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A Sufficient Statistic for Influence in Structured Multiagent Environments
Oliehoek, Frans A., Witwicki, Stefan, Kaelbling, Leslie P.
Making decisions in complex environments is a key challenge in artificial intelligence (AI). Situations involving multiple decision makers are particularly complex, leading to computation intractability of principled solution methods. A body of work in AI [4, 3, 41, 45, 47, 2] has tried to mitigate this problem by trying to bring down interaction to its core: how does the policy of one agent influence another agent? If we can find more compact representations of such influence, this can help us deal with the complexity, for instance by searching the space of influences rather than that of policies [45]. However, so far these notions of influence have been restricted in their applicability to special cases of interaction. In this paper we formalize influence-based abstraction (IBA), which facilitates the elimination of latent state factors without any loss in value, for a very general class of problems described as factored partially observable stochastic games (fPOSGs) [33]. This generalizes existing descriptions of influence, and thus can serve as the foundation for improvements in scalability and other insights in decision making in complex settings.
Why Build an Assistant in Minecraft?
Szlam, Arthur, Gray, Jonathan, Srinet, Kavya, Jernite, Yacine, Joulin, Armand, Synnaeve, Gabriel, Kiela, Douwe, Yu, Haonan, Chen, Zhuoyuan, Goyal, Siddharth, Guo, Demi, Rothermel, Danielle, Zitnick, C. Lawrence, Weston, Jason
In the last decade, we have seen a qualitative jump in the performance of machine learning (ML) methods directed at narrow, well-defined tasks. For example, there has been marked progress in object recognition [57], game-playing [73], and generative models of images [40] and text [39]. Some of these methods have achieved superhuman performance within their domain [73, 64]. In each of these cases, a powerful ML model was trained using large amounts of data on a highly complex task to surpass what was commonly believed possible. Here we consider the transpose of this situation.
Founded (Auto)Epistemic Equilibrium Logic Satisfies Epistemic Splitting
In a recent line of research, two familiar concepts from logic programming semantics (unfounded sets and splitting) were extrapolated to the case of epistemic logic programs. The property of epistemic splitting provides a natural and modular way to understand programs without epistemic cycles but, surprisingly, was only fulfilled by Gelfond's original semantics (G91), among the many proposals in the literature. On the other hand, G91 may suffer from a kind of self-supported, unfounded derivations when epistemic cycles come into play. Recently, the absence of these derivations was also formalised as a property of epistemic semantics called foundedness. Moreover, a first semantics proved to satisfy foundedness was also proposed, the so-called Founded Autoepistemic Equilibrium Logic (FAEEL). In this paper, we prove that FAEEL also satisfies the epistemic splitting property something that, together with foundedness, was not fulfilled by any other approach up to date. To prove this result, we provide an alternative characterisation of FAEEL as a combination of G91 with a simpler logic we called Founded Epistemic Equilibrium Logic (FEEL), which is somehow an extrapolation of the stable model semantics to the modal logic S5.
Incremental Answer Set Programming with Overgrounding
Calimeri, Francesco, Ianni, Giovambattista, Pacenza, Francesco, Perri, Simona, Zangari, Jessica
Repeated executions of reasoning tasks for varying inputs are necessary in many applicative settings, such as stream reasoning. In this context, we propose an incremental grounding approach for the answer set semantics. We focus on the possibility of generating incrementally larger ground logic programs equivalent to a given non-ground one; so called overgrounded programs can be reused in combination with deliberately many different sets of inputs. Updating overgrounded programs requires a small effort, thus making the instantiation of logic programs considerably faster when grounding is repeated on a series of inputs similar to each other. Notably, the proposed approach works "under the hood", relieving designers of logic programs from controlling technical aspects of grounding engines and answer set systems. In this work we present the theoretical basis of the proposed incremental grounding technique, we illustrate the consequent repeated evaluation strategy and report about our experiments. This paper is under consideration in Theory and Practice of Logic Programming (TPLP).
Automatic Calibration of Artificial Neural Networks for Zebrafish Collective Behaviours using a Quality Diversity Algorithm
Cazenille, Leo, Bredeche, Nicolas, Halloy, Josรฉ
During the last two decades, various models have been proposed for fish collective motion. These models are mainly developed to decipher the biological mechanisms of social interaction between animals. They consider very simple homogeneous unbounded environments and it is not clear that they can simulate accurately the collective trajectories. Moreover when the models are more accurate, the question of their scalability to either larger groups or more elaborate environments remains open. This study deals with learning how to simulate realistic collective motion of collective of zebrafish, using real-world tracking data. The objective is to devise an agent-based model that can be implemented on an artificial robotic fish that can blend into a collective of real fish. We present a novel approach that uses Quality Diversity algorithms, a class of algorithms that emphasise exploration over pure optimisation. In particular, we use CVT-MAP-Elites, a variant of the state-of-the-art MAP-Elites algorithm for high dimensional search space. Results show that Quality Diversity algorithms not only outperform classic evolutionary reinforcement learning methods at the macroscopic level (i.e. group behaviour), but are also able to generate more realistic biomimetic behaviours at the microscopic level (i.e. individual behaviour).
