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Autonomous Intelligent Systems - DataScienceCentral.com

#artificialintelligence

Autonomous Intelligent Systems are AI software systems that act independently of direct human supervision, e.g., self-driving cars, UAVs, smart manufacturing robots, care robots for the elderly and virtual agents for training or support. Such systems need to be able to make safe, rational and human values-compatible decisions in unforeseen circumstances. Their decision making should be understandable by human users and collaborators, to ensure the necessary trust on behalf of the human users. There are multiple challenges in this area spanning both technology and ethics. It is also an interdisciplinary subject spanning science, humanities and social sciences.


A blob method for inhomogeneous diffusion with applications to multi-agent control and sampling

arXiv.org Artificial Intelligence

As a counterpoint to classical stochastic particle methods for linear diffusion equations, we develop a deterministic particle method for the weighted porous medium equation (WPME) and prove its convergence on bounded time intervals. This generalizes related work on blob methods for unweighted porous medium equations. From a numerical analysis perspective, our method has several advantages: it is meshfree, preserves the gradient flow structure of the underlying PDE, converges in arbitrary dimension, and captures the correct asymptotic behavior in simulations. That our method succeeds in capturing the long time behavior of WPME is significant from the perspective of related problems in quantization. Just as the Fokker-Planck equation provides a way to quantize a probability measure $\bar{\rho}$ by evolving an empirical measure according to stochastic Langevin dynamics so that the empirical measure flows toward $\bar{\rho}$, our particle method provides a way to quantize $\bar{\rho}$ according to deterministic particle dynamics approximating WMPE. In this way, our method has natural applications to multi-agent coverage algorithms and sampling probability measures. A specific case of our method corresponds exactly to confined mean-field dynamics of training a two-layer neural network for a radial basis function activation function. From this perspective, our convergence result shows that, in the overparametrized regime and as the variance of the radial basis functions goes to zero, the continuum limit is given by WPME. This generalizes previous results, which considered the case of a uniform data distribution, to the more general inhomogeneous setting. As a consequence of our convergence result, we identify conditions on the target function and data distribution for which convexity of the energy landscape emerges in the continuum limit.


Intrinsic Motivation in Model-based Reinforcement Learning: A Brief Review

arXiv.org Artificial Intelligence

The reinforcement learning research area contains a wide range of methods for solving the problems of intelligent agent control. Despite the progress that has been made, the task of creating a highly autonomous agent is still a significant challenge. One potential solution to this problem is intrinsic motivation, a concept derived from developmental psychology. This review considers the existing methods for determining intrinsic motivation based on the world model obtained by the agent. We propose a systematic approach to current research in this field, which consists of three categories of methods, distinguished by the way they utilize a world model in the agent's components: complementary intrinsic reward, exploration policy, and intrinsically motivated goals. The proposed unified framework describes the architecture of agents using a world model and intrinsic motivation to improve learning. The potential for developing new techniques in this area of research is also examined.


Social Influence Dialogue Systems: A Survey of Datasets and Models For Social Influence Tasks

arXiv.org Artificial Intelligence

Dialogue systems capable of social influence such as persuasion, negotiation, and therapy, are essential for extending the use of technology to numerous realistic scenarios. However, existing research primarily focuses on either task-oriented or open-domain scenarios, a categorization that has been inadequate for capturing influence skills systematically. There exists no formal definition or category for dialogue systems with these skills and data-driven efforts in this direction are highly limited. In this work, we formally define and introduce the category of social influence dialogue systems that influence users' cognitive and emotional responses, leading to changes in thoughts, opinions, and behaviors through natural conversations. We present a survey of various tasks, datasets, and methods, compiling the progress across seven diverse domains. We discuss the commonalities and differences between the examined systems, identify limitations, and recommend future directions. This study serves as a comprehensive reference for social influence dialogue systems to inspire more dedicated research and discussion in this emerging area.


ASQ-IT: Interactive Explanations for Reinforcement-Learning Agents

arXiv.org Artificial Intelligence

As reinforcement learning methods increasingly amass accomplishments, the need for comprehending their solutions becomes more crucial. Most explainable reinforcement learning (XRL) methods generate a static explanation depicting their developers' intuition of what should be explained and how. In contrast, literature from the social sciences proposes that meaningful explanations are structured as a dialog between the explainer and the explainee, suggesting a more active role for the user and her communication with the agent. In this paper, we present ASQ-IT -- an interactive tool that presents video clips of the agent acting in its environment based on queries given by the user that describe temporal properties of behaviors of interest. Our approach is based on formal methods: queries in ASQ-IT's user interface map to a fragment of Linear Temporal Logic over finite traces (LTLf), which we developed, and our algorithm for query processing is based on automata theory. User studies show that end-users can understand and formulate queries in ASQ-IT, and that using ASQ-IT assists users in identifying faulty agent behaviors.


