Agents
Auditing YouTube's Recommendation Algorithm for Misinformation Filter Bubbles
Srba, Ivan, Moro, Robert, Tomlein, Matus, Pecher, Branislav, Simko, Jakub, Stefancova, Elena, Kompan, Michal, Hrckova, Andrea, Podrouzek, Juraj, Gavornik, Adrian, Bielikova, Maria
In this paper, we present results of an auditing study performed over YouTube aimed at investigating how fast a user can get into a misinformation filter bubble, but also what it takes to "burst the bubble", i.e., revert the bubble enclosure. We employ a sock puppet audit methodology, in which pre-programmed agents (acting as YouTube users) delve into misinformation filter bubbles by watching misinformation promoting content. Then they try to burst the bubbles and reach more balanced recommendations by watching misinformation debunking content. We record search results, home page results, and recommendations for the watched videos. Overall, we recorded 17,405 unique videos, out of which we manually annotated 2,914 for the presence of misinformation. The labeled data was used to train a machine learning model classifying videos into three classes (promoting, debunking, neutral) with the accuracy of 0.82. We use the trained model to classify the remaining videos that would not be feasible to annotate manually. Using both the manually and automatically annotated data, we observe the misinformation bubble dynamics for a range of audited topics. Our key finding is that even though filter bubbles do not appear in some situations, when they do, it is possible to burst them by watching misinformation debunking content (albeit it manifests differently from topic to topic). We also observe a sudden decrease of misinformation filter bubble effect when misinformation debunking videos are watched after misinformation promoting videos, suggesting a strong contextuality of recommendations. Finally, when comparing our results with a previous similar study, we do not observe significant improvements in the overall quantity of recommended misinformation content.
Swarm Analytics: Designing Information Markers to Characterise Swarm Systems in Shepherding Contexts
Hepworth, Adam, Hussein, Aya, Reid, Darryn, Abbass, Hussein
Contemporary swarm indicators are often used in isolation, focused on extracting information at the individual or collective levels. Consequently, these are seldom integrated to infer a top-level operating picture of the swarm, its members, and its overall collective dynamics. The primary contribution of this paper is to organise a suite of indicators about swarms into an ontologically-arranged collection of information markers to characterise the swarm from the perspective of an external observer\textemdash, a recognition agent. Our contribution shows the foundations for a new area of research that we tile swarm analytics, whose primary concern is with the design and organisation of collections of swarm markers to understand, detect, recognise, track, and learn a particular insight about a swarm system. We present our designed framework of information markers that offer a new avenue for swarm research, especially for heterogeneous and cognitive swarms that may require more advanced capabilities to detect agencies and categorise agent influences and responses.
A Novel Skeleton-Based Human Activity Discovery Using Particle Swarm Optimization with Gaussian Mutation
Hadikhani, Parham, Lai, Daphne Teck Ching, Ong, Wee-Hong
Human activity discovery aims to cluster the activities performed by humans without any prior information on what defines each activity. Most methods presented in human activity recognition are supervised, where there are labeled inputs to train the system. In reality, it is difficult to label activities data because of its huge volume and the variety of human activities. This paper proposes an unsupervised framework to perform human activity discovery in 3D skeleton sequences. First, an approach for data pre-processing is presented. In this stage, important frames are selected based on kinetic energy. Next, the displacement of joints, statistical displacements, angles, and orientation features are extracted to represent the activities information. Since not all extracted features have useful information, the dimension of features is reduced using PCA. Most methods proposed for human activity discovery are not fully unsupervised. They use pre-segmented videos before categorizing activities. To deal with this, we have used a sliding time window to segment the time series of activities with some overlapping. Then, activities are discovered by our proposed Hybrid Particle swarm optimization (PSO) with Gaussian Mutation and K-means (HPGMK) algorithm to provide diverse solutions. PSO is used due to its straightforward idea and powerful global search capability which can identify the ideal solution in a few iterations. Finally, k-means is applied to the outcome centroids from each iteration of the PSO to overcome the slow convergence rate of PSO. The experiment results on five datasets show that the proposed framework has superior performance in discovering activities compared to the other state-of-the-art methods and has increased accuracy of at least 4% on average.
