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Proceedings Nineteenth conference on Theoretical Aspects of Rationality and Knowledge

arXiv.org Artificial Intelligence

The TARK conference (Theoretical Aspects of Rationality and Knowledge) is a conference that aims to bring together researchers from a wide variety of fields, including computer science, artificial intelligence, game theory, decision theory, philosophy, logic, linguistics, and cognitive science. Its goal is to further our understanding of interdisciplinary issues involving reasoning about rationality and knowledge. Previous conferences have been held biennially around the world since 1986, on the initiative of Joe Halpern (Cornell University). Topics of interest include, but are not limited to, semantic models for knowledge, belief, awareness and uncertainty, bounded rationality and resource-bounded reasoning, commonsense epistemic reasoning, epistemic logic, epistemic game theory, knowledge and action, applications of reasoning about knowledge and other mental states, belief revision, computational social choice, algorithmic game theory, and foundations of multi-agent systems. Information about TARK, including conference proceedings, is available at http://www.tark.org/ These proceedings contain the papers that have been accepted for presentation at the Nineteenth Conference on Theoretical Aspects of Rationality and Knowledge (TARK 2023), held between June 28 and June 30, 2023, at the University of Oxford, United Kingdom. The conference website can be found at https://sites.google.com/view/tark-2023


Theory of Mind as Intrinsic Motivation for Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

The ability to model the mental states of others is crucial to human social intelligence, and can offer similar benefits to artificial agents with respect to the social dynamics induced in multi-agent settings. We present a method of grounding semantically meaningful, human-interpretable beliefs within policies modeled by deep networks. We then consider the task of 2nd-order belief prediction. We propose that ability of each agent to predict the beliefs of the other agents can be used as an intrinsic reward signal for multi-agent reinforcement learning. Finally, we present preliminary empirical results in a mixed cooperative-competitive environment.


Natural Selection Favors AIs over Humans

arXiv.org Artificial Intelligence

For billions of years, evolution has been the driving force behind the development of life, including humans. Evolution endowed humans with high intelligence, which allowed us to become one of the most successful species on the planet. Today, humans aim to create artificial intelligence systems that surpass even our own intelligence. As artificial intelligences (AIs) evolve and eventually surpass us in all domains, how might evolution shape our relations with AIs? By analyzing the environment that is shaping the evolution of AIs, we argue that the most successful AI agents will likely have undesirable traits. Competitive pressures among corporations and militaries will give rise to AI agents that automate human roles, deceive others, and gain power. If such agents have intelligence that exceeds that of humans, this could lead to humanity losing control of its future. More abstractly, we argue that natural selection operates on systems that compete and vary, and that selfish species typically have an advantage over species that are altruistic to other species. This Darwinian logic could also apply to artificial agents, as agents may eventually be better able to persist into the future if they behave selfishly and pursue their own interests with little regard for humans, which could pose catastrophic risks. To counteract these risks and evolutionary forces, we consider interventions such as carefully designing AI agents' intrinsic motivations, introducing constraints on their actions, and institutions that encourage cooperation. These steps, or others that resolve the problems we pose, will be necessary in order to ensure the development of artificial intelligence is a positive one.


Local Minima Drive Communications in Cooperative Interaction

arXiv.org Artificial Intelligence

An important open question in human-robot interaction (HRI) is precisely when an agent should decide to communicate, particularly in a cooperative task. Perceptual Control Theory (PCT) tells us that agents are able to cooperate on a joint task simply by sharing the same 'intention', thereby distributing the effort required to complete the task among the agents. This is even true for agents that do not possess the same abilities, so long as the goal is observable, the combined actions are sufficient to complete the task, and there is no local minimum in the search space. If these conditions hold, then a cooperative task can be accomplished without any communication between the contributing agents. However, for tasks that do contain local minima, the global solution can only be reached if at least one of the agents adapts its intention at the appropriate moments, and this can only be achieved by appropriately timed communication. In other words, it is hypothesised that in cooperative tasks, the function of communication is to coordinate actions in a complex search space that contains local minima. These principles have been verified in a computer-based simulation environment in which two independent one-dimensional agents are obliged to cooperate in order to solve a two-dimensional path-finding task.


Patrolling Grids with a Bit of Memory

arXiv.org Artificial Intelligence

Patrolling is a key problem in robotics wherein a mobile agent or team of mobile agents are tasked with repeatedly visiting every vertex of a graph environment by traversing edges. This task has well-known applications to navigation, web crawling, and swarm intelligence [19]. Patrolling has been studied under diverse sets of assumptions regarding e.g. the number of agents, the capabilities of each agent, and the underlying graph environment [22]. A central question related to patrolling is the space complexity of patrolling an environment: the amount of memory required by the agent(s) to patrol the environment [5, 8, 11, 13, 15, 18, 22]. The simplest kind of environment that is interesting to patrol is perhaps the grid graph. Hence, the goal of this work is to establish the space complexity of patrolling d-dimensional grid graphs with a single mobile agent that has limited visibility. More concretely, suppose a mobile agent with fixed orientation, R, is placed somewhere inside a grid graph. We assume R has b bits of internal state memory and the ability to see locations at Manhattan distance V or less from itself (see Figure 1), and must act based only on this information, i.e., it is a finite automaton. For what values of b and V does there exist an algorithm that enables R to patrol the grid?


