We propose novel methods to develop action controllable agent that behaves like a human and has the ability to align with human players in Multiplayer Online Battle Arena (MOBA) games. By modeling the control problem as an action generation process, we devise a deep latent alignment neural network model for training agent, and a corresponding sampling algorithm for controlling an agent's action. Particularly, we propose deterministic and stochastic attention implementations of the core latent alignment model. Both simulated and online experiments in the game Honor of Kings demonstrate the efficacy of the proposed methods.
Sparse learning is an important topic in many areas such as machine learning, statistical estimation, signal processing, etc. Recently, there emerges a growing interest on structured sparse learning. In this paper we focus on the $\ell_q$-analysis optimization problem for structured sparse learning ($0< q \leq 1$). Compared to previous work, we establish weaker conditions for exact recovery in noiseless case and a tighter non-asymptotic upper bound of estimate error in noisy case. We further prove that the nonconvex $\ell_q$-analysis optimization can do recovery with a lower sample complexity and in a wider range of cosparsity than its convex counterpart. In addition, we develop an iteratively reweighted method to solve the optimization problem under the variational framework. Theoretical analysis shows that our method is capable of pursuing a local minima close to the global minima. Also, empirical results of preliminary computational experiments illustrate that our nonconvex method outperforms both its convex counterpart and other state-of-the-art methods.