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Analysis of the Synergy between Modularity and Autonomy in an Artificial Intelligence Based Fleet Competition
Li, Xingyu, Mitra, Mainak, Epureanu, Bogdan I.
A novel approach is provided for evaluating the benefits and burdens from vehicle modularity in fleets/units through the analysis of a game theoretical model of the competition between autonomous vehicle fleets in an attacker-defender game. We present an approach to obtain the heuristic operational strategies through fitting a decision tree on high-fidelity simulation results of an intelligent agent-based model. A multi-stage game theoretical model is also created for decision making considering military resources and impacts of past decisions. Nash equilibria of the operational strategy are revealed, and their characteristics are explored. The benefits of fleet modularity are also analyzed by comparing the results of the decision making process under diverse operational situations.
Voting-Based Multi-Agent Reinforcement Learning
Xu, Yue, Deng, Zengde, Wang, Mengdi, Xu, Wenjun, So, Anthony Man-Cho, Cui, Shuguang
The recent success of single-agent reinforcement learning (RL) encourages the exploration of multi-agent reinforcement learning (MARL), which is more challenging due to the interactions among different agents. In this paper, we consider a voting-based MARL problem, in which the agents vote to make group decisions and the goal is to maximize the globally averaged returns. To this end, we formulate the MARL problem based on the linear programming form of the policy optimization problem and propose a distributed primal-dual algorithm to obtain the optimal solution. We also propose a voting mechanism through which the distributed learning achieves the same sub-linear convergence rate as centralized learning. In other words, the distributed decision making does not slow down the global consensus to optimal. We also verify the convergence of our proposed algorithm with numerical simulations and conduct case studies in practical multi-agent systems.
Pathologist-Level Grading of Prostate Biopsies with Artificial Intelligence
Ström, Peter, Kartasalo, Kimmo, Olsson, Henrik, Solorzano, Leslie, Delahunt, Brett, Berney, Daniel M., Bostwick, David G., Evans, Andrew J., Grignon, David J., Humphrey, Peter A., Iczkowski, Kenneth A., Kench, James G., Kristiansen, Glen, van der Kwast, Theodorus H., Leite, Katia R. M., McKenney, Jesse K., Oxley, Jon, Pan, Chin-Chen, Samaratunga, Hemamali, Srigley, John R., Takahashi, Hiroyuki, Tsuzuki, Toyonori, Varma, Murali, Zhou, Ming, Lindberg, Johan, Bergström, Cecilia, Ruusuvuori, Pekka, Wählby, Carolina, Grönberg, Henrik, Rantalainen, Mattias, Egevad, Lars, Eklund, Martin
Background: An increasing volume of prostate biopsies and a world-wide shortage of uro-pathologists puts a strain on pathology departments. Additionally, the high intra- and inter-observer variability in grading can result in over- and undertreatment of prostate cancer. Artificial intelligence (AI) methods may alleviate these problems by assisting pathologists to reduce workload and harmonize grading. Methods: We digitized 6,682 needle biopsies from 976 participants in the population based STHLM3 diagnostic study to train deep neural networks for assessing prostate biopsies. The networks were evaluated by predicting the presence, extent, and Gleason grade of malignant tissue for an independent test set comprising 1,631 biopsies from 245 men. We additionally evaluated grading performance on 87 biopsies individually graded by 23 experienced urological pathologists from the International Society of Urological Pathology. We assessed discriminatory performance by receiver operating characteristics (ROC) and tumor extent predictions by correlating predicted millimeter cancer length against measurements by the reporting pathologist. We quantified the concordance between grades assigned by the AI and the expert urological pathologists using Cohen's kappa. Results: The performance of the AI to detect and grade cancer in prostate needle biopsy samples was comparable to that of international experts in prostate pathology. The AI achieved an area under the ROC curve of 0.997 for distinguishing between benign and malignant biopsy cores, and 0.999 for distinguishing between men with or without prostate cancer. The correlation between millimeter cancer predicted by the AI and assigned by the reporting pathologist was 0.96. For assigning Gleason grades, the AI achieved an average pairwise kappa of 0.62. This was within the range of the corresponding values for the expert pathologists (0.60 to 0.73).
Knowledge Graph Embedding for Ecotoxicological Effect Prediction
Myklebust, Erik B., Jimenez-Ruiz, Ernesto, Chen, Jiaoyan, Wolf, Raoul, Tollefsen, Knut Erik
Exploring the effects a chemical compound has on a species takes a considerable experimental effort. Appropriate methods for estimating and suggesting new effects can dramatically reduce the work needed to be done by a laboratory. In this paper we explore the suitability of using a knowledge graph embedding approach for ecotoxicological effect prediction. A knowledge graph has been constructed from publicly available data sets, including a species taxonomy and chemical classification and similarity. The publicly available effect data is integrated to the knowledge graph using ontology alignment techniques. Our experimental results show that the knowledge graph based approach improves the selected baselines.
Modified Actor-Critics
Merdivan, Erinc, Hanke, Sten, Geist, Matthieu
Robot Learning, from a control point of view, often involves continuous actions. In Reinforcement Learning, such actions are usually handled with actor-critic algorithms. They may build on Conservative Policy Iteration (e.g., Trust Region Policy Optimization, TRPO), on policy gradient (e.g., Reinforce), on entropy regularization (e.g., Soft Actor Critic, SAC), among others (e.g., Proximal Policy Optimization, PPO), but in all cases they can be seen as a form of soft policy iteration: they iterate policy evaluation followed by a soft policy improvement step. As so, they often are naturally on-policy. In this paper, we propose to combine (any kind of) soft greediness with Modified Policy Iteration (MPI). The proposed abstract framework applies repeatedly: (i) a partial policy evaluation step that allows off-policy learning and (ii) any soft greedy step. As a proof of concept, we instantiate this framework with the PPO soft greediness. Comparison to the original PPO shows that our algorithm is much more sample efficient. We also show that it is competitive with the state-of-art off-policy algorithm SAC.