Decentralized Policy Gradient for Nash Equilibria Learning of General-sum Stochastic Games
We study Nash equilibria learning of a general-sum stochastic game with an unknown transition probability density function. Agents take actions at the current environment state and their joint action influences the transition of the environment state and their immediate rewards. Each agent only observes the environment state and its own immediate reward and is unknown about the actions or immediate rewards of others. We introduce the concepts of weighted asymptotic Nash equilibrium with probability 1 and in probability. For the case with exact pseudo gradients, we design a two-loop algorithm by the equivalence of Nash equilibrium and variational inequality problems. In the outer loop, we sequentially update a constructed strongly monotone variational inequality by updating a proximal parameter while employing a single-call extra-gradient algorithm in the inner loop for solving the constructed variational inequality. We show that if the associated Minty variational inequality has a solution, then the designed algorithm converges to the k^{1/2}-weighted asymptotic Nash equilibrium. Further, for the case with unknown pseudo gradients, we propose a decentralized algorithm, where the G(PO)MDP gradient estimator of the pseudo gradient is provided by Monte-Carlo simulations. The convergence to the k^{1/4} -weighted asymptotic Nash equilibrium in probability is achieved.
RPM: Generalizable Behaviors for Multi-Agent Reinforcement Learning
Qiu, Wei, Ma, Xiao, An, Bo, Obraztsova, Svetlana, Yan, Shuicheng, Xu, Zhongwen
Despite the recent advancement in multi-agent reinforcement learning (MARL), the MARL agents easily overfit the training environment and perform poorly in the evaluation scenarios where other agents behave differently. Obtaining generalizable policies for MARL agents is thus necessary but challenging mainly due to complex multi-agent interactions. In this work, we model the problem with Markov Games and propose a simple yet effective method, ranked policy memory (RPM), to collect diverse multi-agent trajectories for training MARL policies with good generalizability. The main idea of RPM is to maintain a look-up memory of policies. In particular, we try to acquire various levels of behaviors by saving policies via ranking the training episode return, i.e., the episode return of agents in the training environment; when an episode starts, the learning agent can then choose a policy from the RPM as the behavior policy. This innovative self-play training framework leverages agents' past policies and guarantees the diversity of multi-agent interaction in the training data. We implement RPM on top of MARL algorithms and conduct extensive experiments on Melting Pot. It has been demonstrated that RPM enables MARL agents to interact with unseen agents in multi-agent generalization evaluation scenarios and complete given tasks, and it significantly boosts the performance up to 402% on average.
Generalizing in the Real World with Representation Learning
Machine learning (ML) formalizes the problem of getting computers to learn from experience as optimization of performance according to some metric(s) on a set of data examples. This is in contrast to requiring behaviour specified in advance (e.g. by hard-coded rules). Formalization of this problem has enabled great progress in many applications with large real-world impact, including translation, speech recognition, self-driving cars, and drug discovery. But practical instantiations of this formalism make many assumptions - for example, that data are i.i.d.: independent and identically distributed - whose soundness is seldom investigated. And in making great progress in such a short time, the field has developed many norms and ad-hoc standards, focused on a relatively small range of problem settings. As applications of ML, particularly in artificial intelligence (AI) systems, become more pervasive in the real world, we need to critically examine these assumptions, norms, and problem settings, as well as the methods that have become de-facto standards. There is much we still do not understand about how and why deep networks trained with stochastic gradient descent are able to generalize as well as they do, why they fail when they do, and how they will perform on out-of-distribution data. In this thesis I cover some of my work towards better understanding deep net generalization, identify several ways assumptions and problem settings fail to generalize to the real world, and propose ways to address those failures in practice.
