Sensor SystemUsing Trust-Factors to Set Control Gains . . . . . . . . . . . . . . . . . . . . . . . 1182David A. Sanders, Alexander Gegov, Giles Eric Tewkesbury,and Rinat Khusainov

    The Impact of Road Intersection Topology on Traffic Congestionin Urban Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1196Marwan Salim Mahmood Al-Dabbagh, Ali Al-Sherbaz, and Scott Turner

    Contents xiii

  • Forecasting Air Traveling Demand for Saudi Arabia’s LowCost Carriers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1208Eman Alarfaj and Sharifa AlGhowinem

    Artificial Morality Based on Particle Filter . . . . . . . . . . . . . . . . . . . . . . 1221Federico Grasso Toro and Damian Eduardo Diaz Fuentes

    Addressing the Problem of Activity Recognition with ExperienceSampling and Weak Learning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1238William Duffy, Kevin Curran, Daniel Kelly, and Tom Lunney

    Public Key and Digital Signature for Blockchain Technology . . . . . . . . 1251Elena Zavalishina, Sergey Krendelev, Egor Volkov, Dmitry Permiashkin,and Dmitry Gridin

    Heterogeneous Semi-structured Objects Analysis . . . . . . . . . . . . . . . . . . 1259M. Poltavtseva and P. Zegzhda

    An Approach to Energy-Efficient Street Lighting Controlon the Basis of an Adaptive Model . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1271Dmitry A. Shnayder, Aleksandra A. Filimonova, and Lev S. Kazarinov

    New Field Operational Tests Sampling Strategy Basedon Metropolis-Hastings Algorithm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1285Nacer Eddine Chelbi, Denis Gingras, and Claude Sauvageau

    Learning to Make Intelligent Decisions Using an Expert Systemfor the Intelligent Selection of Either PROMETHEE IIor the Analytical Hierarchy Process . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1303Malik Haddad, David Sanders, Nils Bausch, Giles Tewkesbury,Alexander Gegov, and Mohamed Hassan

    Guess My Power: A Computational Model to Simulate a Partner’sBehavior in the Context of Collaborative Negotiation . . . . . . . . . . . . . . 1317Lydia Ould Ouali, Nicolas Sabouret, and Charles Rich

    Load Balancing of 3-Phase LV Network Using GA, ACOand ACO/GA Optimization Techniques . . . . . . . . . . . . . . . . . . . . . . . . . 1338Rehab H. Abdelwahab, Mohamed El-Habrouk, Tamer H. Abdelhamid,and Samir Deghedie

    UXAmI Observer: An Automated User Experience EvaluationTool for Ambient Intelligence Environments . . . . . . . . . . . . . . . . . . . . . 1350Stavroula Ntoa, George Margetis, Margherita Antona,and Constantine Stephanidis

    xiv Contents

  • Research on the Degradation of Indian Regional NavigationSatellite System Based on STK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1371Shaochi Cheng, Yuan Gao, Xiangyang Li, and Su Hu

    The Application of a Semantic-Based Process Mining Frameworkon a Learning Process Domain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1381Kingsley Okoye, Syed Islam, Usman Naeem, Mhd Saeed Sharif,Muhammad Awais Azam, and Amin Karami

    Improved Multi-hop Localization Algorithm with Network Division . . . 1404Wei Zhao, Shoubao Su, ZiNan Chang, BingHua Cheng, and Fei Shao

    Author Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1423

    Contents xv

  • ViZDoom: DRQN with PrioritizedExperience Replay, Double-Q Learning

    and Snapshot Ensembling

    Christopher Schulze(B) and Marcus Schulze

    Austin, USA

    [email protected], [email protected]

    Abstract. ViZDoom is a robust, first-person shooter reinforcementlearning environment, characterized by a significant degree of latent stateinformation. In this paper, double-Q learning and prioritized experiencereplay methods are tested under a certain ViZDoom combat scenariousing a competitive deep recurrent Q-network (DRQN) architecture.In addition, an ensembling technique known as snapshot ensembling isemployed using a specific annealed learning rate to observe differencesin ensembling efficacy under these two methods. Annealed learning ratesare important in general to the training of deep neural network models,as they shake up the status-quo and counter a model’s tending towardslocal optima. While both variants show performance exceeding those ofbuilt-in AI agents of the game, the known stabilizing effects of double-Q learning are illustrated, and priority experience replay is again vali-dated in its usefulness by showing immediate results early on in agentdevelopment, with the caveat that value overestimation is accelerated inthis case. In addition, some unique behaviors are observed to developfor priority experience replay (PER) and double-Q (DDQ) variants, andsnapshot ensembling of both PER and DDQ proves a valuable methodfor improving performance of the ViZDoom Marine.