Neural Network Verification for the Masses (of AI graduates)
Komendantskaya, Ekaterina, Stewart, Rob, Duncan, Kirsy, Kienitz, Daniel, Hen, Pierre Le, Bacchus, Pascal
Rapid development of AI applications has stimulated demand for, and has given rise to, the rapidly growing number and diversity of AI MSc degrees. AI and Robotics research communities, industries and students are becoming increasingly aware of the problems caused by unsafe or insecure AI applications. Among them, perhaps the most famous example is vulnerability of deep neural networks to ``adversarial attacks''. Owing to wide-spread use of neural networks in all areas of AI, this problem is seen as particularly acute and pervasive. Despite of the growing number of research papers about safety and security vulnerabilities of AI applications, there is a noticeable shortage of accessible tools, methods and teaching materials for incorporating verification into AI programs. LAIV -- the Lab for AI and Verification -- is a newly opened research lab at Heriot-Watt university that engages AI and Robotics MSc students in verification projects, as part of their MSc dissertation work. In this paper, we will report on successes and unexpected difficulties LAIV faces, many of which arise from limitations of existing programming languages used for verification. We will discuss future directions for incorporating verification into AI degrees.
Elementary Iterated Revision and the Levi Identity
Chandler, Jake, Booth, Richard
Recent work has considered the problem of extending to the case of iterated belief change the so-called `Harper Identity' (HI), which defines single-shot contraction in terms of single-shot revision. The present paper considers the prospects of providing a similar extension of the Levi Identity (LI), in which the direction of definition runs the other way. We restrict our attention here to the three classic iterated revision operators--natural, restrained and lexicographic, for which we provide here the first collective characterisation in the literature, under the appellation of `elementary' operators. We consider two prima facie plausible ways of extending (LI). The first proposal involves the use of the rational closure operator to offer a `reductive' account of iterated revision in terms of iterated contraction. The second, which doesn't commit to reductionism, was put forward some years ago by Nayak et al. We establish that, for elementary revision operators and under mild assumptions regarding contraction, Nayak's proposal is equivalent to a new set of postulates formalising the claim that contraction by $\neg A$ should be considered to be a kind of `mild' revision by $A$. We then show that these, in turn, under slightly weaker assumptions, jointly amount to the conjunction of a pair of constraints on the extension of (HI) that were recently proposed in the literature. Finally, we consider the consequences of endorsing both suggestions and show that this would yield an identification of rational revision with natural revision. We close the paper by discussing the general prospects for defining iterated revision in terms of iterated contraction.
Visual analytics for team-based invasion sports with significant events and Markov reward process
Zhao, Kun, Osogami, Takayuki, Morimura, Tetsuro
In team-based invasion sports such as soccer and basketball, analytics is important for teams to understand their performance and for audiences to understand matches better. The present work focuses on performing visual analytics to evaluate the value of any kind of event occurring in a sports match with a continuous parameter space. Here, the continuous parameter space involves the time, location, score, and other parameters. Because the spatiotemporal data used in such analytics is a low-level representation and has a very large size, however, traditional analytics may need to discretize the continuous parameter space (e.g., subdivide the playing area) or use a local feature to limit the analysis to specific events (e.g., only shots). These approaches make evaluation impossible for any kind of event with a continuous parameter space. To solve this problem, we consider a whole match as a Markov chain of significant events, so that event values can be estimated with a continuous parameter space by solving the Markov chain with a machine learning model. The significant events are first extracted by considering the time-varying distribution of players to represent the whole match. Then, the extracted events are redefined as different states with the continuous parameter space and built as a Markov chain so that a Markov reward process can be applied. Finally, the Markov reward process is solved by a customized fitted-value iteration algorithm so that the event values with the continuous parameter space can be predicted by a regression model. As a result, the event values can be visually inspected over the whole playing field under arbitrary given conditions. Experimental results with real soccer data show the effectiveness of the proposed system.
Adaptive Music Composition for Games
Hutchings, Patrick, McCormack, Jon
The generation of music that adapts dynamically to content and actions has an important role in building more immersive, memorable and emotive game experiences. To date, the development of adaptive music systems for video games is limited by both the nature of algorithms used for real-time music generation and the limited modelling of player action, game world context and emotion in current games. We propose that these issues must be addressed in tandem for the quality and flexibility of adaptive game music to significantly improve. Cognitive models of knowledge organisation and emotional affect are integrated with multi-modal, multi-agent composition techniques to produce a novel Adaptive Music System (AMS). The system is integrated into two stylistically distinct games. Gamers reported an overall higher immersion and correlation of music with game-world concepts with the AMS than with the original game soundtracks in both games.
How machine learning can benefit small businesses The UK Domain
At the end of last year, EasyJet launched a new feature on their app which could cure Instagram travel envy forever. Look&Book helps you identify where an Instagram photo was taken (provided it's in Europe) and which flights you need to book in order to get there. A savvy move indeed considering that 37% of millennials are influenced by social media when planning a trip. Look&Book acts as so much more than just an easy way to find and book holidays however. It's also a perfect example of the clever ways companies are using machine learning to attract new customers and generate business they probably wouldn't otherwise.