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Distributed Linear Bandits under Communication Constraints

arXiv.org Artificial Intelligence

We consider distributed linear bandits where $M$ agents learn collaboratively to minimize the overall cumulative regret incurred by all agents. Information exchange is facilitated by a central server, and both the uplink and downlink communications are carried over channels with fixed capacity, which limits the amount of information that can be transmitted in each use of the channels. We investigate the regret-communication trade-off by (i) establishing information-theoretic lower bounds on the required communications (in terms of bits) for achieving a sublinear regret order; (ii) developing an efficient algorithm that achieves the minimum sublinear regret order offered by centralized learning using the minimum order of communications dictated by the information-theoretic lower bounds. For sparse linear bandits, we show a variant of the proposed algorithm offers better regret-communication trade-off by leveraging the sparsity of the problem.


Group Cohesion in Multi-Agent Scenarios as an Emergent Behavior

arXiv.org Artificial Intelligence

The integration of artificial intelligence into multi-agent systems (MAS) has garnered an ever increasing attention among AI researchers. Of special interest are agents that exhibit social behavioral patterns, such as coordination, cooperation and conflict resolution [1]. Thereby, researchers have relied on classical approaches [9; 18; 20]. In recent publications, researchers used reinforcement learning to train their agents in multi-agent environments [4; 13; 28]. This subfield of machine learning allows agents to deduce optimal behavior solely from the problem formulation using a reward function that gives (delayed) feedback on actions. Social behavior, such as cooperation, eventually emerges as agents optimize their behavior to reach a predefined goal. Using AI frameworks that explicitly integrate psychological insights into human behavior might seem as a viable alternative when designing social multi-agent systems. In fact, over the course of the last four decades, cognitive scientists have developed so-called cognitive architectures to provide unified models of cognition and serve as frameworks for introducing human-like behavioral patterns into AI agents [14; 16]. Some cognitive architectures, like Soar [17; 23] and Icarus [15] are purely symbolic: They emulate aspects of planing and reasoning through the vehicle of production rules.


Machine Learning Simulates Agent-Based Model Towards Policy

arXiv.org Artificial Intelligence

Public Policies are not intrinsically positive or negative. Rather, policies provide varying levels of effects across different recipients. Methodologically, computational modeling enables the application of multiple influences on empirical data, thus allowing for heterogeneous response to policies. We use a random forest machine learning algorithm to emulate an agent-based model (ABM) and evaluate competing policies across 46 Metropolitan Regions (MRs) in Brazil. In doing so, we use input parameters and output indicators of 11,076 actual simulation runs and one million emulated runs. As a result, we obtain the optimal (and non-optimal) performance of each region over the policies. Optimum is defined as a combination of GDP production and the Gini coefficient inequality indicator for the full ensemble of Metropolitan Regions. Results suggest that MRs already have embedded structures that favor optimal or non-optimal results, but they also illustrate which policy is more beneficial to each place. In addition to providing MR-specific policies' results, the use of machine learning to simulate an ABM reduces the computational burden, whereas allowing for a much larger variation among model parameters. The coherence of results within the context of larger uncertainty--vis-\`a-vis those of the original ABM--reinforces robustness of the model. At the same time the exercise indicates which parameters should policymakers intervene on, in order to work towards precise policy optimal instruments.


Sybil-Proof Diffusion Auction in Social Networks

arXiv.org Artificial Intelligence

A diffusion auction is a market to sell commodities over a social network, where the challenge is to incentivize existing buyers to invite their neighbors in the network to join the market. Existing mechanisms have been designed to solve the challenge in various settings, aiming at desirable properties such as non-deficiency, incentive compatibility and social welfare maximization. Since the mechanisms are employed in dynamic networks with ever-changing structures, buyers could easily generate fake nodes in the network to manipulate the mechanisms for their own benefits, which is commonly known as the Sybil attack. We observe that strategic agents may gain an unfair advantage in existing mechanisms through such attacks. To resist this potential attack, we propose two diffusion auction mechanisms, the Sybil tax mechanism (STM) and the Sybil cluster mechanism (SCM), to achieve both Sybil-proofness and incentive compatibility in the single-item setting. Our proposal provides the first mechanisms to protect the interests of buyers against Sybil attacks with a mild sacrifice of social welfare and revenue.


A Survey on Artificial Intelligence for Music Generation: Agents, Domains and Perspectives

arXiv.org Artificial Intelligence

Music is one of the Gardner's intelligences in his theory of multiple intelligences. How humans perceive and understand music is still being studied and is crucial to develop artificial intelligence models that imitate such processes. Music generation with Artificial Intelligence is an emerging field that is gaining much attention in the recent years. In this paper, we describe how humans compose music and how new AI systems could imitate such process by comparing past and recent advances in the field with music composition techniques. To understand how AI models and algorithms generate music and the potential applications that might appear in the future, we explore, analyze and describe the agents that take part of the music generation process: the datasets, models, interfaces, the users and the generated music. We mention possible applications that might benefit from this field and we also propose new trends and future research directions that could be explored in the future.