    Keywords: Reinforcement learning · Priority experience replayDouble-q learning · Deep learning · Recurrent neural networksSnapshot ensembling

    1 Introduction

    Increasingly, deep reinforcement learning (DRL) is the topic of great discussionin the artificial intelligence community. For reinforcement learning (RL) experts,RL has always shown great promise as a robust construct for solving task orientedproblems. Recently, the DRL variant has gained significant public attention. Butto be clear, much remains to be done at large in the field concerning high state-action dimensional problems that approximate well some real world problems

    This work was not supported by any organization.

    c© Springer Nature Switzerland AG 2019K. Arai et al. (Eds.): IntelliSys 2018, AISC 868, pp. 1–17, 2019.https://doi.org/10.1007/978-3-030-01054-6_1

    http://crossmark.crossref.org/dialog/?doi=10.1007/978-3-030-01054-6_1&domain=pdf

  • 2 C. Schulze and M. Schulze

    of interest. From board games like Go in recent engagements with agents fromDeep Mind to very high state-action dimensional games like those from the realtime strategy (RTS) and first person shooter (FPS) video game genres, DRLhas established itself, presently, as a prime construct for solving highly complexproblems without direct supervision for most, if not all, of its training.

    Given the success, much work has been done recently to improve upon mod-els of DRL, including that of the Deep Q-Network (DQN). Priority experiencereplay (PER) and Double-Q learning (DDQ) are two such methods that can beused to improve a DQN agent’s rate of improvement or degree of learning stabil-ity, respectively, during training. However, to the authors knowledge, these twomethods have yet to be tested under the ViZDoom [8] environment - a settingcharacterized by a higher degree of latent information relative to Atari and otherpopular RL environments - in the context of a specific, effective deep recurrentlearning architecture. Replicating the DRQN structure in the paper from Lampleet al. [5], the authors in this paper test the benefits offered by PER and DDQmethods under an efficient ensembling method (Fig. 1).

    Fig. 1. Defend the center scenario: melee enemies converge towards the center.

    2 Deep Reinforcement Learning Overview

    2.1 Reinforcement Learning, Q-Learning, and Deep Q-Networks

    The field of reinforcement learning frames a learning problems using two sepa-rate entities: an agent and an environment. As Sutton discusses [10], it is use-ful to conceptualize this framework as follows: an agent is defined as an actor

  • ViZDoom: DRQN with Prioritized Experience Replay 3

    attempting to learn a given task. The agent is delineated from the environmentby defining its characteristics and action set as items encompassed by its realmof influence and under its complete control; all other aspect of the learning prob-lem are then attributed to the environment. Generally, the environment can bedescribed as the setting in which the learning problem takes place. The agentreceives its current state st from the environment, and it proceeds to interactand affect the environment through action at, which is derived from a policy πt.The environment takes in action at and updates the current state of the agentto st+1 along with sending a reward signal rt to the agent, indicating the valueof st to st+1 transition via action at. Given the RL framework, we can definediscounted rewards at time i = 0 as:

    R =T∑

    i=0

    γiri, (1)

    where γ ∈ [0,1). Rewards are discounted to simulate the concept of delayedrewards to the agent, the importance of the discounted being directed by thevalue of γ. γ values close to 0 indicate immediate rewards are more important;whereas γ values close to 1 indicate to the agent that longer of sequences ofactions are important to consider to achieve high rewards. The goal of the agentis to maximize its rewards as seen by the environment over the course of a singleexperience or series of experiences (i.e. games) by developing a policy. This policydictates what action an agent performs given its current state.

