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DQSSA: A Quantum-Inspired Solution for Maximizing Influence in Online Social Networks (Student Abstract)

arXiv.org Artificial Intelligence

Influence Maximization is the task of selecting optimal nodes maximising the influence spread in social networks. This study proposes a Discretized Quantum-based Salp Swarm Algorithm (DQSSA) for optimizing influence diffusion in social networks. By discretizing meta-heuristic algorithms and infusing them with quantum-inspired enhancements, we address issues like premature convergence and low efficacy. The proposed method, guided by quantum principles, offers a promising solution for Influence Maximisation. Experiments on four real-world datasets reveal DQSSA's superior performance as compared to established cutting-edge algorithms.


HMAS: enabling seamless collaboration between drones, quadruped robots, and human operators with efficient spatial awareness

arXiv.org Artificial Intelligence

Heterogeneous robots equipped with multi-modal sensors (e.g., UAV, wheeled and legged terrestrial robots) provide rich and complementary functions that may help human operators to accomplish complex tasks in unknown environments. However, seamlessly integrating heterogeneous agents and making them interact and collaborate still arise challenging issues. In this paper, we define a ROS 2 based software architecture that allows to build incarnated heterogeneous multi-agent systems (HMAS) in a generic way. We showcase its effectiveness through a scenario integrating aerial drones, quadruped robots, and human operators (see https://youtu.be/iOtCCticGuk). In addition, agent spatial awareness in unknown outdoor environments is a critical step for realizing autonomous individual movements, interactions, and collaborations. Through intensive experimental measurements, RTK-GPS is shown to be a suitable solution for achieving the required locating accuracy.


An HCAI Methodological Framework: Putting It Into Action to Enable Human-Centered AI

arXiv.org Artificial Intelligence

Human-centered AI (HCAI), as a design philosophy, advocates prioritizing humans in designing, developing, and deploying intelligent systems, aiming to maximize the benefits of AI technology to humans and avoid its potential adverse effects. While HCAI has gained momentum, the lack of guidance on methodology in its implementation makes its adoption challenging. After assessing the needs for a methodological framework for HCAI, this paper first proposes a comprehensive and interdisciplinary HCAI methodological framework integrated with seven components, including design goals, design principles, implementation approaches, design paradigms, interdisciplinary teams, methods, and processes. THe implications of the framework are also discussed. This paper also presents a "three-layer" approach to facilitate the implementation of the framework. We believe the proposed framework is systematic and executable, which can overcome the weaknesses in current frameworks and the challenges currently faced in implementing HCAI. Thus, the framework can help put it into action to develop, transfer, and implement HCAI in practice, eventually enabling the design, development, and deployment of HCAI-based intelligent systems.


A PSO Based Method to Generate Actionable Counterfactuals for High Dimensional Data

arXiv.org Artificial Intelligence

Counterfactual explanations (CFE) are methods that explain a machine learning model by giving an alternate class prediction of a data point with some minimal changes in its features. It helps the users to identify their data attributes that caused an undesirable prediction like a loan or credit card rejection. We describe an efficient and an actionable counterfactual (CF) generation method based on particle swarm optimization (PSO). We propose a simple objective function for the optimization of the instance-centric CF generation problem. The PSO brings in a lot of flexibility in terms of carrying out multi-objective optimization in large dimensions, capability for multiple CF generation, and setting box constraints or immutability of data attributes. An algorithm is proposed that incorporates these features and it enables greater control over the proximity and sparsity properties over the generated CFs. The proposed algorithm is evaluated with a set of action-ability metrics in real-world datasets, and the results were superior compared to that of the state-of-the-arts.


JARVIS-1: Open-World Multi-task Agents with Memory-Augmented Multimodal Language Models

arXiv.org Artificial Intelligence

Achieving human-like planning and control with multimodal observations in an open world is a key milestone for more functional generalist agents. Existing approaches can handle certain long-horizon tasks in an open world. However, they still struggle when the number of open-world tasks could potentially be infinite and lack the capability to progressively enhance task completion as game time progresses. We introduce JARVIS-1, an open-world agent that can perceive multimodal input (visual observations and human instructions), generate sophisticated plans, and perform embodied control, all within the popular yet challenging open-world Minecraft universe. Specifically, we develop JARVIS-1 on top of pre-trained multimodal language models, which map visual observations and textual instructions to plans. The plans will be ultimately dispatched to the goal-conditioned controllers. We outfit JARVIS-1 with a multimodal memory, which facilitates planning using both pre-trained knowledge and its actual game survival experiences. JARVIS-1 is the existing most general agent in Minecraft, capable of completing over 200 different tasks using control and observation space similar to humans. These tasks range from short-horizon tasks, e.g., "chopping trees" to long-horizon tasks, e.g., "obtaining a diamond pickaxe". JARVIS-1 performs exceptionally well in short-horizon tasks, achieving nearly perfect performance. In the classic long-term task of $\texttt{ObtainDiamondPickaxe}$, JARVIS-1 surpasses the reliability of current state-of-the-art agents by 5 times and can successfully complete longer-horizon and more challenging tasks. The project page is available at https://craftjarvis.org/JARVIS-1


