Agents
Survey of Consciousness Theory from Computational Perspective
Ding, Zihan, Wei, Xiaoxi, Xu, Yidan
Human consciousness has been a long-lasting mystery for centuries, while machine intelligence and consciousness is an arduous pursuit. Researchers have developed diverse theories for interpreting the consciousness phenomenon in human brains from different perspectives and levels. This paper surveys several main branches of consciousness theories originating from different subjects including information theory, quantum physics, cognitive psychology, physiology and computer science, with the aim of bridging these theories from a computational perspective. It also discusses the existing evaluation metrics of consciousness and possibility for current computational models to be conscious. Breaking the mystery of consciousness can be an essential step in building general artificial intelligence with computing machines.
OptiRoute: A Heuristic-assisted Deep Reinforcement Learning Framework for UAV-UGV Collaborative Route Planning
Mondal, Md Safwan, Ramasamy, Subramanian, Bhounsule, Pranav
Unmanned aerial vehicles (UAVs) are capable of surveying expansive areas, but their operational range is constrained by limited battery capacity. The deployment of mobile recharging stations using unmanned ground vehicles (UGVs) significantly extends the endurance and effectiveness of UAVs. However, optimizing the routes of both UAVs and UGVs, known as the UAV-UGV cooperative routing problem, poses substantial challenges, particularly with respect to the selection of recharging locations. Here in this paper, we leverage reinforcement learning (RL) for the purpose of identifying optimal recharging locations while employing constraint programming to determine cooperative routes for the UAV and UGV. Our proposed framework is then benchmarked against a baseline solution that employs Genetic Algorithms (GA) to select rendezvous points. Our findings reveal that RL surpasses GA in terms of reducing overall mission time, minimizing UAV-UGV idle time, and mitigating energy consumption for both the UAV and UGV. These results underscore the efficacy of incorporating heuristics to assist RL, a method we refer to as heuristics-assisted RL, in generating high-quality solutions for intricate routing problems.
Distributed course allocation with asymmetric friendships
Khakhiashvili, Ilya, Dery, Lihi, Grinshpoun, Tal
Students' decisions on whether to take a class are strongly affected by whether their friends plan to take the class with them. A student may prefer to be assigned to a course they likes less, just to be with their friends, rather than taking a more preferred class alone. It has been shown that taking classes with friends positively affects academic performance. Thus, academic institutes should prioritize friendship relations when assigning course seats. The introduction of friendship relations results in several non-trivial changes to current course allocation methods. This paper explores how course allocation mechanisms can account for friendships between students and provide a unique, distributed solution. In particular, we model the problem as an asymmetric distributed constraint optimization problem and develop a new dedicated algorithm. Our extensive evaluation includes both simulated data and data derived from a user study on 177 students' preferences over courses and friends. The results show that our algorithm obtains high utility for the students while keeping the solution fair and observing courses' seat capacity limitations.
Security Properties through the Lens of Modal Logic
Soloviev, Matvey, Balliu, Musard, Guanciale, Roberto
We introduce a framework for reasoning about the security of computer systems using modal logic. This framework is sufficiently expressive to capture a variety of known security properties, while also being intuitive and independent of syntactic details and enforcement mechanisms. We show how to use our formalism to represent various progress- and termination-(in)sensitive variants of confidentiality, integrity, robust declassification and transparent endorsement, and prove equivalence to standard definitions. The intuitive nature and closeness to semantic reality of our approach allows us to make explicit several hidden assumptions of these definitions, and identify potential issues and subtleties with them, while also holding the promise of formulating cleaner versions and future extension to entirely novel properties.
