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Artificial Agency and Large Language Models

arXiv.org Artificial Intelligence

The arrival of Large Language Models (LLMs) has stirred up philosophical debates about the possibility of realizing agency in an artificial manner. In this work we contribute to the debate by presenting a theoretical model that can be used as a threshold conception for artificial agents. The model defines agents as systems whose actions and goals are always influenced by a dynamic framework of factors that consists of the agent's accessible history, its adaptive repertoire and its external environment. This framework, in turn, is influenced by the actions that the agent takes and the goals that it forms. We show with the help of the model that state-of-the-art LLMs are not agents yet, but that there are elements to them that suggest a way forward. The paper argues that a combination of the agent architecture presented in Park et al. (2023) together with the use of modules like the Coscientist in Boiko et al. (2023) could potentially be a way to realize agency in an artificial manner. We end the paper by reflecting on the obstacles one might face in building such an artificial agent and by presenting possible directions for future research.


A process algebraic framework for multi-agent dynamic epistemic systems

arXiv.org Artificial Intelligence

This paper combines the classical model of labeled transition systems with the epistemic model for reasoning about knowledge. The result is a unifying framework for modeling and analyzing multi-agent, knowledge-based, dynamic systems. On the modeling side, we propose a process algebraic, agent-oriented specification language that makes such a framework easy to use for practical purposes. On the verification side, we define a modal logic encompassing temporal and epistemic operators.


Strategy and Skill Learning for Physics-based Table Tennis Animation

arXiv.org Artificial Intelligence

Recent advancements in physics-based character animation leverage deep learning to generate agile and natural motion, enabling characters to execute movements such as backflips, boxing, and tennis. However, reproducing the selection and use of diverse motor skills in dynamic environments to solve complex tasks, as humans do, still remains a challenge. We present a strategy and skill learning approach for physics-based table tennis animation. Our method addresses the issue of mode collapse, where the characters do not fully utilize the motor skills they need to perform to execute complex tasks. More specifically, we demonstrate a hierarchical control system for diversified skill learning and a strategy learning framework for effective decision-making. We showcase the efficacy of our method through comparative analysis with state-of-the-art methods, demonstrating its capabilities in executing various skills for table tennis. Our strategy learning framework is validated through both agent-agent interaction and human-agent interaction in Virtual Reality, handling both competitive and cooperative tasks.


Learning to Play Foosball: System and Baselines

arXiv.org Artificial Intelligence

This work stages Foosball as a versatile platform for advancing scientific research, particularly in the realm of robot learning. We present an automated Foosball table along with its corresponding simulated counterpart, showcasing a diverse range of challenges through example tasks within the Foosball environment. Initial findings are shared using a simple baseline approach. Foosball constitutes a versatile learning environment with the potential to yield cutting-edge research in various fields of artificial intelligence and machine learning, notably robust learning, while also extending its applicability to industrial robotics and automation setups. To transform our physical Foosball table into a research-friendly system, we augmented it with a 2 degrees of freedom kinematic chain to control the goalkeeper rod as an initial setup with the intention to be extended to the full game as soon as possible. Our experiments reveal that a realistic simulation is essential for mastering complex robotic tasks, yet translating these accomplishments to the real system remains challenging, often accompanied by a performance decline. This emphasizes the critical importance of research in this direction. In this concern, we spotlight the automated Foosball table as an invaluable tool, possessing numerous desirable attributes, to serve as a demanding learning environment for advancing robotics and automation research.


Negotiating Control: Neurosymbolic Variable Autonomy

arXiv.org Artificial Intelligence

V ariable autonomy equips a system, such as a robot, with mixed initiatives such that it can adjust its independence level based on the task's complexity and the surrounding environment. V ariable autonomy solves two main problems in robotic planning: the first is the problem of humans being unable to keep focus in monitoring and intervening during robotic tasks without appropriate human factor indicators, and the second is achieving mission success in unforeseen and uncertain environments in the face of static reward structures. An open problem in variable autonomy is developing robust methods to dynamically balance autonomy and human intervention in real-time, ensuring optimal performance and safety in unpredictable and evolving environments. We posit that addressing unpredictable and evolving environments through an addition of rule-based symbolic logic has the potential to make autonomy adjustments more contextually reliable and adding feedback to reinforcement learning through data from mixed-initiative control further increases efficacy and safety of autonomous behaviour.


