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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.


Interactive Imitation Learning in Robotics: A Survey

arXiv.org Artificial Intelligence

Interactive Imitation Learning (IIL) is a branch of Imitation Learning (IL) where human feedback is provided intermittently during robot execution allowing an online improvement of the robot's behavior. In recent years, IIL has increasingly started to carve out its own space as a promising data-driven alternative for solving complex robotic tasks. The advantages of IIL are its data-efficient, as the human feedback guides the robot directly towards an improved behavior, and its robustness, as the distribution mismatch between the teacher and learner trajectories is minimized by providing feedback directly over the learner's trajectories. Nevertheless, despite the opportunities that IIL presents, its terminology, structure, and applicability are not clear nor unified in the literature, slowing down its development and, therefore, the research of innovative formulations and discoveries. In this article, we attempt to facilitate research in IIL and lower entry barriers for new practitioners by providing a survey of the field that unifies and structures it. In addition, we aim to raise awareness of its potential, what has been accomplished and what are still open research questions. We organize the most relevant works in IIL in terms of human-robot interaction (i.e., types of feedback), interfaces (i.e., means of providing feedback), learning (i.e., models learned from feedback and function approximators), user experience (i.e., human perception about the learning process), applications, and benchmarks. Furthermore, we analyze similarities and differences between IIL and RL, providing a discussion on how the concepts offline, online, off-policy and on-policy learning should be transferred to IIL from the RL literature. We particularly focus on robotic applications in the real world and discuss their implications, limitations, and promising future areas of research.


Artificial Intelligence and Life in 2030: The One Hundred Year Study on Artificial Intelligence

arXiv.org Artificial Intelligence

In September 2016, Stanford's "One Hundred Year Study on Artificial Intelligence" project (AI100) issued the first report of its planned long-term periodic assessment of artificial intelligence (AI) and its impact on society. It was written by a panel of 17 study authors, each of whom is deeply rooted in AI research, chaired by Peter Stone of the University of Texas at Austin. The report, entitled "Artificial Intelligence and Life in 2030," examines eight domains of typical urban settings on which AI is likely to have impact over the coming years: transportation, home and service robots, healthcare, education, public safety and security, low-resource communities, employment and workplace, and entertainment. It aims to provide the general public with a scientifically and technologically accurate portrayal of the current state of AI and its potential and to help guide decisions in industry and governments, as well as to inform research and development in the field. The charge for this report was given to the panel by the AI100 Standing Committee, chaired by Barbara Grosz of Harvard University.


Agent-Time Attention for Sparse Rewards Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Cooperative multi-agent reinforcement learning (MARL) where a team of agents learn coordinated policies optimizing global team rewards has been extensively studied in recent years [25, 13], and find potential applications in a wide variety of domains like robot swarm control [15, 2], coordinating autonomous drivers [26, 41], network routing [38, 4], etc. Although cooperative MARL problems can be framed as a centralized single-agent, with the team as that actor with the joint action space, such an approach doesn't scale well. Joint action space grows exponentially with number of agents in such scenarios. Moreover, due to real world constraints on communication and observability, such framing is often not useful for a large number of real world applications. Unfortunately, simply independently learning decentralized policies based on local observations result into unstable learning and convergence issues due to non-stationarity from simultaneous exploration [12, 33]. This has resulted in MARL methods focusing on the centralized training decentralized execution (CTDE) paradigm, where during training decentralized polices can have access to extra state information during training but not during evaluation.