Off-Policy Evaluation for Action-Dependent Non-Stationary Environments

arXiv.org Artificial Intelligence

Methods for sequential decision-making are often built upon a foundational assumption that the underlying decision process is stationary. This limits the application of such methods because real-world problems are often subject to changes due to external factors (passive non-stationarity), changes induced by interactions with the system itself (active non-stationarity), or both (hybrid non-stationarity). In this work, we take the first steps towards the fundamental challenge of on-policy and off-policy evaluation amidst structured changes due to active, passive, or hybrid non-stationarity. Towards this goal, we make a higher-order stationarity assumption such that non-stationarity results in changes over time, but the way changes happen is fixed. We propose, OPEN, an algorithm that uses a double application of counterfactual reasoning and a novel importance-weighted instrument-variable regression to obtain both a lower bias and a lower variance estimate of the structure in the changes of a policy's past performances. Finally, we show promising results on how OPEN can be used to predict future performances for several domains inspired by real-world applications that exhibit non-stationarity.


Topological Trajectory Prediction with Homotopy Classes

arXiv.org Artificial Intelligence

Trajectory prediction in a cluttered environment is key to many important robotics tasks such as autonomous navigation. However, there are an infinite number of possible trajectories to consider. To simplify the space of trajectories under consideration, we utilise homotopy classes to partition the space into countably many mathematically equivalent classes. All members within a class demonstrate identical high-level motion with respect to the environment, i.e., travelling above or below an obstacle. This allows high-level prediction of a trajectory in terms of a sparse label identifying its homotopy class. We therefore present a light-weight learning framework based on variable-order Markov processes to learn and predict homotopy classes and thus high-level agent motion. By informing a Gaussian Mixture Model (GMM) with our homotopy class predictions, we see great improvements in low-level trajectory prediction compared to a naive GMM on a real dataset.


Near-Optimal No-Regret Learning for Correlated Equilibria in Multi-Player General-Sum Games

arXiv.org Artificial Intelligence

Recently, Daskalakis, Fishelson, and Golowich (DFG) (NeurIPS`21) showed that if all agents in a multi-player general-sum normal-form game employ Optimistic Multiplicative Weights Update (OMWU), the external regret of every player is $O(\textrm{polylog}(T))$ after $T$ repetitions of the game. We extend their result from external regret to internal regret and swap regret, thereby establishing uncoupled learning dynamics that converge to an approximate correlated equilibrium at the rate of $\tilde{O}(T^{-1})$. This substantially improves over the prior best rate of convergence for correlated equilibria of $O(T^{-3/4})$ due to Chen and Peng (NeurIPS`20), and it is optimal -- within the no-regret framework -- up to polylogarithmic factors in $T$. To obtain these results, we develop new techniques for establishing higher-order smoothness for learning dynamics involving fixed point operations. Specifically, we establish that the no-internal-regret learning dynamics of Stoltz and Lugosi (Mach Learn`05) are equivalently simulated by no-external-regret dynamics on a combinatorial space. This allows us to trade the computation of the stationary distribution on a polynomial-sized Markov chain for a (much more well-behaved) linear transformation on an exponential-sized set, enabling us to leverage similar techniques as DFG to near-optimally bound the internal regret. Moreover, we establish an $O(\textrm{polylog}(T))$ no-swap-regret bound for the classic algorithm of Blum and Mansour (BM) (JMLR`07). We do so by introducing a technique based on the Cauchy Integral Formula that circumvents the more limited combinatorial arguments of DFG. In addition to shedding clarity on the near-optimal regret guarantees of BM, our arguments provide insights into the various ways in which the techniques by DFG can be extended and leveraged in the analysis of more involved learning algorithms.


Sequential Processing of Observations in Human Decision-Making Systems

arXiv.org Artificial Intelligence

In this work, we consider a binary hypothesis testing problem involving a group of human decision-makers. Due to the nature of human behavior, each human decision-maker observes the phenomenon of interest sequentially up to a random length of time. The humans use a belief model to accumulate the log-likelihood ratios until they cease observing the phenomenon. The belief model is used to characterize the perception of the human decision-maker towards observations at different instants of time, i.e., some decision-makers may assign greater importance to observations that were observed earlier, rather than later and vice-versa. The global decision-maker is a machine that fuses human decisions using the Chair-Varshney rule with different weights for the human decisions, where the weights are determined by the number of observations that were used by the humans to arrive at their respective decisions.


Effective Baselines for Multiple Object Rearrangement Planning in Partially Observable Mapped Environments

arXiv.org Artificial Intelligence

Many real-world tasks, from house-cleaning to cooking, can be formulated as multi-object rearrangement problems -- where an agent needs to get specific objects into appropriate goal states. For such problems, we focus on the setting that assumes a pre-specified goal state, availability of perfect manipulation and object recognition capabilities, and a static map of the environment but unknown initial location of objects to be rearranged. Our goal is to enable home-assistive intelligent agents to efficiently plan for rearrangement under such partial observability. This requires efficient trade-offs between exploration of the environment and planning for rearrangement, which is challenging because of long-horizon nature of the problem. To make progress on this problem, we first analyze the effects of various factors such as number of objects and receptacles, agent carrying capacity, environment layouts etc. on exploration and planning for rearrangement using classical methods. We then investigate both monolithic and modular deep reinforcement learning (DRL) methods for planning in our setting. We find that monolithic DRL methods do not succeed at long-horizon planning needed for multi-object rearrangement. Instead, modular greedy approaches surprisingly perform reasonably well and emerge as competitive baselines for planning with partial observability in multi-object rearrangement problems. We also show that our greedy modular agents are empirically optimal when the objects that need to be rearranged are uniformly distributed in the environment -- thereby contributing baselines with strong performance for future work on multi-object rearrangement planning in partially observable settings.