When Large Language Model based Agent Meets User Behavior Analysis: A Novel User Simulation Paradigm
Wang, Lei, Zhang, Jingsen, Yang, Hao, Chen, Zhiyuan, Tang, Jiakai, Zhang, Zeyu, Chen, Xu, Lin, Yankai, Song, Ruihua, Zhao, Wayne Xin, Xu, Jun, Dou, Zhicheng, Wang, Jun, Wen, Ji-Rong
User behavior analysis is crucial in human-centered AI applications. In this field, the collection of sufficient and high-quality user behavior data has always been a fundamental yet challenging problem. An intuitive idea to address this problem is automatically simulating the user behaviors. However, due to the subjective and complex nature of human cognitive processes, reliably simulating the user behavior is difficult. Recently, large language models (LLM) have obtained remarkable successes, showing great potential to achieve human-like intelligence. We argue that these models present significant opportunities for reliable user simulation, and have the potential to revolutionize traditional study paradigms in user behavior analysis. In this paper, we take recommender system as an example to explore the potential of using LLM for user simulation. Specifically, we regard each user as an LLM-based autonomous agent, and let different agents freely communicate, behave and evolve in a virtual simulator called RecAgent. For comprehensively simulation, we not only consider the behaviors within the recommender system (\emph{e.g.}, item browsing and clicking), but also accounts for external influential factors, such as, friend chatting and social advertisement. Our simulator contains at most 1000 agents, and each agent is composed of a profiling module, a memory module and an action module, enabling it to behave consistently, reasonably and reliably. In addition, to more flexibly operate our simulator, we also design two global functions including real-human playing and system intervention. To evaluate the effectiveness of our simulator, we conduct extensive experiments from both agent and system perspectives. In order to advance this direction, we have released our project at {https://github.com/RUC-GSAI/YuLan-Rec}.
Reinforced Labels: Multi-Agent Deep Reinforcement Learning for Point-Feature Label Placement
Bobรกk, Petr, ฤmolรญk, Ladislav, ฤadรญk, Martin
Over the recent years, Reinforcement Learning combined with Deep Learning techniques has successfully proven to solve complex problems in various domains, including robotics, self-driving cars, and finance. In this paper, we are introducing Reinforcement Learning (RL) to label placement, a complex task in data visualization that seeks optimal positioning for labels to avoid overlap and ensure legibility. Our novel point-feature label placement method utilizes Multi-Agent Deep Reinforcement Learning to learn the label placement strategy, the first machine-learning-driven labeling method, in contrast to the existing hand-crafted algorithms designed by human experts. To facilitate RL learning, we developed an environment where an agent acts as a proxy for a label, a short textual annotation that augments visualization. Our results show that the strategy trained by our method significantly outperforms the random strategy of an untrained agent and the compared methods designed by human experts in terms of completeness (i.e., the number of placed labels). The trade-off is increased computation time, making the proposed method slower than the compared methods. Nevertheless, our method is ideal for scenarios where the labeling can be computed in advance, and completeness is essential, such as cartographic maps, technical drawings, and medical atlases. Additionally, we conducted a user study to assess the perceived performance. The outcomes revealed that the participants considered the proposed method to be significantly better than the other examined methods. This indicates that the improved completeness is not just reflected in the quantitative metrics but also in the subjective evaluation by the participants.
Graphical House Allocation
Hosseini, Hadi, Payan, Justin, Sengupta, Rik, Vaish, Rohit, Viswanathan, Vignesh
The classical house allocation problem involves assigning $n$ houses (or items) to $n$ agents according to their preferences. A key criterion in such problems is satisfying some fairness constraints such as envy-freeness. We consider a generalization of this problem wherein the agents are placed along the vertices of a graph (corresponding to a social network), and each agent can only experience envy towards its neighbors. Our goal is to minimize the aggregate envy among the agents as a natural fairness objective, i.e., the sum of all pairwise envy values over all edges in a social graph. When agents have identical and evenly-spaced valuations, our problem reduces to the well-studied problem of linear arrangements. For identical valuations with possibly uneven spacing, we show a number of deep and surprising ways in which our setting is a departure from this classical problem. More broadly, we contribute several structural and computational results for various classes of graphs, including NP-hardness results for disjoint unions of paths, cycles, stars, or cliques, and fixed-parameter tractable (and, in some cases, polynomial-time) algorithms for paths, cycles, stars, cliques, and their disjoint unions. Additionally, a conceptual contribution of our work is the formulation of a structural property for disconnected graphs that we call separability which results in efficient parameterized algorithms for finding optimal allocations.