    To obtain an approximation of optimal values corresponding to state-actionpairs, the temporal difference method [11] Q-learning, first developed by Watkins[3] in 1989, can be used. The Q-function for a given state-action pair with policyπ is as follows:

    Qπ(s, a) = E[Ri|si = s, ai = a] (2)

    The task is then to find the optimal policy, giving:

    Q∗(s, a) = maxπ(Qπ) = maxπ(E[Ri|si = s, ai = a]) (3)

    Thus, Bellman optimality is then satisfied by the optimal Q-function, as theabove can be rewritten as:

    Q∗(s, a) = maxπ(Qπ) = E[r + γ ∗ maxa′(Q∗(s′, a′))|s, a] (4)

    For most problems - with large state-action spaces - direct, recursive meth-ods, including dynamic programming methods, are impractical. Rather, the opti-mal Q-function is approximated by a parametrized method. In particular, deeplearning architectures have proven very successful at approximating the optimalvalue of high-dimensional target spaces. Let Qw be defined as a Q-function withparameters w. For updates to the Qw function, the loss can be defined as:

    Lt(wt) = Es,a,r,s′ [lt(yt − Qw(s, a))], (5)

  • 4 C. Schulze and M. Schulze

    where lt is any reasonable transformation of the temporal difference error fortraining deep neural networks, including L1 (proportional to mean absolute valueerror) and L2 (proportional to mean squared error) losses, among others, and

    yt = r + γ ∗ maxa(Qw(s′, a))

    Given successes with stochastic gradient descent updates, we can instead losethe expectation and give stochastic updates to Qw using the following as lossfor backpropagation:

    Lt(wt) = lt(yt − Qw(s, a)) (6)

    To gain experiences in the environment, �-greedy training can be used,wherein the agent randomly acts at with probability � or choses what it deemsits best action with probability 1 − �. Using this strategy, � is decayed over thecourse of training, usually starting with a value of 1 and having a minimumvalue of 0.1.

    To stabilize Q-values during learning, a replay memory is used to remembers, a, r, s′ experiences as the agent interacts with the environment; the agent thenlearns by sampling from this replay memory uniformly after a set number ofgames played and fitting against the selected experiences. The replay memoryalong with a target Q-function were introduced to counter the algorithms strongaffinity to local optima given these greedy updates.

    Enter the modern framework for Deep Q-Networks in full. Deep Q-Networks(DQNs) are a parametrized, model-free, off-policy method; specifically, it uses Q-learning for value estimation. Two deep neural network architectures are used tolearn the Q-values for each experience sampled from replay memory. An onlinenetwork Qw learns in a greedy fashion, and the target network Q̃w acts as atether point to reduce the likelihood of the online network from falling into alocal optima due to its greedy updates.

    Let Q(s, a) be defined as the online network, and Q̃(s, a) be defined as thetarget network. During training using replay memory after a number of gameshave been played, the online network is updated using the following target:

    Qtarget(s, a) = r + γmaxa(Q̃(s′, a)) (7)

    2.2 Deep Recurrent Q-Networks

    A variant of DQN, deep recurrent Q-Networks (DRQNs) have shown exceptionalperformance in a variety of RL problems. In environments characterized by sig-nificant latent information, recurrency offers a way to fill in the gaps of missingknowledge for a given state [7]. The RL environment of ViZDoom is no excep-tion; as a first person shooter, the agent is bound by a first-person, 90-degreesview of objects in front of it. There is no radar - a HUD display of enemiesaround the player in a 360◦ arc is present in many other FPS games - or otherindicators of what could be in the other 270◦.

  • ViZDoom: DRQN with Prioritized Experience Replay 5

    As such, rather than receiving states st as in the RL framework, it is moreaptly put that the agent in ViZDoom receives partial observations ot of its cur-rent state st [7]. Thus, using a DQN, the objective is to estimate not Q(st, at)but instead Q(ot, at), putting the agent at a distinct disadvantage concerningstate level information. One way to counter this is to include state informationfrom the previous sequence of states, thereby allowing the agent to instead esti-mate Q(ot, ht−1, at) where ht−1 represents information gathered at state t − 1and passed to state t. The long-term, short-term memory cell, LSTM, is onerecurrent construct capable of doing this; at a given time t, the LSTM cell takesin ot and ht−1 and outputs ht. Instead of Q(ot, at), the network then estimatesQ(ht, at), increasing the level of information available to the agent for a givenstate-action pair.

