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Building Machines that Learn and Think with People

arXiv.org Artificial Intelligence

What do we want from machine intelligence? We envision machines that are not just tools for thought, but partners in thought: reasonable, insightful, knowledgeable, reliable, and trustworthy systems that think with us. Current artificial intelligence (AI) systems satisfy some of these criteria, some of the time. In this Perspective, we show how the science of collaborative cognition can be put to work to engineer systems that really can be called ``thought partners,'' systems built to meet our expectations and complement our limitations. We lay out several modes of collaborative thought in which humans and AI thought partners can engage and propose desiderata for human-compatible thought partnerships. Drawing on motifs from computational cognitive science, we motivate an alternative scaling path for the design of thought partners and ecosystems around their use through a Bayesian lens, whereby the partners we construct actively build and reason over models of the human and world.


Explaining Decisions of Agents in Mixed-Motive Games

arXiv.org Artificial Intelligence

In recent years, agents have become capable of communicating seamlessly via natural language and navigating in environments that involve cooperation and competition, a fact that can introduce social dilemmas. Due to the interleaving of cooperation and competition, understanding agents' decision-making in such environments is challenging, and humans can benefit from obtaining explanations. However, such environments and scenarios have rarely been explored in the context of explainable AI. While some explanation methods for cooperative environments can be applied in mixed-motive setups, they do not address inter-agent competition, cheap-talk, or implicit communication by actions. In this work, we design explanation methods to address these issues. Then, we proceed to establish generality and demonstrate the applicability of the methods to three games with vastly different properties. Lastly, we demonstrate the effectiveness and usefulness of the methods for humans in two mixed-motive games. The first is a challenging 7-player game called no-press Diplomacy. The second is a 3-player game inspired by the prisoner's dilemma, featuring communication in natural language.


Odyssey: Empowering Agents with Open-World Skills

arXiv.org Artificial Intelligence

Recent studies have delved into constructing generalist agents for open-world embodied environments like Minecraft. Despite the encouraging results, existing efforts mainly focus on solving basic programmatic tasks, e.g., material collection and tool-crafting following the Minecraft tech-tree, treating the ObtainDiamond task as the ultimate goal. This limitation stems from the narrowly defined set of actions available to agents, requiring them to learn effective long-horizon strategies from scratch. Consequently, discovering diverse gameplay opportunities in the open world becomes challenging. In this work, we introduce ODYSSEY, a new framework that empowers Large Language Model (LLM)-based agents with open-world skills to explore the vast Minecraft world. ODYSSEY comprises three key parts: (1) An interactive agent with an open-world skill library that consists of 40 primitive skills and 183 compositional skills. (2) A fine-tuned LLaMA-3 model trained on a large question-answering dataset with 390k+ instruction entries derived from the Minecraft Wiki. (3) A new open-world benchmark includes thousands of long-term planning tasks, tens of dynamic-immediate planning tasks, and one autonomous exploration task. Extensive experiments demonstrate that the proposed ODYSSEY framework can effectively evaluate the planning and exploration capabilities of agents. All datasets, model weights, and code are publicly available to motivate future research on more advanced autonomous agent solutions.


Multi-Agent Causal Discovery Using Large Language Models

arXiv.org Artificial Intelligence

Large Language Models (LLMs) have demonstrated significant potential in causal discovery tasks by utilizing their vast expert knowledge from extensive text corpora. However, the multi-agent capabilities of LLMs in causal discovery remain underexplored. This paper introduces a general framework to investigate this potential. The first is the Meta Agents Model, which relies exclusively on reasoning and discussions among LLM agents to conduct causal discovery. The second is the Coding Agents Model, which leverages the agents' ability to plan, write, and execute code, utilizing advanced statistical libraries for causal discovery. The third is the Hybrid Model, which integrates both the Meta Agents Model and Coding Agents Model approaches, combining the statistical analysis and reasoning skills of multiple agents. Our proposed framework shows promising results by effectively utilizing LLMs' expert knowledge, reasoning capabilities, multi-agent cooperation, and statistical causal methods. By exploring the multi-agent potential of LLMs, we aim to establish a foundation for further research in utilizing LLMs multi-agent for solving causal-related problems.


Data Sharing for Mean Estimation Among Heterogeneous Strategic Agents

arXiv.org Artificial Intelligence

We study a collaborative learning problem where $m$ agents estimate a vector $\mu\in\mathbb{R}^d$ by collecting samples from normal distributions, with each agent $i$ incurring a cost $c_{i,k} \in (0, \infty]$ to sample from the $k^{\text{th}}$ distribution $\mathcal{N}(\mu_k, \sigma^2)$. Instead of working on their own, agents can collect data that is cheap to them, and share it with others in exchange for data that is expensive or even inaccessible to them, thereby simultaneously reducing data collection costs and estimation error. However, when agents have different collection costs, we need to first decide how to fairly divide the work of data collection so as to benefit all agents. Moreover, in naive sharing protocols, strategic agents may under-collect and/or fabricate data, leading to socially undesirable outcomes. Our mechanism addresses these challenges by combining ideas from cooperative and non-cooperative game theory. We use ideas from axiomatic bargaining to divide the cost of data collection. Given such a solution, we develop a Nash incentive-compatible (NIC) mechanism to enforce truthful reporting. We achieve a $\mathcal{O}(\sqrt{m})$ approximation to the minimum social penalty (sum of agent estimation errors and data collection costs) in the worst case, and a $\mathcal{O}(1)$ approximation under favorable conditions. We complement this with a hardness result, showing that $\Omega(\sqrt{m})$ is unavoidable in any NIC mechanism.


