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Over-communicate no more: Situated RL agents learn concise communication protocols

arXiv.org Artificial Intelligence

While it is known that communication facilitates cooperation in multi-agent settings, it is unclear how to design artificial agents that can learn to effectively and efficiently communicate with each other. Much research on communication emergence uses reinforcement learning (RL) and explores unsituated communication in one-step referential tasks -- the tasks are not temporally interactive and lack time pressures typically present in natural communication. In these settings, agents may successfully learn to communicate, but they do not learn to exchange information concisely -- they tend towards over-communication and an inefficient encoding. Here, we explore situated communication in a multi-step task, where the acting agent has to forgo an environmental action to communicate. Thus, we impose an opportunity cost on communication and mimic the real-world pressure of passing time. We compare communication emergence under this pressure against learning to communicate with a cost on articulation effort, implemented as a per-message penalty (fixed and progressively increasing). We find that while all tested pressures can disincentivise over-communication, situated communication does it most effectively and, unlike the cost on effort, does not negatively impact emergence. Implementing an opportunity cost on communication in a temporally extended environment is a step towards embodiment, and might be a pre-condition for incentivising efficient, human-like communication.


Spectroscopy and Chemometrics/Machine-Learning News Weekly #43, 2022

#artificialintelligence

NIR Calibration-Model Services 9 Reasons why near-Infrared Spectroscopy Applications need periodic Calibration Maintenance NIR NIRS Infrared LINK Development of quantitative Multivariate Prediction Models for Near Infrared Analyzers NIRS NIR NIT SWIR LINK How to develop near-infrared spectroscopy (NIRS) calibrations in the 21st Century?


Reinforcement Learning Applied to Trading Systems: A Survey

arXiv.org Artificial Intelligence

Financial domain tasks, such as trading in market exchanges, are challenging and have long attracted researchers. The recent achievements and the consequent notoriety of Reinforcement Learning (RL) have also increased its adoption in trading tasks. RL uses a framework with well-established formal concepts, which raises its attractiveness in learning profitable trading strategies. However, RL use without due attention in the financial area can prevent new researchers from following standards or failing to adopt relevant conceptual guidelines. In this work, we embrace the seminal RL technical fundamentals, concepts, and recommendations to perform a unified, theoretically-grounded examination and comparison of previous research that could serve as a structuring guide for the field of study. A selection of twenty-nine articles was reviewed under our classification that considers RL's most common formulations and design patterns from a large volume of available studies. This classification allowed for precise inspection of the most relevant aspects regarding data input, preprocessing, state and action composition, adopted RL techniques, evaluation setups, and overall results. Our analysis approach organized around fundamental RL concepts allowed for a clear identification of current system design best practices, gaps that require further investigation, and promising research opportunities. Finally, this review attempts to promote the development of this field of study by facilitating researchers' commitment to standards adherence and helping them to avoid straying away from the RL constructs' firm ground.


Will you infect me with your opinion?

arXiv.org Artificial Intelligence

Opinion formation is one of the most fascinating phenomena observed in human communities, and the ability to predict and to control the dynamics of this process is interesting from the theoretical as well as practical point of view. Although there are many sophisticated models of opinion formation, they often lack the connection with real life data, and there are still sociological processes that need to be explained. To address this, we propose a model describing the dynamics of opinion formation which mimics the process of the virus or disease spreading in the population. The introduced model is motivated by the model of disease spread with three possible channels - direct contact, indirect contact, and contact with "contaminated" elements. We demonstrate that the presence of "contaminated" elements, which in the case of on-line communities can be represented as the content published on the Internet, has considerable impact on the process of opinion formation. We argue that by using a simple mechanism of opinion spreading via passive elements, the introduced model captures the meaningful elements of opinion formation in complex communities. The presented work provides a step towards formulating universal laws governing social as well as physical or technical systems.


Can maker-taker fees prevent algorithmic cooperation in market making?

arXiv.org Artificial Intelligence

In a semi-realistic market simulator, independent reinforcement learning algorithms may facilitate market makers to maintain wide spreads even without communication. This unexpected outcome challenges the current antitrust law framework. We study the effectiveness of maker-taker fee models in preventing cooperation via algorithms. After modeling market making as a repeated general-sum game, we experimentally show that the relation between net transaction costs and maker rebates is not necessarily monotone. Besides an upper bound on taker fees, we may also need a lower bound on maker rebates to destabilize the cooperation. We also consider the taker-maker model and the effects of mid-price volatility, inventory risk, and the number of agents.


Multitask Online Mirror Descent

arXiv.org Artificial Intelligence

We introduce and analyze MT-OMD, a multitask generalization of Online Mirror Descent (OMD) which operates by sharing updates between tasks. We prove that the regret of MT-OMD is of order $\sqrt{1 + \sigma^2(N-1)}\sqrt{T}$, where $\sigma^2$ is the task variance according to the geometry induced by the regularizer, $N$ is the number of tasks, and $T$ is the time horizon. Whenever tasks are similar, that is $\sigma^2 \le 1$, our method improves upon the $\sqrt{NT}$ bound obtained by running independent OMDs on each task. We further provide a matching lower bound, and show that our multitask extensions of Online Gradient Descent and Exponentiated Gradient, two major instances of OMD, enjoy closed-form updates, making them easy to use in practice. Finally, we present experiments which support our theoretical findings.