QMNet: Importance-Aware Message Exchange for Decentralized Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

To improve the performance of multi-agent reinforcement learning under the constraint of wireless resources, we propose a message importance metric and design an importance-aware scheduling policy to effectively exchange messages. The key insight is spending the precious communication resources on important messages. The message importance depends not only on the messages themselves, but also on the needs of agents who receive them. Accordingly, we propose a query-message-based architecture, called QMNet. Agents generate queries and messages with the environment observation. Sharing queries can help calculate message importance. Exchanging messages can help agents cooperate better. Besides, we exploit the message importance to deal with random access collisions in decentralized systems. Furthermore, a message prediction mechanism is proposed to compensate for messages that are not transmitted. Finally, we evaluate the proposed schemes in a traffic junction environment, where only a fraction of agents can send messages due to limited wireless resources. Results show that QMNet can extract valuable information to guarantee the system performance even when only $30\%$ of agents can share messages. By exploiting message prediction, the system can further save $40\%$ of wireless resources. The importance-aware decentralized multi-access mechanism can effectively avoid collisions, achieving almost the same performance as centralized scheduling.


Distributional Multi-Objective Decision Making

arXiv.org Artificial Intelligence

For effective decision support in scenarios with conflicting objectives, sets of potentially optimal solutions can be presented to the decision maker. We explore both what policies these sets should contain and how such sets can be computed efficiently. With this in mind, we take a distributional approach and introduce a novel dominance criterion relating return distributions of policies directly. Based on this criterion, we present the distributional undominated set and show that it contains optimal policies otherwise ignored by the Pareto front. In addition, we propose the convex distributional undominated set and prove that it comprises all policies that maximise expected utility for multivariate risk-averse decision makers. We propose a novel algorithm to learn the distributional undominated set and further contribute pruning operators to reduce the set to the convex distributional undominated set. Through experiments, we demonstrate the feasibility and effectiveness of these methods, making this a valuable new approach for decision support in real-world problems.


LuckyMera: a Modular AI Framework for Building Hybrid NetHack Agents

arXiv.org Artificial Intelligence

In the last few decades we have witnessed a significant development in Artificial Intelligence (AI) thanks to the availability of a variety of testbeds, mostly based on simulated environments and video games. Among those, roguelike games offer a very good trade-off in terms of complexity of the environment and computational costs, which makes them perfectly suited to test AI agents generalization capabilities. In this work, we present LuckyMera, a flexible, modular, extensible and configurable AI framework built around NetHack, a popular terminal-based, single-player roguelike video game. This library is aimed at simplifying and speeding up the development of AI agents capable of successfully playing the game and offering a high-level interface for designing game strategies. LuckyMera comes with a set of off-the-shelf symbolic and neural modules (called "skills"): these modules can be either hard-coded behaviors, or neural Reinforcement Learning approaches, with the possibility of creating compositional hybrid solutions. Additionally, LuckyMera comes with a set of utility features to save its experiences in the form of trajectories for further analysis and to use them as datasets to train neural modules, with a direct interface to the NetHack Learning Environment and MiniHack. Through an empirical evaluation we validate our skills implementation and propose a strong baseline agent that can reach state-of-the-art performances in the complete NetHack game. LuckyMera is open-source and available at https://github.com/Pervasive-AI-Lab/LuckyMera.


Land & Localize: An Infrastructure-free and Scalable Nano-Drones Swarm with UWB-based Localization

arXiv.org Artificial Intelligence

Relative localization is a crucial functional block of any robotic swarm. We address it in a fleet of nano-drones characterized by a 10 cm-scale form factor, which makes them highly versatile but also strictly limited in their onboard power envelope. State-of-the-Art solutions leverage Ultra-WideBand (UWB) technology, allowing distance range measurements between peer nano-drones and a stationary infrastructure of multiple UWB anchors. Therefore, we propose an UWB-based infrastructure-free nano-drones swarm, where part of the fleet acts as dynamic anchors, i.e., anchor-drones (ADs), capable of automatic deployment and landing. By varying the Ads' position constraint, we develop three alternative solutions with different trade-offs between flexibility and localization accuracy. In-field results, with four flying mission-drones (MDs), show a localization root mean square error (RMSE) spanning from 15.3 cm to 27.8 cm, at most. Scaling the number of MDs from 4 to 8, the RMSE marginally increases, i.e., less than 10 cm at most. The power consumption of the MDs' UWB module amounts to 342 mW. Ultimately, compared to a fixed-infrastructure commercial solution, our infrastructure-free system can be deployed anywhere and rapidly by taking 5.7 s to self-localize 4 ADs with a localization RMSE of up to 12.3% in the most challenging case with 8 MDs.


Basal-Bolus Advisor for Type 1 Diabetes (T1D) Patients Using Multi-Agent Reinforcement Learning (RL) Methodology

arXiv.org Artificial Intelligence

This paper presents a novel multi-agent reinforcement learning (RL) approach for personalized glucose control in individuals with type 1 diabetes (T1D). The method employs a closed-loop system consisting of a blood glucose (BG) metabolic model and a multi-agent soft actor-critic RL model acting as the basal-bolus advisor. Performance evaluation is conducted in three scenarios, comparing the RL agents to conventional therapy. Evaluation metrics include glucose levels (minimum, maximum, and mean), time spent in different BG ranges, and average daily bolus and basal insulin dosages. Results demonstrate that the RL-based basal-bolus advisor significantly improves glucose control, reducing glycemic variability and increasing time spent within the target range (70-180 mg/dL). Hypoglycemia events are effectively prevented, and severe hyperglycemia events are reduced. The RL approach also leads to a statistically significant reduction in average daily basal insulin dosage compared to conventional therapy. These findings highlight the effectiveness of the multi-agent RL approach in achieving better glucose control and mitigating the risk of severe hyperglycemia in individuals with T1D.