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The Roles of Symbols in Neural-based AI: They are Not What You Think!

arXiv.org Artificial Intelligence

We propose that symbols are first and foremost external communication tools used between intelligent agents that allow knowledge to be transferred in a more efficient and effective manner than having to experience the world directly. But, they are also used internally within an agent through a form of self-communication to help formulate, describe and justify subsymbolic patterns of neural activity that truly implement thinking. Symbols, and our languages that make use of them, not only allow us to explain our thinking to others and ourselves, but also provide beneficial constraints (inductive bias) on learning about the world. In this paper we present relevant insights from neuroscience and cognitive science, about how the human brain represents symbols and the concepts they refer to, and how today's artificial neural networks can do the same. We then present a novel neuro-symbolic hypothesis and a plausible architecture for intelligent agents that combines subsymbolic representations for symbols and concepts for learning and reasoning. Our hypothesis and associated architecture imply that symbols will remain critical to the future of intelligent systems NOT because they are the fundamental building blocks of thought, but because they are characterizations of subsymbolic processes that constitute thought.


Fixed-time Adaptive Neural Control for Physical Human-Robot Collaboration with Time-Varying Workspace Constraints

arXiv.org Artificial Intelligence

Physical human-robot collaboration (pHRC) requires both compliance and safety guarantees since robots coordinate with human actions in a shared workspace. This paper presents a novel fixed-time adaptive neural control methodology for handling time-varying workspace constraints that occur in physical human-robot collaboration while also guaranteeing compliance during intended force interactions. The proposed methodology combines the benefits of compliance control, time-varying integral barrier Lyapunov function (TVIBLF) and fixed-time techniques, which not only achieve compliance during physical contact with human operators but also guarantee time-varying workspace constraints and fast tracking error convergence without any restriction on the initial conditions. Furthermore, a neural adaptive control law is designed to compensate for the unknown dynamics and disturbances of the robot manipulator such that the proposed control framework is overall fixed-time converged and capable of online learning without any prior knowledge of robot dynamics and disturbances. The proposed approach is finally validated on a simulated two-link robot manipulator. Simulation results show that the proposed controller is superior in the sense of both tracking error and convergence time compared with the existing barrier Lyapunov functions based controllers, while simultaneously guaranteeing compliance and safety.


Fair and Efficient Allocation of Scarce Resources Based on Predicted Outcomes: Implications for Homeless Service Delivery

Journal of Artificial Intelligence Research

Artificial intelligence, machine learning, and algorithmic techniques in general, provide two crucial abilities with the potential to improve decision-making in the context of allocation of scarce societal resources. They have the ability to flexibly and accurately model treatment response at the individual level, potentially allowing us to better match available resources to individuals. In addition, they have the ability to reason simultaneously about the effects of matching sets of scarce resources to populations of individuals. In this work, we leverage these abilities to study algorithmic allocation of scarce societal resources in the context of homelessness. In communities throughout the United States, there is constant demand for an array of homeless services intended to address different levels of need. Allocations of housing services must match households to appropriate services that continuously fluctuate in availability, while inefficiencies in allocation could โ€œwasteโ€ scarce resources as households will remain in-need and re-enter the homeless system, increasing the overall demand for homeless services. This complex allocation problem introduces novel technical and ethical challenges. Using administrative data from a regional homeless system, we formulate the problem of โ€œoptimalโ€ allocation of resources given data on households with need for homeless services. The optimization problem aims to allocate available resources such that predicted probabilities of household re-entry are minimized. The key element of this work is its use of a counterfactual prediction approach that predicts household probabilities of re-entry into homeless services if assigned to each service. Through these counterfactual predictions, we find that this approach has the potential to improve the efficiency of the homeless system by reducing re-entry, and, therefore, system-wide demand. However, efficiency comes with trade-offs - a significant fraction of households are assigned to services that increase probability of re-entry. To address this issue as well as the inherent fairness considerations present in any context where there are insufficient resources to meet demand, we discuss the efficiency, equity, and fairness issues that arise in our work and consider potential implications for homeless policies.


Partially Observable Mean Field Multi-Agent Reinforcement Learning Based on Graph-Attention

arXiv.org Artificial Intelligence

Traditional multi-agent reinforcement learning algorithms are difficultly applied in a large-scale multi-agent environment. The introduction of mean field theory has enhanced the scalability of multi-agent reinforcement learning in recent years. This paper considers partially observable multi-agent reinforcement learning (MARL), where each agent can only observe other agents within a fixed range. This partial observability affects the agent's ability to assess the quality of the actions of surrounding agents. This paper focuses on developing a method to capture more effective information from local observations in order to select more effective actions. Previous work in this field employs probability distributions or weighted mean field to update the average actions of neighborhood agents, but it does not fully consider the feature information of surrounding neighbors and leads to a local optimum. In this paper, we propose a novel multi-agent reinforcement learning algorithm, Partially Observable Mean Field Multi-Agent Reinforcement Learning based on Graph--Attention (GAMFQ) to remedy this flaw. GAMFQ uses a graph attention module and a mean field module to describe how an agent is influenced by the actions of other agents at each time step. This graph attention module consists of a graph attention encoder and a differentiable attention mechanism, and this mechanism outputs a dynamic graph to represent the effectiveness of neighborhood agents against central agents. The mean--field module approximates the effect of a neighborhood agent on a central agent as the average effect of effective neighborhood agents. We evaluate GAMFQ on three challenging tasks in the MAgents framework. Experiments show that GAMFQ outperforms baselines including the state-of-the-art partially observable mean-field reinforcement learning algorithms.


