Europe
Roundtable: Information technology in dispute resolution
Technology is infiltrating dispute resolution at multiple points in the litigation process, from claims portals to online dispute resolution (ODR) platforms to court modernisation. Attendees at this Gazette roundtable discuss the IT and cultural challenges of bringing civil justice online. Tony Guise, director of eARB and eCOURT platforms refers to chapter 43 of Lord Justice Jackson's Review of Civil Litigation Costs: Final Report, which defines effective information technology (IT) as'a central place to which and from which one can find all of the documents relating to a piece of civil litigation'. But in recent years litigation technology has broadened significantly from the document management and case management capability outlined by Lord Justice Jackson, into a confusing collection of online systems and applications that deal with various aspects of dispute resolution. Masood Ahmed, associate professor at the University of Leicester, defines litigation technology as the online processes for dispute resolution.
Is teaching facing artificial intelligence Armageddon?
Anthony Seldon is one of Britain's leading educationalists and social commentators. He has served as a close adviser to former leaders, including Tony Blair and David Cameron. In recent years, he has turned his attention to the ongoing impact of new technologies, in particular, artificial intelligence (AI), on education and on society, writes Kyran Fitzgerald. With Oladimeji Abidoye, Mr Seldon recently published The Fourth Education Revolution: Will Artificial intelligence Liberate or Infantilise Humanity? He does not pull his punches, warning that we may be "sleepwalking into the biggest potential disaster of modern times". Despite these tides of change, the education sector has been slow to respond.
Nearly optimal exploration-exploitation decision thresholds
While in general trading off exploration and exploitation in reinforcement learning is hard, under some formulations relatively simple solutions exist. In this paper, we first derive upper bounds for the utility of selecting different actions in the multi-armed bandit setting. Unlike the common statistical upper confidence bounds, these explicitly link the planning horizon, uncertainty and the need for exploration explicit. The resulting algorithm can be seen as a generalisation of the classical Thompson sampling algorithm. We experimentally test these algorithms, as well as $\epsilon$-greedy and the value of perfect information heuristics. Finally, we also introduce the idea of bagging for reinforcement learning. By employing a version of online bootstrapping, we can efficiently sample from an approximate posterior distribution.
Graph networks as learnable physics engines for inference and control
Sanchez-Gonzalez, Alvaro, Heess, Nicolas, Springenberg, Jost Tobias, Merel, Josh, Riedmiller, Martin, Hadsell, Raia, Battaglia, Peter
Understanding and interacting with everyday physical scenes requires rich knowledge about the structure of the world, represented either implicitly in a value or policy function, or explicitly in a transition model. Here we introduce a new class of learnable models--based on graph networks--which implement an inductive bias for object- and relation-centric representations of complex, dynamical systems. Our results show that as a forward model, our approach supports accurate predictions from real and simulated data, and surprisingly strong and efficient generalization, across eight distinct physical systems which we varied parametrically and structurally. We also found that our inference model can perform system identification. Our models are also differentiable, and support online planning via gradient-based trajectory optimization, as well as offline policy optimization. Our framework offers new opportunities for harnessing and exploiting rich knowledge about the world, and takes a key step toward building machines with more human-like representations of the world.
Neural Network-Based Equations for Predicting PGA and PGV in Texas, Oklahoma, and Kansas
Khosravikia, Farid, Zeinali, Yasaman, Nagy, Zoltan, Clayton, Patricia, Rathje, Ellen M.
Parts of Texas, Oklahoma, and Kansas have experienced increased rates of seismicity in recent years, providing new datasets of earthquake recordings to develop ground motion prediction models for this particular region of the Central and Eastern North America (CENA). This paper outlines a framework for using Artificial Neural Networks (ANNs) to develop attenuation models from the ground motion recordings in this region. While attenuation models exist for the CENA, concerns over the increased rate of seismicity in this region necessitate investigation of ground motions prediction models particular to these states. To do so, an ANN-based framework is proposed to predict peak ground acceleration (PGA) and peak ground velocity (PGV) given magnitude, earthquake source-to-site distance, and shear wave velocity. In this framework, approximately 4,500 ground motions with magnitude greater than 3.0 recorded in these three states (Texas, Oklahoma, and Kansas) since 2005 are considered. Results from this study suggest that existing ground motion prediction models developed for CENA do not accurately predict the ground motion intensity measures for earthquakes in this region, especially for those with low source-to-site distances or on very soft soil conditions. The proposed ANN models provide much more accurate prediction of the ground motion intensity measures at all distances and magnitudes. The proposed ANN models are also converted to relatively simple mathematical equations so that engineers can easily use them to predict the ground motion intensity measures for future events. Finally, through a sensitivity analysis, the contributions of the predictive parameters to the prediction of the considered intensity measures are investigated.