Today Me, Tomorrow Thee: Efficient Resource Allocation in Competitive Settings using Karma Games
Censi, Andrea, Bolognani, Saverio, Zilly, Julian G., Mousavi, Shima Sadat, Frazzoli, Emilio
We present a new type of coordination mechanism among multiple agents for the allocation of a finite resource, such as the allocation of time slots for passing an intersection. We consider the setting where we associate one counter to each agent, which we call karma value, and where there is an established mechanism to decide resource allocation based on agents exchanging karma. The idea is that agents might be inclined to pass on using resources today, in exchange for karma, which will make it easier for them to claim the resource use in the future. To understand whether such a system might work robustly, we only design the protocol and not the agents' policies. We take a game-theoretic perspective and compute policies corresponding to Nash equilibria for the game. We find, surprisingly, that the Nash equilibria for a society of self-interested agents are very close in social welfare to a centralized cooperative solution. These results suggest that many resource allocation problems can have a simple, elegant, and robust solution, assuming the availability of a karma accounting mechanism.
Comparative Evaluation of Multiagent Learning Algorithms in a Diverse Set of Ad Hoc Team Problems
Albrecht, Stefano V., Ramamoorthy, Subramanian
This paper is concerned with evaluating different multiagent learning (MAL) algorithms in problems where individual agents may be heterogenous, in the sense of utilizing different learning strategies, without the opportunity for prior agreements or information regarding coordination. Such a situation arises in ad hoc team problems, a model of many practical multiagent systems applications. Prior work in multiagent learning has often been focussed on homogeneous groups of agents, meaning that all agents were identical and a priori aware of this fact. Also, those algorithms that are specifically designed for ad hoc team problems are typically evaluated in teams of agents with fixed behaviours, as opposed to agents which are adapting their behaviours. In this work, we empirically evaluate five MAL algorithms, representing major approaches to multiagent learning but originally developed with the homogeneous setting in mind, to understand their behaviour in a set of ad hoc team problems. All teams consist of agents which are continuously adapting their behaviours. The algorithms are evaluated with respect to a comprehensive characterisation of repeated matrix games, using performance criteria that include considerations such as attainment of equilibrium, social welfare and fairness. Our main conclusion is that there is no clear winner. However, the comparative evaluation also highlights the relative strengths of different algorithms with respect to the type of performance criteria, e.g., social welfare vs. attainment of equilibrium.
FedHealth: A Federated Transfer Learning Framework for Wearable Healthcare
Chen, Yiqiang, Wang, Jindong, Yu, Chaohui, Gao, Wen, Qin, Xin
With the rapid development of computing technology, wearable devices such as smart phones and wristbands make it easy to get access to people's health information including activities, sleep, sports, etc. Smart healthcare achieves great success by training machine learning models on a large quantity of user data. However, there are two critical challenges. Firstly, user data often exists in the form of isolated islands, making it difficult to perform aggregation without compromising privacy security. Secondly, the models trained on the cloud fail on personalization. In this paper, we propose FedHealth, the first federated transfer learning framework for wearable healthcare to tackle these challenges. FedHealth performs data aggregation through federated learning, and then builds personalized models by transfer learning. It is able to achieve accurate and personalized healthcare without compromising privacy and security. Experiments demonstrate that FedHealth produces higher accuracy (5.3% improvement) for wearable activity recognition when compared to traditional methods. FedHealth is general and extensible and has the potential to be used in many healthcare applications.
Honor CEO Seth Sternberg: 'We're Using the Past to Predict the Future' - Home Health Care News
Home care is often singled out for being slow to embrace and implement technology, but as the demand for care services grows, providers are forced to think outside of the box when it comes curbing caregiver turnover. San Francisco-based home care startup Honor understands this all too well, according to CEO Seth Sternberg. The company is using insights gleaned from machine learning to examine and address turnover internally and with its network of home care partners. Honor, which has raised $115 million since launching in 2014, teams up with independently owned and operated agencies by taking over caregiver recruiting, onboarding and training, in addition to day-to-day logistics. Currently, the company operates in Arizona, California, New Mexico and Texas.
The global race between China and U.S. to set the rules for AI
As AI moves increasingly into actual commercial use, the leading nations are positioning themselves to standardize the field to their own advantage. This includes everything from minute technical standards to procedures for removing bias from algorithms. Countries and companies have a lot to gain from leaving a mark on the process. Beijing got out of the starting gate first: Last year, China published a detailed report focused on ethical norms and technical standards that are meant to allow companies to work together more easily. A few months later, Beijing hosted the first major international meeting on AI standards.