    2.3 Double-Q Learning

    Double-Q learning advances upon DQN in a simple, yet remarkably effective way:let the loss used in learning by the agent be defined by the value-maximizingactions of the online network with the Q-values of the target network associatedwith those maximizing actions. With the decoupling of the maximizing actionfrom its value, it is possible to eliminate the maximization bias present in Q-Learning [6]. Specifically, the loss is defined as follows:

    Lt(wt) = lt(yt − Qw(s, a)), (8)where lt is a transformation of the temporal difference (TD) error and

    yt = r + γQ̃w(s, aonline))

    aonline = argmaxa(Q(s, a))

    This innovation was spurred by the observation that Q-learning tends tooverestimate the values of state-actions pairs. Through experimentation of deepdouble-Q learning using myriad, diverse Atari game environments, Hasselt et al.find that deep double Q-networks (DDQNs) show marked improvement in theestimation of values for state-action pairs [14]. Furthermore, Double-Q learn-ing introduces a level of stability in Q-learning updates, which allows for morecomplex behavior to be learned.

    2.4 Prioritized Experience Replay

    During training, the DQN agent samples uniformly from its replay memory topopulate a batch training set and subsequently learn on this set. This is donemany times over the course of the experiment, allowing the agent to continue tolearn from previous experiences. The construct of replay memory was createdto simulate learning from experiences that are sampled i.i.d (independently andidentically distributed). Without approximating i.i.d sampling, the agent can

  • 6 C. Schulze and M. Schulze

    quickly overfit to recent state-action pairs, inhibiting learning and adaptation.The method of prioritized experience replay innovates on this front by biasingthe sampling of experiences [12]. Specifically, experiences are weighted and sam-pled with higher probability according to the TD error observed for that sample -the larger the TD error, the higher the probability with which a given experiencewill be sampled. The intuition behind this is that experiences that significantlydiffer from the agents expectation will have more didactic potential. Concerningempirical validation of the method, Schaul et al. created PER and showed that itaffords significant performance improvement across many Atari-based RL envi-ronments. The authors here apply PER to a DRQN model and train and test itin the defend-the-center ViZDoom scenario (see Sect. 4.1. Scenario section).

    2.5 Ensembles of Deep Q-Networks: Snapshot Ensembles

    Ensembling of models has proven useful in many situations, countering, to anextent, the tendency of nonlinear models to over-fit to a given training distribu-tion. However, the generation of ensembles for deep neural networks can proveonerous, requiring the training of multiple networks in parallel or - even worse,in terms of total training time - sequentially. Recently, methods have been pro-posed to gain the advantages of ensembling while reducing the time to generatesuch a set of models. Snapshot ensembling is one such example, employing acosine annealing learning rate to generate M models over T total epochs fromthe training of a single model over those T epochs [4]. This is done by usingthe cosine annealing learning rate to train the single model and take snapshotsof its current weights every T/M epochs. Thus, only a single model is trainedwhile, at the same time, providing a diverse model population for the ensemblethrough use of the cosine annealing learning rate.

    The authors here use the snapshot ensemble method to analyze performanceimprovement of the aforementioned model (DRQN) in the context of the ViZ-Doom Reinforcement Learning Environment, utilizing the learning enhancementmethods of PER and DDQ.

    2.6 Review of Modern RL Game Environments

    For Reinforcement Learning, Why Video Games?

    A burgeoning field of work has been created using the VizDoom environmentdue to the unique problems that the 3-D first-person shooter (FPS) engine canprovide. Navigation, recognition of objects in the space, and decision makingwhen other objects or actors are encountered are all obstacles that an FPSenvironment presents. Another important obstacle is that the agent will neverhave a complete view of the given state space. Recent deep reinforcement learningmethods applied to this environment have focused primarily on the free-for-alldeath match setting to train their models. Instead, the authors here choose totrain and test models using the Defend the Center mode.

  • ViZDoom: DRQN with Prioritized Experience Replay 7

    Including ViZDoom, there are a number of diverse game-based RL frame-works in current use. In general, video games have increasingly become an impor-tant tool for AI research and development. It is easy to see why, as video gamesallow for an environment rich with parameters, feedback, and end goals for agentsto gauge their success. Originally, the frameworks tested were simple 2-D envi-ronments from games originally on the Atari 2600 that allowed for simple move-ment and near fully observable states. On the other hand, the engines for FPSenvironments provide a wealth of data and multiple obstacles and objectives forthe AI agents to learn from. One of the most important obstacles provided bythe FPS setup is the lack of complete information for a given state. This obstaclemimics real world problems for autonomous agents, as they must be able to actwith a limited view of the world around them.