The Expanding Approvals Rule: Improving Proportional Representation and Monotonicity
Proportional representation (PR) is often discussed in voting settings as a major desideratum. For the past century or so, it is common both in practice and in the academic literature to jump to single transferable vote (STV) as the solution for achieving PR. Some of the most prominent electoral reform movements around the globe are pushing for the adoption of STV. It has been termed a major open problem to design a voting rule that satisfies the same PR properties as STV and better monotonicity properties. In this paper, we first present a taxonomy of proportional representation axioms for general weak order preferences, some of which generalise and strengthen previously introduced concepts. We then present a rule called Expanding Approvals Rule (EAR) that satisfies properties stronger than the central PR axiom satisfied by STV, can handle indifferences in a convenient and computationally efficient manner, and also satisfies better candidate monotonicity properties. In view of this, our proposed rule seems to be a compelling solution for achieving proportional representation in voting settings.
Variable Selection Methods for Model-based Clustering
Fop, Michael, Murphy, Thomas Brendan
Model-based clustering is a popular approach for clustering multivariate data which has seen applications in numerous fields. Nowadays, high-dimensional data are more and more common and the model-based clustering approach has adapted to deal with the increasing dimensionality. In particular, the development of variable selection techniques has received a lot of attention and research effort in recent years. Even for small size problems, variable selection has been advocated to facilitate the interpretation of the clustering results. This review provides a summary of the methods developed for variable selection in model-based clustering. Existing R packages implementing the different methods are indicated and illustrated in application to two data analysis examples.
New And Surprising Ways to Be Mean. Adversarial NPCs with Coupled Empowerment Minimisation
Guckelsberger, Christian, Salge, Christoph, Togelius, Julian
Abstract-- Creating Non-Player Characters (NPCs) that can react robustly to unforeseen player behaviour or novel game content is difficult and time-consuming. This hinders the design of believable characters, and the inclusion of NPCs in games that rely heavily on procedural content generation. We have previously addressed this challenge by means of empowerment, a model of intrinsic motivation, and demonstrated how a coupled empowerment maximisation (CEM) policy can yield generic, companion-like behaviour . In this paper, we extend the CEM framework with a minimisation policy to give rise to adversarial behaviour . We conduct a qualitative, exploratory study in a dungeon-crawler game, demonstrating that CEM can exploit the affordances of different content facets in adaptive adversarial behaviour without modifications to the policy. Changes to the level design, underlying mechanics and our character's actions do not threaten our NPC's robustness, but yield new and surprising ways to be mean. Non-Player Characters (NPCs) in video games serve many purposes: they can be quest givers, conversation partners, leaders, sidekicks or other kinds of collaborators [1]. But in many cases they are adversaries . Adversarial NPCs also come in many forms, their behaviour varying according to the game genre, the design affordances, and the underlying algorithms. Treanor et al. [2] make the fundamental distinction between AI as Adversary and AI as Villain. Adversaries are designed to defeat the player without resorting to cheating, e.g. an AI for Chess or Go. The objective of an NPC villain in contrast is not to defeat the player but to create an interesting challenge which can be overcome eventually. We refer to both types simply as adversaries.
Past Visions of Artificial Futures: One Hundred and Fifty Years under the Spectre of Evolving Machines
The influence of Artificial Intelligence (AI) and Artificial Life (ALife) technologies upon society, and their potential to fundamentally shape the future evolution of humankind, are topics very much at the forefront of current scientific, governmental and public debate. While these might seem like very modern concerns, they have a long history that is often disregarded in contemporary discourse. Insofar as current debates do acknowledge the history of these ideas, they rarely look back further than the origin of the modern digital computer age in the 1940s-50s. In this paper we explore the earlier history of these concepts. We focus in particular on the idea of self-reproducing and evolving machines, and potential implications for our own species. We show that discussion of these topics arose in the 1860s, within a decade of the publication of Darwin's The Origin of Species, and attracted increasing interest from scientists, novelists and the general public in the early 1900s. After introducing the relevant work from this period, we categorise the various visions presented by these authors of the future implications of evolving machines for humanity. We suggest that current debates on the co-evolution of society and technology can be enriched by a proper appreciation of the long history of the ideas involved.
Shallow decision-making analysis in General Video Game Playing
Bravi, Ivan, Liu, Jialin, Perez-Liebana, Diego, Lucas, Simon
The General Video Game AI competitions have been the testing ground for several techniques for game playing, such as evolutionary computation techniques, tree search algorithms, hyper heuristic based or knowledge based algorithms. So far the metrics used to evaluate the performance of agents have been win ratio, game score and length of games. In this paper we provide a wider set of metrics and a comparison method for evaluating and comparing agents. The metrics and the comparison method give shallow introspection into the agent's decision making process and they can be applied to any agent regardless of its algorithmic nature. In this work, the metrics and the comparison method are used to measure the impact of the terms that compose a tree policy of an MCTS based agent, comparing with several baseline agents. The results clearly show how promising such general approach is and how it can be useful to understand the behaviour of an AI agent, in particular, how the comparison with baseline agents can help understanding the shape of the agent decision landscape. The presented metrics and comparison method represent a step toward to more descriptive ways of logging and analysing agent's behaviours.