Fairness in Federated Learning via Core-Stability

arXiv.org Artificial Intelligence

Federated learning provides an effective paradigm to jointly optimize a model benefited from rich distributed data while protecting data privacy. Nonetheless, the heterogeneity nature of distributed data makes it challenging to define and ensure fairness among local agents. For instance, it is intuitively "unfair" for agents with data of high quality to sacrifice their performance due to other agents with low quality data. Currently popular egalitarian and weighted equity-based fairness measures suffer from the aforementioned pitfall. In this work, we aim to formally represent this problem and address these fairness issues using concepts from co-operative game theory and social choice theory. We model the task of learning a shared predictor in the federated setting as a fair public decision making problem, and then define the notion of core-stable fairness: Given $N$ agents, there is no subset of agents $S$ that can benefit significantly by forming a coalition among themselves based on their utilities $U_N$ and $U_S$ (i.e., $\frac{|S|}{N} U_S \geq U_N$). Core-stable predictors are robust to low quality local data from some agents, and additionally they satisfy Proportionality and Pareto-optimality, two well sought-after fairness and efficiency notions within social choice. We then propose an efficient federated learning protocol CoreFed to optimize a core stable predictor. CoreFed determines a core-stable predictor when the loss functions of the agents are convex. CoreFed also determines approximate core-stable predictors when the loss functions are not convex, like smooth neural networks. We further show the existence of core-stable predictors in more general settings using Kakutani's fixed point theorem. Finally, we empirically validate our analysis on two real-world datasets, and we show that CoreFed achieves higher core-stability fairness than FedAvg while having similar accuracy.


Forget chess, DeepMind's training its new AI to play football

#artificialintelligence

Researchers from DeepMind, the UK's juggernaut AI lab, have forsaken the noble games of chess and Go for a more plebeian delight: football. The Google sister company yesterday published a research paper and accompanying blog post detailing its new neural probabilistic motor primitives (NPMP) -- a method by which artificial intelligence agents can learn to operate physical bodies. An NPMP is a general-purpose motor control module that translates short-horizon motor intentions to low-level control signals, and it's trained offline or via RL by imitating motion capture (MoCap) data, recorded with trackers on humans or animals performing motions of interest. Up front: Essentially, the DeepMind team created an AI system that can learn how to do things inside of a physics simulator by watching videos of other agents performing those tasks. And, of course, if you've got a giant physics engine and an endless supply of curious robots, the only rational thing to do is to teach it how to dribble and shoot: We optimized teams of agents to play simulated football via reinforcement learning, constraining the solution space to that of plausible movements learned using human motion capture data. Background: In order to train AI to operate and control robots in the world, researchers have to prepare the machines for reality.


Knowing the Past to Predict the Future: Reinforcement Virtual Learning

arXiv.org Artificial Intelligence

Reinforcement Learning (RL)-based control system has received considerable attention in recent decades. However, in many real-world problems, such as Batch Process Control, the environment is uncertain, which requires expensive interaction to acquire the state and reward values. In this paper, we present a cost-efficient framework, such that the RL model can evolve for itself in a Virtual Space using the predictive models with only historical data. The proposed framework enables a step-by-step RL model to predict the future state and select optimal actions for long-sight decisions. The main focuses are summarized as: 1) how to balance the long-sight and short-sight rewards with an optimal strategy; 2) how to make the virtual model interacting with real environment to converge to a final learning policy. Under the experimental settings of Fed-Batch Process, our method consistently outperforms the existing state-of-the-art methods.


How Technology Impacts and Compares to Humans in Socially Consequential Arenas

arXiv.org Artificial Intelligence

One of the main promises of technology development is for it to be adopted by people, organizations, societies, and governments -- incorporated into their life, work stream, or processes. Often, this is socially beneficial as it automates mundane tasks, frees up more time for other more important things, or otherwise improves the lives of those who use the technology. However, these beneficial results do not apply in every scenario and may not impact everyone in a system the same way. Sometimes a technology is developed which produces both benefits and inflicts some harm. These harms may come at a higher cost to some people than others, raising the question: {\it how are benefits and harms weighed when deciding if and how a socially consequential technology gets developed?} The most natural way to answer this question, and in fact how people first approach it, is to compare the new technology to what used to exist. As such, in this work, I make comparative analyses between humans and machines in three scenarios and seek to understand how sentiment about a technology, performance of that technology, and the impacts of that technology combine to influence how one decides to answer my main research question.


GowFed -- A novel Federated Network Intrusion Detection System

arXiv.org Artificial Intelligence

Network intrusion detection systems are evolving into intelligent systems that perform data analysis while searching for anomalies in their environment. Indeed, the development of deep learning techniques paved the way to build more complex and effective threat detection models. However, training those models may be computationally infeasible in most Edge or IoT devices. Current approaches rely on powerful centralized servers that receive data from all their parties - violating basic privacy constraints and substantially affecting response times and operational costs due to the huge communication overheads. To mitigate these issues, Federated Learning emerged as a promising approach, where different agents collaboratively train a shared model, without exposing training data to others or requiring a compute-intensive centralized infrastructure. This work presents GowFed, a novel network threat detection system that combines the usage of Gower Dissimilarity matrices and Federated averaging. Different approaches of GowFed have been developed based on state-of the-art knowledge: (1) a vanilla version; and (2) a version instrumented with an attention mechanism. Furthermore, each variant has been tested using simulation oriented tools provided by TensorFlow Federated framework. In the same way, a centralized analogous development of the Federated systems is carried out to explore their differences in terms of scalability and performance - across a set of designed experiments/scenarios. Overall, GowFed intends to be the first stepping stone towards the combined usage of Federated Learning and Gower Dissimilarity matrices to detect network threats in industrial-level networks.