    Arcade Learning Environments

    The classic 2D video games of the past have been used to a great extent for deeplearning. The main platforms for these games are the Atari 2600, Nintendo NES,Commodore 64 and ZX Spectrum. One of the most used emulator environmentsis Stella, which uses the Atari 2600 and has 50 games available. Methods pre-viously used in these environments include Double DQN, Bootstrapped DQN,Dueling DQN, and Prioritized DQN. Montezuma’s Revenge is a notable gamefrom this genre as it requires memorization of other rooms that aren’t imme-diately available to the agent. Methods used in this space are DQN-PixelCNN,DQN-CTS, and H-DQN [2,9].

    Real Time Strategy

    StarCraft: Brood War is a popular real time strategy (RTS) game in which theobjective is to destroy all of the enemy structures and claim victory. Players movetowards victory by gathering resources to create attacking units that can thenbe directed in various actions. The obstacles for the agent are many as the statespace is complex and not fully observable by the agent at any one time. Thereare three factions available in this environment that all have their own uniquecharacters and abilities. Even if the agent is limited to learning to play only asingle faction, there are still 3 different match ups that could be encountered.Each of these match ups will have their own strategies and units that will beneeded to counter different compositions of units built from different structures.

    Another important skill that the agent needs to learn is intelligencegathering - understanding of both map layout and composition of the oppo-nent’s army. At the start of the game, the map is under what is called “fogof war”, which blacks out any area that doesn’t have a controlled unit to pro-vide vision. In summary, the agent must navigate the environment and gatherintelligence on the opposing player, build an appropriate base from which totrain units to defend and attack the opponent, maneuver these units into advan-tageous positions in the environment, engage opponent units and manage theabilities available to units, and manage resources. All of these tasks must also beperformed without complete knowledge of the state space. The combination ofthe many problems experienced in the course of one game has led deep learning

  • 8 C. Schulze and M. Schulze

    researchers to focus on specific problems in the game as the sparsity of rewardsmakes the training of highly non-linear functions, such as neural networks, diffi-cult. The main problem that has been the focus of many researchers has been themicromanagement of units in combat scenarios. Methods such as IQL, COMA,Zero Order, and BiCNet have been performed with promising results [9].

    Open World Games

    Open world games are another avenue of research, as the nature of open worldgames positions issues of exploration and objective setting as the main challengesto the agent. Project Malmo is an overlay built onto the Minecraft engine thatcan be used to define the environment and allow for objectives to be imposed onan agent in a normally free task environment. These large and open problemsare commonly used to test reinforcement learning methods. Methods such asH-DLRN and variations of NTMs have been successful in preforming varyingtasks in the space [9].

    Racing Games

    Racing games are another popular genre for AI research as there are manychallenges here as well. Depending on the game chosen, the inputs for controlcan be as complex as having a gear stick, clutch and handbrakes, while othersare much more simplified. Challenges for this environment include positioningof the vehicle on the course for optimal distance traveled, adversarial actions toblock or impede other drivers when other vehicles are present, and sometimesthe management of resources. This genre is also useful because the entire stateis not available to the agent in the first or third person view. Methods that havebeen used in this genre include Direct Perception, Deep DPG and A3C, with apopular environment for this genre being the simulator TORCS [9].

    First-Person Shooter

    VizDoom is based off of the popular video game Doom and is a first personshooter. In this environment there are many challenges that make it a useful toolfor training AI. There are many modes of play within the VizDoom environment,two of which are mentioned here: Defend the Center and Deathmatch. In Defendthe Center, the agent is spawned in the center of a circular room and is limitedto turning left or right to find and eliminate the enemies that spawn. At most,only 5 melee enemies are present on the map at any one time. These are spawnedagainst the wall; they then make their way towards the agent in the center. Asenemies are eliminated, others are spawned to take their place. The objective isto hold out for as long as possible with a limited amount of ammunition. Havinglimited ammo helps to constrain episodes to a limited time limit, as when ammois depleted, defeat is inevitable. In Deathmatch the objective is to reach a certainamount of frags (i.e. kills) before other actors on the map or to have the mostfrags when time runs out. The view of the agent is determined by the resolutionof the screen chosen and varies between 90◦ and 110◦, meaning that the agentdoesn’t have complete knowledge of its full state at any time. Other obstaclesinclude the recognition of enemies in the space, aiming weapons, and navigation

  • ViZDoom: DRQN with Prioritized Experience Replay 9

    Fig. 2. DRQN architecture.

    of space. Methods that have been used in this environment include DQN+SLAM,DFP, DRQN+Auxiliary Learning, and A3C+Curriculum Learning [8,9].