Learning Utilities and Equilibria in Non-Truthful Auctions

arXiv.org Artificial Intelligence

Mechanism design devises systems in which multiple agents take strategic actions based on their private preferences (designated as types). For example, an auctioneer devises rules that determine an auction's winner and payments, based on bidders' actions (the bids); the bidders then, knowing the rule and their types -- in this case their own values for the item at sale -- strategize over their bids. The following task is central to many aspects of mechanism design: given agents' strategies, evaluate each agent's performance, or utility. To start with, agents are most often interested in predicting the performance of their strategies given what the other agents do; nowadays, auctioneers and third-party service providers often give guidance to bidding, and are interested in such evaluations as well. An auctioneer often would like to find out if a profile of strategies best respond to each other and are hence at equilibrium; revenue, welfare and surplus analysis at equilibrium is all based on utility estimation. Recent development in online ad auctions (such as the oCPX auctions) sees growing popularity of delegated bidding, where bidders entrust the auctioneer/platform with the task of bidding. Auctioneers in this scenario must estimate the bidders' utilities given their bidding strategies.


Guided Conditional Diffusion for Controllable Traffic Simulation

arXiv.org Artificial Intelligence

Controllable and realistic traffic simulation is critical for developing and verifying autonomous vehicles. Typical heuristic-based traffic models offer flexible control to make vehicles follow specific trajectories and traffic rules. On the other hand, data-driven approaches generate realistic and human-like behaviors, improving transfer from simulated to real-world traffic. However, to the best of our knowledge, no traffic model offers both controllability and realism. In this work, we develop a conditional diffusion model for controllable traffic generation (CTG) that allows users to control desired properties of trajectories at test time (e.g., reach a goal or follow a speed limit) while maintaining realism and physical feasibility through enforced dynamics. The key technical idea is to leverage recent advances from diffusion modeling and differentiable logic to guide generated trajectories to meet rules defined using signal temporal logic (STL). We further extend guidance to multi-agent settings and enable interaction-based rules like collision avoidance. CTG is extensively evaluated on the nuScenes dataset for diverse and composite rules, demonstrating improvement over strong baselines in terms of the controllability-realism tradeoff.


Safe and Efficient Manoeuvring for Emergency Vehicles in Autonomous Traffic using Multi-Agent Proximal Policy Optimisation

arXiv.org Artificial Intelligence

Manoeuvring in the presence of emergency vehicles is still a major issue for vehicle autonomy systems. Most studies that address this topic are based on rule-based methods, which cannot cover all possible scenarios that can take place in autonomous traffic. Multi-Agent Proximal Policy Optimisation (MAPPO) has recently emerged as a powerful method for autonomous systems because it allows for training in thousands of different situations. In this study, we present an approach based on MAPPO to guarantee the safe and efficient manoeuvring of autonomous vehicles in the presence of an emergency vehicle. We introduce a risk metric that summarises the potential risk of collision in a single index. The proposed method generates cooperative policies allowing the emergency vehicle to go at $15 \%$ higher average speed while maintaining high safety distances. Moreover, we explore the trade-off between safety and traffic efficiency and assess the performance in a competitive scenario.


Representation Learning for General-sum Low-rank Markov Games

arXiv.org Artificial Intelligence

We study multi-agent general-sum Markov games with nonlinear function approximation. We focus on low-rank Markov games whose transition matrix admits a hidden low-rank structure on top of an unknown non-linear representation. The goal is to design an algorithm that (1) finds an $\varepsilon$-equilibrium policy sample efficiently without prior knowledge of the environment or the representation, and (2) permits a deep-learning friendly implementation. We leverage representation learning and present a model-based and a model-free approach to construct an effective representation from the collected data. For both approaches, the algorithm achieves a sample complexity of poly$(H,d,A,1/\varepsilon)$, where $H$ is the game horizon, $d$ is the dimension of the feature vector, $A$ is the size of the joint action space and $\varepsilon$ is the optimality gap. When the number of players is large, the above sample complexity can scale exponentially with the number of players in the worst case. To address this challenge, we consider Markov games with a factorized transition structure and present an algorithm that escapes such exponential scaling. To our best knowledge, this is the first sample-efficient algorithm for multi-agent general-sum Markov games that incorporates (non-linear) function approximation. We accompany our theoretical result with a neural network-based implementation of our algorithm and evaluate it against the widely used deep RL baseline, DQN with fictitious play.