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DRLViz: Understanding Decisions and Memory in Deep Reinforcement Learning
Jaunet, Theo, Vuillemot, Romain, Wolf, Christian
We present DRLViz, a visual analytics interface to interpret the internal memory of an agent (e.g. a robot) trained using deep reinforcement learning. This memory is composed of large temporal vectors updated when the agent moves in an environment and is not trivial to understand. It is often referred to as a black box as only inputs (images) and outputs (actions) are intelligible for humans. Using DRLViz, experts are assisted to interpret using memory reduction interactions, to investigate parts of the memory role when errors have been made, and ultimately to improve the agent training process. We report on several examples of use of DRLViz, in the context of video games simulators (ViZDoom) for a navigation scenario with item gathering tasks. We also report on experts evaluation using DRLViz, and applicability of DRLViz to other scenarios and navigation problems beyond simulation games, as well as its contribution to black box models interpret-ability and explain-ability in the field of visual analytics.
User Evaluation of a Multi-dimensional Statistical Dialogue System
Keizer, Simon, Dušek, Ondřej, Liu, Xingkun, Rieser, Verena
This framework has been shown to substantially reduce data needs by leveraging domain-independent dimensions, such as social obligations or feedback, which (as we show) can be transferred between domains. In this paper, we conduct a user study and show that the performance of a multidimensional system, which can be adapted from a source domain, is equivalent to that of a one-dimensional baseline, which can only be trained from scratch. 1 Introduction Data-driven approaches to spoken dialogue systems (SDS) are limited by their reliance on substantial amounts of annotated data in the target domain. This can be addressed by considering transfer learning techniques, e.g.
Multi-Objective Multi-Agent Decision Making: A Utility-based Analysis and Survey
Rădulescu, Roxana, Mannion, Patrick, Roijers, Diederik M., Nowé, Ann
The majority of multi-agent system (MAS) implementations aim to optimise agents' policies with respect to a single objective, despite the fact that many real-world problem domains are inherently multi-objective in nature. Multi-objective multi-agent systems (MOMAS) explicitly consider the possible trade-offs between conflicting objective functions. We argue that, in MOMAS, such compromises should be analysed on the basis of the utility that these compromises have for the users of a system. As is standard in multi-objective optimisation, we model the user utility using utility functions that map value or return vectors to scalar values. This approach naturally leads to two different optimisation criteria: expected scalarised returns (ESR) and scalarised expected returns (SER). We develop a new taxonomy which classifies multi-objective multi-agent decision making settings, on the basis of the reward structures, and which and how utility functions are applied. This allows us to offer a structured view of the field, to clearly delineate the current state-of-the-art in multi-objective multi-agent decision making approaches and to identify promising directions for future research. Starting from the execution phase, in which the selected policies are applied and the utility for the users is attained, we analyse which solution concepts apply to the different settings in our taxonomy. Furthermore, we define and discuss these solution concepts under both ESR and SER optimisation criteria. We conclude with a summary of our main findings and a discussion of many promising future research directions in multi-objective multi-agent systems.
Structured Query Construction via Knowledge Graph Embedding
Wang, Ruijie, Wang, Meng, Liu, Jun, Cochez, Michael, Decker, Stefan
In order to facilitate the accesses of general users to knowledge graphs, an increasing effort is being exerted to construct graph-structured queries of given natural language questions. At the core of the construction is to deduce the structure of the target query and determine the vertices/edges which constitute the query. Existing query construction methods rely on question understanding and conventional graph-based algorithms which lead to inefficient and degraded performances facing complex natural language questions over knowledge graphs with large scales. In this paper, we focus on this problem and propose a novel framework standing on recent knowledge graph embedding techniques. Our framework first encodes the underlying knowledge graph into a low-dimensional embedding space by leveraging generalized local knowledge graphs. Given a natural language question, the learned embedding representations of the knowledge graph are utilized to compute the query structure and assemble vertices/edges into the target query. Extensive experiments were conducted on the benchmark dataset, and the results demonstrate that our framework outperforms state-of-the-art baseline models regarding effectiveness and efficiency.
#MeTooMaastricht: Building a chatbot to assist survivors of sexual harassment
Bauer, Tobias, Devrim, Emre, Glazunov, Misha, Jaramillo, William Lopez, Mohan, Balaganesh, Spanakis, Gerasimos
Inspired by the recent social movement of #MeToo, we are building a chatbot to assist survivors of sexual harassment cases (designed for the city of Maastricht but can easily be extended). The motivation behind this work is twofold: properly assist survivors of such events by directing them to appropriate institutions that can offer them help and increase the incident documentation so as to gather more data about harassment cases which are currently under reported. We break down the problem into three data science/machine learning components: harassment type identification (treated as a classification problem), spatio-temporal information extraction (treated as Named Entity Recognition problem) and dialogue with the users (treated as a slot-filling based chatbot). We are able to achieve a success rate of more than 98% for the identification of a harassment-or-not case and around 80% for the specific type harassment identification. Locations and dates are identified with more than 90% accuracy and time occurrences prove more challenging with almost 80%. Finally, initial validation of the chatbot shows great potential for the further development and deployment of such a beneficial for the whole society tool.