    3 Model Architecture and Agent Training

    3.1 Deep Neural Network Architecture

    The authors here use the DRQN model architecture (Fig. 2) specified by Lampleet al. [5]. This model architecture was used in all experiments, as it was note-worthy in its performance without the additions of PER and DDQ; thus theauthors here endeavored to use PER and DDQ to observe how such variantscan aid a deep learning architecture that is well suited to this RL problem. Ageneral description of the architecture is as follows:

    • Input to the network is a single frame, i.e. the 3 channels (RGB) of a frame,with each frame being resized to 60× 108 pixels.

    • Input is sent through two convolutional layers.• The output of the final convolutional layer Cf is flattened and sent to two

    destinations.• Output of Cf is sent to a dense layer and then to a subsequent dense layer

    Ed with sigmoid activation of size 1. This is sent to a recurrent layer Rl andis also used for loss.

    • Output of Cf is flattened and then sent directly to the recurrent layer Rl.• Rl then outputs to a dense layer with ReLu activation and then to a subse-

    quent dense layer with linear activation of size three, as there are three actionsthat can be performed at a given time (turn left, turn right, and shoot) inthe Defend-the-Center scenario.

  • 10 C. Schulze and M. Schulze

    The size-1 dense layer is a boolean indicator for enemy detection and is fittedby querying the game engine for enemies in the agents vision; if there are anyenemies in the agents view, the true value is 1, otherwise it is 0. The feedingof predicted enemy detection information into the recurrent layer was found byLample et al. to be very beneficial in training in a related ViZDoom RL scenarioknown as Deathmatch, where agents engage in a competitive, FPS match.

    3.2 Frame Skipping, Fitting, and Reward Structure

    Frame skipping is quite crucial in the training of RL agents that use video datawith a reasonably fast frames-per-second (fps) value [10]. For example, usinga frame-skip value of 2, the agent will make an action on frame 0, f0. Thatsame action will be performed for the skipped frames, f1 and f2. There aremany reasons for using frame-skipping, one of the main benefits being that itprevents the agent from populating the replay memory with experiences thatdiffer almost imperceptibly from one another. Without frame-skipping, this canpose a serious issue for training DRQNs, as the elements of sequences that aresampled for training will be practically the same, often causing the agent to learndegenerate, loop-like behavior where it performs a single action over and over.For all experiments, the ViZDoom engine was run at 35 fps. The authors hereexperimented initially with various frame skip values, opting for a frame-skipvalue of approximately 10 for reported results.

    For training of a DRQN, sequential updates are important in order to takeadvantage of the recurrent layer. Here, the authors sampled sequences of length7, used the first four experiences as primer for training - passing LSTM cell stateinformation sequentially from the previous experience to the next - and trainedon the final three experiences.

    Agents were trained for a total of 11500 games in the defend-the-center sce-nario, using �-greedy training. Here, � was decayed from 1.0 to 0.1 over thecourse of training. For the three experiments without snapshot ensembling, alinearly decaying, cosine annealed (small amplitude) learning rate was used.For the other three using snapshot ensembling, a cosine annealed learning ratewas used. Instead of using Adam, which combines classical momentum with thenorm-based benefits of RMSProp, all models were optimized using the NesterovAdam optimizer, as this swaps out classical momentum for an improved momen-tum formulation, Nesterov’s accelerated gradient (NAG) [13]. In terms of rewardstructure, the agent was given a reward during training of +1 for frags of enemyunits, and a penalty of −0.5 for deaths. A penalty proportional to the amountof health lost was also included.

    3.3 Hyperparameters

    Hyperparameter values for all experiments are as follows:

    • γ value of 0.9.

  • ViZDoom: DRQN with Prioritized Experience Replay 11

    • For PER, a β0 value of 0.5 was used, and β was increased to 1.0 linearly overthe course of each experiment.

    • For PER, α value of 0.7.• For PER, � offset of 0.05 for non-singular priority values.• A batch size of 20 with sequence length 7 was used for replay memory training.