Distributed Optimization under Edge Agreements: A Continuous-Time Algorithm

arXiv.org Artificial Intelligence

Generalized from the concept of consensus, this paper considers a group of edge agreements, i.e. constraints defined for neighboring agents, in which each pair of neighboring agents is required to satisfy one edge agreement constraint. Edge agreements are defined locally to allow more flexibility than a global consensus. This work formulates a multi-agent optimization problem under edge agreements and proposes a continuous-time distributed algorithm to solve it. Both analytical proof and numerical examples are provided to validate the effectiveness of the proposed algorithm.


Efficient Model-Based Concave Utility Reinforcement Learning through Greedy Mirror Descent

arXiv.org Machine Learning

Many machine learning tasks can be solved by minimizing a convex function of an occupancy measure over the policies that generate them. These include reinforcement learning, imitation learning, among others. This more general paradigm is called the Concave Utility Reinforcement Learning problem (CURL). Since CURL invalidates classical Bellman equations, it requires new algorithms. We introduce MD-CURL, a new algorithm for CURL in a finite horizon Markov decision process. MD-CURL is inspired by mirror descent and uses a non-standard regularization to achieve convergence guarantees and a simple closed-form solution, eliminating the need for computationally expensive projection steps typically found in mirror descent approaches. We then extend CURL to an online learning scenario and present Greedy MD-CURL, a new method adapting MD-CURL to an online, episode-based setting with partially unknown dynamics. Like MD-CURL, the online version Greedy MD-CURL benefits from low computational complexity, while guaranteeing sub-linear or even logarithmic regret, depending on the level of information available on the underlying dynamics.


The END: Estimation Network Design for games under partial-decision information

arXiv.org Artificial Intelligence

Multi-agent decision problems are typically solved via distributed iterative algorithms, where the agents only communicate between themselves on a peer-to-peer network. Each agent usually maintains a copy of each decision variable, while agreement among the local copies is enforced via consensus protocols. Yet, each agent is often directly influenced by a small portion of the decision variables only: neglecting this sparsity results in redundancy, poor scalability with the network size, communication and memory overhead. To address these challenges, we develop Estimation Network Design (END), a framework for the design and analysis of distributed algorithms, generalizing several recent approaches. END algorithms can be tuned to exploit problem-specific sparsity structures, by optimally allocating copies of each variable only to a subset of agents, to improve efficiency and minimize redundancy. We illustrate the END's potential by designing new algorithms for generalised Nash equilibrium (GNE) seeking under partial-decision information, that can leverage the sparsity in cost functions, constraints and aggregation values. Finally, we test numerically our methods on a unicast rate allocation problem, revealing greatly reduced communication and memory costs.


Informal Safety Guarantees for Simulated Optimizers Through Extrapolation from Partial Simulations

arXiv.org Artificial Intelligence

Self-supervised learning is the backbone of state of the art language modeling. It has been argued that training with predictive loss on a self-supervised dataset causes simulators: entities that internally represent possible configurations of real-world systems. Under this assumption, a mathematical model for simulators is built based in the Cartesian frames model of embedded agents, which is extended to multi-agent worlds through scaling a two-dimensional frame to arbitrary dimensions, where literature prior chooses to instead use operations on frames. This variant leveraging scaling dimensionality is named the Cartesian object, and is used to represent simulations (where individual simulacra are the agents and devices in that object). Around the Cartesian object, functions like token selection and simulation complexity are accounted for in formalizing the behavior of a simulator, and used to show (through the L\"obian obstacle) that a proof of alignment between simulacra by inspection of design is impossible in the simulator context. Following this, a scheme is proposed and termed Partial Simulation Extrapolation aimed at circumventing the L\"obian obstacle through the evaluation of low-complexity simulations.


Understanding Your Agent: Leveraging Large Language Models for Behavior Explanation

arXiv.org Artificial Intelligence

Intelligent agents such as robots are increasingly deployed in real-world, safety-critical settings. It is vital that these agents are able to explain the reasoning behind their decisions to human counterparts; however, their behavior is often produced by uninterpretable models such as deep neural networks. We propose an approach to generate natural language explanations for an agent's behavior based only on observations of states and actions, thus making our method independent from the underlying model's representation. For such models, we first learn a behavior representation and subsequently use it to produce plausible explanations with minimal hallucination while affording user interaction with a pre-trained large language model. We evaluate our method in a multi-agent search-and-rescue environment and demonstrate the effectiveness of our explanations for agents executing various behaviors. Through user studies and empirical experiments, we show that our approach generates explanations as helpful as those produced by a human domain expert while enabling beneficial interactions such as clarification and counterfactual queries.