scholarly journals Optimizing a Gamified Design Through Reinforcement Learning - a Case Study in Stack Overflow

Author(s):  
Jonathan Martin ◽  
Diego Torres ◽  
Alejandro Fernandez
2019 ◽  
Author(s):  
Niclas Ståhl ◽  
Göran Falkman ◽  
Alexander Karlsson ◽  
Gunnar Mathiason ◽  
Jonas Boström

<p>In medicinal chemistry programs it is key to design and make compounds that are efficacious and safe. This is a long, complex and difficult multi-parameter optimization process, often including several properties with orthogonal trends. New methods for the automated design of compounds against profiles of multiple properties are thus of great value. Here we present a fragment-based reinforcement learning approach based on an actor-critic model, for the generation of novel molecules with optimal properties. The actor and the critic are both modelled with bidirectional long short-term memory (LSTM) networks. The AI method learns how to generate new compounds with desired properties by starting from an initial set of lead molecules and then improve these by replacing some of their fragments. A balanced binary tree based on the similarity of fragments is used in the generative process to bias the output towards structurally similar molecules. The method is demonstrated by a case study showing that 93% of the generated molecules are chemically valid, and a third satisfy the targeted objectives, while there were none in the initial set.</p>


2020 ◽  
Vol 46 (9) ◽  
pp. 1024-1038 ◽  
Author(s):  
Shaowei Wang ◽  
Tse-Hsun Chen ◽  
Ahmed E. Hassan
Keyword(s):  

2010 ◽  
Vol 1 (1) ◽  
pp. 39-59 ◽  
Author(s):  
Ender Özcan ◽  
Mustafa Misir ◽  
Gabriela Ochoa ◽  
Edmund K. Burke

Hyper-heuristics can be identified as methodologies that search the space generated by a finite set of low level heuristics for solving search problems. An iterative hyper-heuristic framework can be thought of as requiring a single candidate solution and multiple perturbation low level heuristics. An initially generated complete solution goes through two successive processes (heuristic selection and move acceptance) until a set of termination criteria is satisfied. A motivating goal of hyper-heuristic research is to create automated techniques that are applicable to a wide range of problems with different characteristics. Some previous studies show that different combinations of heuristic selection and move acceptance as hyper-heuristic components might yield different performances. This study investigates whether learning heuristic selection can improve the performance of a great deluge based hyper-heuristic using an examination timetabling problem as a case study.


Author(s):  
James Cunningham ◽  
Christian Lopez ◽  
Omar Ashour ◽  
Conrad S. Tucker

Abstract In this work, a Deep Reinforcement Learning (RL) approach is proposed for Procedural Content Generation (PCG) that seeks to automate the generation of multiple related virtual reality (VR) environments for enhanced personalized learning. This allows for the user to be exposed to multiple virtual scenarios that demonstrate a consistent theme, which is especially valuable in an educational context. RL approaches to PCG offer the advantage of not requiring training data, as opposed to other PCG approaches that employ supervised learning approaches. This work advances the state of the art in RL-based PCG by demonstrating the ability to generate a diversity of contexts in order to teach the same underlying concept. A case study is presented that demonstrates the feasibility of the proposed RL-based PCG method using examples of probability distributions in both manufacturing facility and grocery store virtual environments. The method demonstrated in this paper has the potential to enable the automatic generation of a variety of virtual environments that are connected by a common concept or theme.


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