BRExIt: On Opponent Modelling in Expert Iteration

arXiv.org Artificial Intelligence

Finding a best response policy is a central objective in game theory and multi-agent learning, with modern population-based training approaches employing reinforcement learning algorithms as best-response oracles to improve play against candidate opponents (typically previously learnt policies). We propose Best Response Expert Iteration (BRExIt), which accelerates learning in games by incorporating opponent models into the state-of-the-art learning algorithm Expert Iteration (ExIt). BRExIt aims to (1) improve feature shaping in the apprentice, with a policy head predicting opponent policies as an auxiliary task, and (2) bias opponent moves in planning towards the given or learnt opponent model, to generate apprentice targets that better approximate a best response. In an empirical ablation on BRExIt's algorithmic variants against a set of fixed test agents, we provide statistical evidence that BRExIt learns better performing policies than ExIt.


An Audit Framework for Adopting AI-Nudging on Children

arXiv.org Artificial Intelligence

This is an audit framework for AI-nudging. Unlike the static form of nudging usually discussed in the literature, we focus here on a type of nudging that uses large amounts of data to provide personalized, dynamic feedback and interfaces. We call this AI-nudging (Lanzing, 2019, p. 549; Yeung, 2017). The ultimate goal of the audit outlined here is to ensure that an AI system that uses nudges will maintain a level of moral inertia and neutrality by complying with the recommendations, requirements, or suggestions of the audit (in other words, the criteria of the audit). In the case of unintended negative consequences, the audit suggests risk mitigation mechanisms that can be put in place. In the case of unintended positive consequences, it suggests some reinforcement mechanisms. Sponsored by the IBM-Notre Dame Tech Ethics Lab


Zero-shot Transfer Learning of Driving Policy via Socially Adversarial Traffic Flow

arXiv.org Artificial Intelligence

Acquiring driving policies that can transfer to unseen environments is challenging when driving in dense traffic flows. The design of traffic flow is essential and previous studies are unable to balance interaction and safety-criticism. To tackle this problem, we propose a socially adversarial traffic flow. We propose a Contextual Partially-Observable Stochastic Game to model traffic flow and assign Social Value Orientation (SVO) as context. We then adopt a two-stage framework. In Stage 1, each agent in our socially-aware traffic flow is driven by a hierarchical policy where upper-level policy communicates genuine SVOs of all agents, which the lower-level policy takes as input. In Stage 2, each agent in the socially adversarial traffic flow is driven by the hierarchical policy where upper-level communicates mistaken SVOs, taken by the lower-level policy trained in Stage 1. Driving policy is adversarially trained through a zero-sum game formulation with upper-level policies, resulting in a policy with enhanced zero-shot transfer capability to unseen traffic flows. Comprehensive experiments on cross-validation verify the superior zero-shot transfer performance of our method.


Loss and Reward Weighing for increased learning in Distributed Reinforcement Learning

arXiv.org Artificial Intelligence

This paper introduces two learning schemes for distributed agents in Reinforcement Learning (RL) environments, namely Reward-Weighted (R-Weighted) and Loss-Weighted (L-Weighted) gradient merger. The R/L weighted methods replace standard practices for training multiple agents, such as summing or averaging the gradients. The core of our methods is to scale the gradient of each actor based on how high the reward (for R-Weighted) or the loss (for L-Weighted) is compared to the other actors. During training, each agent operates in differently initialized versions of the same environment, which gives different gradients from different actors. In essence, the R-Weights and L-Weights of each agent inform the other agents of its potential, which again reports which environment should be prioritized for learning. This approach of distributed learning is possible because environments that yield higher rewards, or low losses, have more critical information than environments that yield lower rewards or higher losses. We empirically demonstrate that the R-Weighted methods work superior to the state-of-the-art in multiple RL environments.


Dynamic Certification for Autonomous Systems

arXiv.org Artificial Intelligence

Autonomous systems are often deployed in complex sociotechnical environments, such as public roads, where they must behave safely and securely. Unlike many traditionally engineered systems, autonomous systems are expected to behave predictably in varying "open world" environmental contexts that cannot be fully specified formally. As a result, assurance about autonomous systems requires us to develop new certification methods and mathematical tools that can bound the uncertainty engendered by these diverse deployment scenarios, rather than relying on static tools.


Centralized control for multi-agent RL in a complex Real-Time-Strategy game

arXiv.org Artificial Intelligence

Multi-agent Reinforcement learning (MARL) studies the behaviour of multiple learning agents that coexist in a shared environment. MARL is more challenging than single-agent RL because it involves more complex learning dynamics: the observations and rewards of each agent are functions of all other agents. In the context of MARL, Real-Time-Strategy (RTS) games represent very challenging environments where multiple players interact simultaneously and control many units of different natures all at once. In fact, RTS games are so challenging for the current RL methods, that just being able to tackle them with RL is interesting. This project provides the end-to-end experience of applying RL in the Lux AI v2 Kaggle competition, where competitors design agents to control variable-sized fleets of units and tackle a multi-variable optimization, resource gathering, and allocation problem in a 1v1 scenario against other competitors. We use a centralized approach for training the RL agents, and report multiple design decisions along the process. We provide the source code of the project: https://github.com/