A Measure for Level of Autonomy Based on Observable System Behavior

arXiv.org Artificial Intelligence

Contemporary artificial intelligence systems are pivotal in enhancing human efficiency and safety across various domains. One such domain is autonomous systems, especially in automotive and defense use cases. Artificial intelligence brings learning and enhanced decision-making to autonomy system goal-oriented behaviors and human independence. However, the lack of clear understanding of autonomy system capabilities hampers human-machine or machine-machine interaction and interdiction. This necessitates varying degrees of human involvement for safety, accountability, and explainability purposes. Yet, measuring the level autonomous capability in an autonomous system presents a challenge. Two scales of measurement exist, yet measuring autonomy presupposes a variety of elements not available in the wild. This is why existing measures for level of autonomy are operationalized only during design or test and evaluation phases. No measure for level of autonomy based on observed system behavior exists at this time. To address this, we outline a potential measure for predicting level of autonomy using observable actions. We also present an algorithm incorporating the proposed measure. The measure and algorithm have significance to researchers and practitioners interested in a method to blind compare autonomous systems at runtime. Defense-based implementations are likewise possible because counter-autonomy depends on robust identification of autonomous systems.


POGEMA: A Benchmark Platform for Cooperative Multi-Agent Navigation

arXiv.org Artificial Intelligence

Multi-agent reinforcement learning (MARL) has recently excelled in solving challenging cooperative and competitive multi-agent problems in various environments with, mostly, few agents and full observability. Moreover, a range of crucial robotics-related tasks, such as multi-robot navigation and obstacle avoidance, that have been conventionally approached with the classical non-learnable methods (e.g., heuristic search) is currently suggested to be solved by the learning-based or hybrid methods. Still, in this domain, it is hard, not to say impossible, to conduct a fair comparison between classical, learning-based, and hybrid approaches due to the lack of a unified framework that supports both learning and evaluation. To this end, we introduce POGEMA, a set of comprehensive tools that includes a fast environment for learning, a generator of problem instances, the collection of pre-defined ones, a visualization toolkit, and a benchmarking tool that allows automated evaluation. We introduce and specify an evaluation protocol defining a range of domain-related metrics computed on the basics of the primary evaluation indicators (such as success rate and path length), allowing a fair multi-fold comparison. The results of such a comparison, which involves a variety of state-of-the-art MARL, search-based, and hybrid methods, are presented.


Coverage-aware and Reinforcement Learning Using Multi-agent Approach for HD Map QoS in a Realistic Environment

arXiv.org Artificial Intelligence

One effective way to optimize the offloading process is by minimizing the transmission time. This is particularly true in a Vehicular Adhoc Network (VANET) where vehicles frequently download and upload High-definition (HD) map data which requires constant updates. This implies that latency and throughput requirements must be guaranteed by the wireless system. To achieve this, adjustable contention windows (CW) allocation strategies in the standard IEEE802.11p have been explored by numerous researchers. Nevertheless, their implementations demand alterations to the existing standard which is not always desirable. To address this issue, we proposed a Q-Learning algorithm that operates at the application layer. Moreover, it could be deployed in any wireless network thereby mitigating the compatibility issues. The solution has demonstrated a better network performance with relatively fewer optimization requirements as compared to the Deep Q Network (DQN) and Actor-Critic algorithms. The same is observed while evaluating the model in a multi-agent setup showing higher performance compared to the single-agent setup.


Value Internalization: Learning and Generalizing from Social Reward

arXiv.org Artificial Intelligence

Social rewards shape human behavior. During development, a caregiver guides a learner's behavior towards culturally aligned goals and values. How do these behaviors persist and generalize when the caregiver is no longer present, and the learner must continue autonomously? Here, we propose a model of value internalization where social feedback trains an internal social reward (ISR) model that generates internal rewards when social rewards are unavailable. Through empirical simulations, we show that an ISR model prevents agents from unlearning socialized behaviors and enables generalization in out-of-distribution tasks. We characterize the implications of incomplete internalization, akin to "reward hacking" on the ISR. Additionally, we show that our model internalizes prosocial behavior in a multi-agent environment. Our work provides a foundation for understanding how humans acquire and generalize values and offers insights for aligning AI with human values.


Multi-robot maze exploration using an efficient cost-utility method

arXiv.org Artificial Intelligence

In the field of modern robotics, robots are proving to be useful in tackling high-risk situations, such as navigating hazardous environments like burning buildings, earthquake-stricken areas, or patrolling crime-ridden streets, as well as exploring uncharted caves. These scenarios share similarities with maze exploration problems in terms of complexity. While several methods have been proposed for single-agent systems, ranging from potential fields to flood-fill methods, recent research endeavors have focused on creating methods tailored for multiple agents to enhance the quality and efficiency of maze coverage. The contribution of this paper is the implementation of established maze exploration methods and their comparison with a new cost-utility algorithm designed for multiple agents, which combines the existing methodologies to optimize exploration outcomes. Through a comprehensive and comparative analysis, this paper evaluates the performance of the new approach against the implemented baseline methods from the literature, highlighting its efficacy and potential advantages in various scenarios. The code and experimental results supporting this study are available in the following repository (https://github.com/manouslinard/multiagent-exploration/).