    4 Experiments

    4.1 Scenario

    Previous literature concerning ViZDoom has focused on using the Deathmatchscenario to train their agents in navigation, combat, and enemy recognition. Theauthors here focus on the problem of spatial recognition as opposed to navigation.In order to emphasize this, the game mode Defend the Center available in theVizdoom engine was chosen. This goal of this game type is to frag as manyadversaries as possible before you are overrun. The agent is allowed no movementin the center of this circular arena other than the adjustment of its angle of view.With this limitation, the authors here aim to have agents learn spatial awarenessand to prioritize the targets based on distance from the agent. As a review ofSect. 2.6, in the Defend the Center scenario, the agent is spawned in the centerof a circular room and is limited to altering the degree of its view to find andeliminate the enemies that spawn. At most only 5 melee enemies are spawnedagainst the wall (Fig. 3) that will then make their way towards the agent in thecenter. The objective is to hold out for as long as possible with a limited amountof ammunition.

    Fig. 3. Defend the Center Scenario: enemies spawn at a distance from the agent.

  • 12 C. Schulze and M. Schulze

    4.2 Software and Hardware

    Six experiments in total were performed, two sets of 3 experiments each. The firstset was to test the base DRQN and PER and DDQ variants without snapshotensembling, while the second set employed the use of snapshot ensembling. Inboth cases, the authors here use the proportional PER version, rather thanrank PER. In all experiments, agents were trained for approximately 12 h for atotal of 11500 games of the ViZDoom defend-the-center scenario on an NVIDIAGeForce Titan X GPU using Python 3.7 and the neural network library Keras,with Tensorflow backend and the NVIDIA CUDA Deep Neural Network library(cuDNN).

    4.3 Results

    The aim of these experiments is to test the learning benefits offered by DDQand PER - relative to the baseline DRQN architecture that was formulated byLample et al. and reproduced here - in the context of ViZDoom, an environmentwhere a great deal of state information is hidden from the agent at each time step.Specifically, the authors here studied effects of DDQ and PER on the early phasesof learning, using a sizeable frame-skip value. As stated above, a frame-skip valueof approximately 10 was used for training of all agents. Given that most researchusing ViZDoom has studied RL agents using much smaller values of frame-skip(around 5), this work allows a look at RL agent learning rate improvementsat higher frame-skip values in the context of this FPS environment. As notedby Braylan et al., using larger frame-skip values greatly accelerates learning[1]. Such behavior was also noted by authors here; larger frame-skips led tosignificant accelerations in learning rate, albeit at the cost of the agents precision.With larger frame-skip values, the agent can overshoot an enemy when turningtoward the target, decreasing the ability of the agent to center on target beforeshooting. At the other end of the spectrum, too few frame-skips can cause theagent to learn degenerate, repetitive behavior - as noted earlier in this paper -such as assigning higher value, irrespective of input, to the action with the highestvariance in value.

    For testing, snapshots of each agent - base DRQN, DRQN with DDQ, andDRQN with PER - were taken at 100 game intervals over the course of thefull 11500 games of training. These snapshots were then tested in defend-the-center games and, as with training, tasked with gaining as many frags as possible.Specifically, each snapshot was given 100 games to accumulate frags. In addition,three sets of five models each were used in creating snapshot ensembles - oneensemble each for the base DRQN, DRQN with DDQ, and DRQN with PERagent types.

    Given the higher frame-skip used, the authors, unsurprisingly, observed thatin all cases the performance of agents plateaued after roughly 6000 out of the11500 games. Given that the subject of interest here is the rate of learning inearly development of the agent, this is not an issue. However, it does serve asa basis for further research. In particular, one might ask what the upper limit

  • ViZDoom: DRQN with Prioritized Experience Replay 13

    of performance would be at smaller frame-skip values using the aforementionedDRQN architecture with the addition of either PER or DDQ. This is one of aset of future targets for further investigation.

    Concerning metrics of performance, cross entropy loss and K/D ratio areused to measure agents success at various time points in development. Crossentropy loss was used to measure the agent’s recognition of an enemy or enemies

    Fig. 4. Average enemy ID cross entropy loss - normalized by max loss.

  • 14 C. Schulze and M. Schulze

    Fig. 5. Average K/D over 100 defend the center games.