A Schedule of Duties in the Cloud Space Using a Modified Salp Swarm Algorithm
Jamali, Hossein, Shill, Ponkoj Chandra, Feil-Seifer, David, Harris,, Frederick C. Jr., Dascalu, Sergiu M.
Cloud computing is a concept introduced in the information technology era, with the main components being the grid, distributed, and valuable computing. The cloud is being developed continuously and, naturally, comes up with many challenges, one of which is scheduling. A schedule or timeline is a mechanism used to optimize the time for performing a duty or set of duties. A scheduling process is accountable for choosing the best resources for performing a duty. The main goal of a scheduling algorithm is to improve the efficiency and quality of the service while at the same time ensuring the acceptability and effectiveness of the targets. The task scheduling problem is one of the most important NP-hard issues in the cloud domain and, so far, many techniques have been proposed as solutions, including using genetic algorithms (GAs), particle swarm optimization, (PSO), and ant colony optimization (ACO). To address this problem, in this paper, one of the collective intelligence algorithms, called the Salp Swarm Algorithm (SSA), has been expanded, improved, and applied. The performance of the proposed algorithm has been compared with that of GAs, PSO, continuous ACO, and the basic SSA. The results show that our algorithm has generally higher performance than the other algorithms. For example, compared to the basic SSA, the proposed method has an average reduction of approximately 21% in makespan.
Speech-Gesture GAN: Gesture Generation for Robots and Embodied Agents
Liu, Carson Yu, Mohammadi, Gelareh, Song, Yang, Johal, Wafa
Embodied agents, in the form of virtual agents or social robots, are rapidly becoming more widespread. In human-human interactions, humans use nonverbal behaviours to convey their attitudes, feelings, and intentions. Therefore, this capability is also required for embodied agents in order to enhance the quality and effectiveness of their interactions with humans. In this paper, we propose a novel framework that can generate sequences of joint angles from the speech text and speech audio utterances. Based on a conditional Generative Adversarial Network (GAN), our proposed neural network model learns the relationships between the co-speech gestures and both semantic and acoustic features from the speech input. In order to train our neural network model, we employ a public dataset containing co-speech gestures with corresponding speech audio utterances, which were captured from a single male native English speaker. The results from both objective and subjective evaluations demonstrate the efficacy of our gesture-generation framework for Robots and Embodied Agents.
Sonicverse: A Multisensory Simulation Platform for Embodied Household Agents that See and Hear
Gao, Ruohan, Li, Hao, Dharan, Gokul, Wang, Zhuzhu, Li, Chengshu, Xia, Fei, Savarese, Silvio, Fei-Fei, Li, Wu, Jiajun
Developing embodied agents in simulation has been a key research topic in recent years. Exciting new tasks, algorithms, and benchmarks have been developed in various simulators. However, most of them assume deaf agents in silent environments, while we humans perceive the world with multiple senses. We introduce Sonicverse, a multisensory simulation platform with integrated audio-visual simulation for training household agents that can both see and hear. Sonicverse models realistic continuous audio rendering in 3D environments in real-time. Together with a new audio-visual VR interface that allows humans to interact with agents with audio, Sonicverse enables a series of embodied AI tasks that need audio-visual perception. For semantic audio-visual navigation in particular, we also propose a new multi-task learning model that achieves state-of-the-art performance. In addition, we demonstrate Sonicverse's realism via sim-to-real transfer, which has not been achieved by other simulators: an agent trained in Sonicverse can successfully perform audio-visual navigation in real-world environments. Sonicverse is available at: https://github.com/StanfordVL/Sonicverse.