An Information-Theoretic Approach for Estimating Scenario Generalization in Crowd Motion Prediction

arXiv.org Artificial Intelligence

Learning-based approaches to modeling crowd motion have become increasingly successful but require training and evaluation on large datasets, coupled with complex model selection and parameter tuning. To circumvent this tremendously time-consuming process, we propose a novel scoring method, which characterizes generalization of models trained on source crowd scenarios and applied to target crowd scenarios using a training-free, model-agnostic Interaction + Diversity Quantification score, ISDQ. The Interaction component aims to characterize the difficulty of scenario domains, while the diversity of a scenario domain is captured in the Diversity score. Both scores can be computed in a computation tractable manner. Our experimental results validate the efficacy of the proposed method on several simulated and real-world (source,target) generalization tasks, demonstrating its potential to select optimal domain pairs before training and testing a model.


A Multi-Transformation Evolutionary Framework for Influence Maximization in Social Networks

arXiv.org Artificial Intelligence

Influence maximization is a crucial issue for mining the deep information of social networks, which aims to select a seed set from the network to maximize the number of influenced nodes. To evaluate the influence spread of a seed set efficiently, existing studies have proposed transformations with lower computational costs to replace the expensive Monte Carlo simulation process. These alternate transformations, based on network prior knowledge, induce different search behaviors with similar characteristics to various perspectives. Specifically, it is difficult for users to determine a suitable transformation a priori. This article proposes a multi-transformation evolutionary framework for influence maximization (MTEFIM) with convergence guarantees to exploit the potential similarities and unique advantages of alternate transformations and to avoid users manually determining the most suitable one. In MTEFIM, multiple transformations are optimized simultaneously as multiple tasks. Each transformation is assigned an evolutionary solver. Three major components of MTEFIM are conducted via: 1) estimating the potential relationship across transformations based on the degree of overlap across individuals of different populations, 2) transferring individuals across populations adaptively according to the inter-transformation relationship, and 3) selecting the final output seed set containing all the transformation's knowledge. The effectiveness of MTEFIM is validated on both benchmarks and real-world social networks. The experimental results show that MTEFIM can efficiently utilize the potentially transferable knowledge across multiple transformations to achieve highly competitive performance compared to several popular IM-specific methods. The implementation of MTEFIM can be accessed at https://github.com/xiaofangxd/MTEFIM.


Understanding Acoustic Patterns of Human Teachers Demonstrating Manipulation Tasks to Robots

arXiv.org Artificial Intelligence

Humans use audio signals in the form of spoken language or verbal reactions effectively when teaching new skills or tasks to other humans. While demonstrations allow humans to teach robots in a natural way, learning from trajectories alone does not leverage other available modalities including audio from human teachers. To effectively utilize audio cues accompanying human demonstrations, first it is important to understand what kind of information is present and conveyed by such cues. This work characterizes audio from human teachers demonstrating multi-step manipulation tasks to a situated Sawyer robot using three feature types: (1) duration of speech used, (2) expressiveness in speech or prosody, and (3) semantic content of speech. We analyze these features along four dimensions and find that teachers convey similar semantic concepts via spoken words for different conditions of (1) demonstration types, (2) audio usage instructions, (3) subtasks, and (4) errors during demonstrations. However, differentiating properties of speech in terms of duration and expressiveness are present along the four dimensions, highlighting that human audio carries rich information, potentially beneficial for technological advancement of robot learning from demonstration methods.


Reinforcement Learning in Education: A Multi-Armed Bandit Approach

arXiv.org Artificial Intelligence

Advances in reinforcement learning research have demonstrated the ways in which different agent-based models can learn how to optimally perform a task within a given environment. Reinforcement leaning solves unsupervised problems where agents move through a state-action-reward loop to maximize the overall reward for the agent, which in turn optimizes the solving of a specific problem in a given environment. However, these algorithms are designed based on our understanding of actions that should be taken in a real-world environment to solve a specific problem. One such problem is the ability to identify, recommend and execute an action within a system where the users are the subject, such as in education. In recent years, the use of blended learning approaches integrating face-to-face learning with online learning in the education context, has in-creased. Additionally, online platforms used for education require the automation of certain functions such as the identification, recommendation or execution of actions that can benefit the user, in this sense, the student or learner. As promising as these scientific advances are, there is still a need to conduct research in a variety of different areas to ensure the successful deployment of these agents within education systems. Therefore, the aim of this study was to contextualise and simulate the cumulative reward within an environment for an intervention recommendation problem in the education context.