This collection includes both ASU Theses and Dissertations, submitted by graduate students, and the Barrett, Honors College theses submitted by undergraduate students. 

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Description
Graph-structured data, ranging from social networks to financial transaction networks, from citation networks to gene regulatory networks, have been widely used for modeling a myriad of real-world systems. As a prevailing model architecture to model graph-structured data, graph neural networks (GNNs) has drawn much attention in both academic and

Graph-structured data, ranging from social networks to financial transaction networks, from citation networks to gene regulatory networks, have been widely used for modeling a myriad of real-world systems. As a prevailing model architecture to model graph-structured data, graph neural networks (GNNs) has drawn much attention in both academic and industrial communities in the past decades. Despite their success in different graph learning tasks, existing methods usually rely on learning from ``big'' data, requiring a large amount of labeled data for model training. However, it is common that real-world graphs are associated with ``small'' labeled data as data annotation and labeling on graphs is always time and resource-consuming. Therefore, it is imperative to investigate graph machine learning (Graph ML) with low-cost human supervision for low-resource settings where limited or even no labeled data is available. This dissertation investigates a new research field -- Data-Efficient Graph Learning, which aims to push forward the performance boundary of graph machine learning (Graph ML) models with different kinds of low-cost supervision signals. To achieve this goal, a series of studies are conducted for solving different data-efficient graph learning problems, including graph few-shot learning, graph weakly-supervised learning, and graph self-supervised learning.
ContributorsDing, Kaize (Author) / Liu, Huan (Thesis advisor) / Xue, Guoliang (Committee member) / Yang, Yezhou (Committee member) / Caverlee, James (Committee member) / Arizona State University (Publisher)
Created2023
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Description
This project aspires to develop an AI capable of playing on a variety of maps in a Risk-like board game. While AI has been successfully applied to many other board games, such as Chess and Go, most research is confined to a single board and is inflexible to topological changes.

This project aspires to develop an AI capable of playing on a variety of maps in a Risk-like board game. While AI has been successfully applied to many other board games, such as Chess and Go, most research is confined to a single board and is inflexible to topological changes. Further, almost all of these games are played on a rectangular grid. Contrarily, this project develops an AI player, referred to as GG-net, to play the online strategy game Warzone, which is based on the classic board game Risk. Warzone is played on a wide variety of irregularly shaped maps. Prior research has struggled to create an effective AI for Risk-like games due to the immense branching factor. The most successful attempts tended to rely on manually restricting the set of actions the AI considered while also engineering useful features for the AI to consider. GG-net uses no human knowledge, but rather a genetic algorithm combined with a graph neural network. Together, these methods allow GG-net to perform competitively across a multitude of maps. GG-net outperformed the built-in rule-based AI by 413 Elo (representing an 80.7% chance of winning) and an approach based on AlphaZero using graph neural networks by 304 Elo (representing a 74.2% chance of winning). This same advantage holds across both seen and unseen maps. GG-net appears to be a strong opponent on both small and medium maps, however, on large maps with hundreds of territories, inefficiencies in GG-net become more significant and GG-net struggles against the rule-based approach. Overall, GG-net was able to successfully learn the game and generalize across maps of a similar size, albeit further work is required for GG-net to become more successful on large maps.
ContributorsBauer, Andrew (Author) / Yang, Yezhou (Thesis director) / Harrison, Blake (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor)
Created2022-05