On the Use of Immersive Digital Technologies for Designing and Operating UAVs

arXiv.org Artificial Intelligence

Unmanned Aerial Vehicles (UAVs) provide agile and safe solutions to communication relay networks, offering improved throughput. However, their modeling and control present challenges, and real-world deployment is hindered by the gap between simulation and reality. Moreover, enhancing situational awareness is critical. Several works in the literature proposed integrating UAV operation with immersive digital technologies, such as Digital Twin (DT) and Extended Reality (XR), to address these challenges. This paper provides a comprehensive overview of current research and developments involving immersive digital technologies for UAVs, including the latest advancements and emerging trends. We also explore the integration of DT and XR with Artificial Intelligence (AI) algorithms to create more intelligent, adaptive, and responsive UAV systems. Finally, we provide discussions, identify gaps in current research, and suggest future directions for studying the application of immersive technologies in UAVs, fostering further innovation and development in this field. We envision the fusion of DTs with XR will transform how UAVs operate, offering tools that enhance visualization, improve decision-making, and enable effective collaboration.


OpenDevin: An Open Platform for AI Software Developers as Generalist Agents

arXiv.org Artificial Intelligence

Software is one of the most powerful tools that we humans have at our disposal; it allows a skilled programmer to interact with the world in complex and profound ways. At the same time, thanks to improvements in large language models (LLMs), there has also been a rapid development in AI agents that interact with and affect change in their surrounding environments. In this paper, we introduce OpenDevin, a platform for the development of powerful and flexible AI agents that interact with the world in similar ways to those of a human developer: by writing code, interacting with a command line, and browsing the web. We describe how the platform allows for the implementation of new agents, safe interaction with sandboxed environments for code execution, coordination between multiple agents, and incorporation of evaluation benchmarks. Based on our currently incorporated benchmarks, we perform an evaluation of agents over 15 challenging tasks, including software engineering (e.g., SWE-Bench) and web browsing (e.g., WebArena), among others. Released under the permissive MIT license, OpenDevin is a community project spanning academia and industry with more than 1.3K contributions from over 160 contributors and will improve going forward.


ODGR: Online Dynamic Goal Recognition

arXiv.org Artificial Intelligence

Traditionally, Reinforcement Learning (RL) problems are aimed at optimization of the behavior of an agent. This paper proposes a novel take on RL, which is used to learn the policy of another agent, to allow real-time recognition of that agent's goals. Goal Recognition (GR) has traditionally been framed as a planning problem where one must recognize an agent's objectives based on its observed actions. Recent approaches have shown how reinforcement learning can be used as part of the GR pipeline, but are limited to recognizing predefined goals and lack scalability in domains with a large goal space. This paper formulates a novel problem, "Online Dynamic Goal Recognition" (ODGR), as a first step to address these limitations. Contributions include introducing the concept of dynamic goals into the standard GR problem definition, revisiting common approaches by reformulating them using ODGR, and demonstrating the feasibility of solving ODGR in a navigation domain using transfer learning. These novel formulations open the door for future extensions of existing transfer learning-based GR methods, which will be robust to changing and expansive real-time environments.


Infinite Ends from Finite Samples: Open-Ended Goal Inference as Top-Down Bayesian Filtering of Bottom-Up Proposals

arXiv.org Artificial Intelligence

The space of human goals is tremendously vast; and yet, from just a few moments of watching a scene or reading a story, we seem to spontaneously infer a range of plausible motivations for the people and characters involved. What explains this remarkable capacity for intuiting other agents' goals, despite the infinitude of ends they might pursue? And how does this cohere with our understanding of other people as approximately rational agents? In this paper, we introduce a sequential Monte Carlo model of open-ended goal inference, which combines top-down Bayesian inverse planning with bottom-up sampling based on the statistics of co-occurring subgoals. By proposing goal hypotheses related to the subgoals achieved by an agent, our model rapidly generates plausible goals without exhaustive search, then filters out goals that would be irrational given the actions taken so far. We validate this model in a goal inference task called Block Words, where participants try to guess the word that someone is stacking out of lettered blocks. In comparison to both heuristic bottom-up guessing and exact Bayesian inference over hundreds of goals, our model better predicts the mean, variance, efficiency, and resource rationality of human goal inferences, achieving similar accuracy to the exact model at a fraction of the cognitive cost, while also explaining garden-path effects that arise from misleading bottom-up cues. Our experiments thus highlight the importance of uniting top-down and bottom-up models for explaining the speed, accuracy, and generality of human theory-of-mind.


Virtue Ethics For Ethically Tunable Robotic Assistants

arXiv.org Artificial Intelligence

The common consensus is that robots designed to work alongside or serve humans must adhere to the ethical standards of their operational environment. To achieve this, several methods based on established ethical theories have been suggested. Nonetheless, numerous empirical studies show that the ethical requirements of the real world are very diverse and can change rapidly from region to region. This eliminates the idea of a universal robot that can fit into any ethical context. However, creating customised robots for each deployment, using existing techniques is challenging. This paper presents a way to overcome this challenge by introducing a virtue ethics inspired computational method that enables character-based tuning of robots to accommodate the specific ethical needs of an environment. Using a simulated elder-care environment, we illustrate how tuning can be used to change the behaviour of a robot that interacts with an elderly resident in an ambient-assisted environment. Further, we assess the robot's responses by consulting ethicists to identify potential shortcomings.