Learning Action-Transferable Policy with Action Embedding
Chen, Yu, Chen, Yingfeng, Yang, Yu, Li, Ying, Yin, Jianwei, Fan, Changjie
Despite achieving great success on performance in various sequential decision task, deep reinforcement learning is extremely data inefficient. Many approaches have been proposed to improve the data efficiency, e.g. Previous researches on transfer learning mostly attempt to learn a common feature space of states across related tasks to exploit knowledge as much as possible. However, semantic information of actions may be shared as well, even between tasks with different action space size. In this work, we first propose a method to learn action embedding for discrete actions in RL from generated trajectories without any prior knowledge, and then leverage it to transfer policy across tasks with different state space and/or discrete action space. Our experimental results show that our method can effectively learn informative action embeddings and accelerate learning by policy transfer across tasks. Introduction Deep reinforcement learning (DRL), which combines reinforcement learning algorithms and deep neural networks, has achieved great success in many domains, such as playing Atari games (Mnih et al. 2015), playing game of Go (Silver et al. 2016) and robotics control (Levine et al. 2016). Although the DRL is viewed as one of the most potential ways to the General Artificial Intelligence, it is still criticized for its data inefficiency. Training an agent from scratch requires considerable numbers of interactions with the environment for a very specific task.
Automated Let's Play Commentary
Shah, Shukan, Guzdial, Matthew, Riedl, Mark O.
Let's Plays of video games represent a relatively unexplored area for experimental AI in games. In this short paper, we discuss an approach to generate automated commentary for Let's Play videos, drawing on convolutional deep neural networks. We focus on Let's Plays of the popular game Minecraft. We compare our approach and a prior approach and demonstrate the generation of automated, artificial commentary. Introduction Let's Plays have garnered an enormous audience on websites such as Twitch and Y ouTube. At their core, Let's Plays consist of individuals playing through a segment of a video game and engaging viewers with improvised commentary, often times not related to the game itself.
Cosmos QA: Machine Reading Comprehension with Contextual Commonsense Reasoning
Huang, Lifu, Bras, Ronan Le, Bhagavatula, Chandra, Choi, Yejin
Understanding narratives requires reading between the lines, which in turn, requires interpreting the likely causes and effects of events, even when they are not mentioned explicitly. In this paper, we introduce Cosmos QA, a large-scale dataset of 35,600 problems that require commonsense-based reading comprehension, formulated as multiple-choice questions. In stark contrast to most existing reading comprehension datasets where the questions focus on factual and literal understanding of the context paragraph, our dataset focuses on reading between the lines over a diverse collection of people's everyday narratives, asking such questions as "what might be the possible reason of ...?", or "what would have happened if ..." that require reasoning beyond the exact text spans in the context. To establish baseline performances on Cosmos QA, we experiment with several state-of-the-art neural architectures for reading comprehension, and also propose a new architecture that improves over the competitive baselines. Experimental results demonstrate a significant gap between machine (68.4%) and human performance (94%), pointing to avenues for future research on commonsense machine comprehension. Dataset, code and leaderboard is publicly available at https://wilburone.github.io/cosmos.
Tomorrow's jobs: 7 future roles that will exist in the age of automation Digital Trends
Forget Skynet gaining sentience and starting a nuclear apocalypse aimed at humanity. The real fear a lot of folks have about artificial intelligence, robots and other automated processes is what it means for all of our jobs. According to a famous Oxford University study, around 47% of currently existing jobs could potentially be automated away within the next 15 years. While it's inarguable that a certain number of jobs will vanish in the wake of automation, lots of new jobs are going to be created by technology as well. Jobs like data analyst, machine learning scientist, process automation specialists and digital marketing experts are all roles that we're going to see a whole lot more of in the decades to come.
Forget email: Scammers use CEO voice 'deepfakes' to con workers into wiring cash ZDNet
Criminals are using AI-generated audio to impersonate a CEO's voice and con subordinates into transferring funds to a scammer's account. So-called deepfake voice attacks could be the next frontier in a scam that's cost US businesses almost $2bn over the past two years using fraudulent email. The Wall Street Journal reports that the CEO of an unnamed UK-based energy company thought he was talking on the phone with his boss, the CEO of the German parent company, who'd asked him to urgently transfer €220,000 ($243,000) to a Hungarian supplier. However, the UK CEO was in fact taking instructions from a scammer who'd used AI-powered voice technology to impersonate the German CEO. It's the voice equivalent of deepfake videos that are causing alarm for their potential to manipulate public opinion and cause social discord.