Proximal Learning With Opponent-Learning Awareness
Zhao, Stephen, Lu, Chris, Grosse, Roger Baker, Foerster, Jakob Nicolaus
Learning With Opponent-Learning Awareness (LOLA) (Foerster et al. [2018a]) is a multi-agent reinforcement learning algorithm that typically learns reciprocity-based cooperation in partially competitive environments. However, LOLA often fails to learn such behaviour on more complex policy spaces parameterized by neural networks, partly because the update rule is sensitive to the policy parameterization. This problem is especially pronounced in the opponent modeling setting, where the opponent's policy is unknown and must be inferred from observations; in such settings, LOLA is ill-specified because behaviourally equivalent opponent policies can result in non-equivalent updates. To address this shortcoming, we reinterpret LOLA as approximating a proximal operator, and then derive a new algorithm, proximal LOLA (POLA), which uses the proximal formulation directly. Unlike LOLA, the POLA updates are parameterization invariant, in the sense that when the proximal objective has a unique optimum, behaviourally equivalent policies result in behaviourally equivalent updates. We then present practical approximations to the ideal POLA update, which we evaluate in several partially competitive environments with function approximation and opponent modeling. This empirically demonstrates that POLA achieves reciprocity-based cooperation more reliably than LOLA.
ULN: Towards Underspecified Vision-and-Language Navigation
Feng, Weixi, Fu, Tsu-Jui, Lu, Yujie, Wang, William Yang
Vision-and-Language Navigation (VLN) is a task to guide an embodied agent moving to a target position using language instructions. Despite the significant performance improvement, the wide use of fine-grained instructions fails to characterize more practical linguistic variations in reality. To fill in this gap, we introduce a new setting, namely Underspecified vision-and-Language Navigation (ULN), and associated evaluation datasets. ULN evaluates agents using multi-level underspecified instructions instead of purely fine-grained or coarse-grained, which is a more realistic and general setting. As a primary step toward ULN, we propose a VLN framework that consists of a classification module, a navigation agent, and an Exploitation-to-Exploration (E2E) module. Specifically, we propose to learn Granularity Specific Sub-networks (GSS) for the agent to ground multi-level instructions with minimal additional parameters. Then, our E2E module estimates grounding uncertainty and conducts multi-step lookahead exploration to improve the success rate further. Experimental results show that existing VLN models are still brittle to multi-level language underspecification. Our framework is more robust and outperforms the baselines on ULN by ~10% relative success rate across all levels.
Multimodal Shared Autonomy for Social Navigation Assistance of Telepresence Robots
Mbanisi, Kenechukwu C., Gennert, Michael A.
Mobile telepresence robots (MTRs) have become increasingly popular in the expanding world of remote work, providing new avenues for people to actively participate in activities at a distance. However, humans operating MTRs often have difficulty navigating in densely populated environments due to limited situation awareness and narrow field-of-view, which reduces user acceptance and satisfaction. Shared autonomy in navigation has been studied primarily in static environments or in situations where only one pedestrian interacts with the robot. We present a multimodal shared autonomy approach, leveraging visual and haptic guidance, to provide navigation assistance for remote operators in densely-populated environments. It uses a modified form of reciprocal velocity obstacles for generating safe control inputs while taking social proxemics constraints into account. Two different visual guidance designs, as well as haptic force rendering, were proposed to convey safe control input. We conducted a user study to compare the merits and limitations of multimodal navigation assistance to haptic or visual assistance alone on a shared navigation task. The study involved 15 participants operating a virtual telepresence robot in a virtual hall with moving pedestrians, using the different assistance modalities. We evaluated navigation performance, transparency and cooperation, as well as user preferences. Our results showed that participants preferred multimodal assistance with a visual guidance trajectory over haptic or visual modalities alone, although it had no impact on navigation performance. Additionally, we found that visual guidance trajectories conveyed a higher degree of understanding and cooperation than equivalent haptic cues in a navigation task.
On the convergence of policy gradient methods to Nash equilibria in general stochastic games
Giannou, Angeliki, Lotidis, Kyriakos, Mertikopoulos, Panayotis, Vlatakis-Gkaragkounis, Emmanouil-Vasileios
Learning in stochastic games is a notoriously difficult problem because, in addition to each other's strategic decisions, the players must also contend with the fact that the game itself evolves over time, possibly in a very complicated manner. Because of this, the convergence properties of popular learning algorithms - like policy gradient and its variants - are poorly understood, except in specific classes of games (such as potential or two-player, zero-sum games). In view of this, we examine the long-run behavior of policy gradient methods with respect to Nash equilibrium policies that are second-order stationary (SOS) in a sense similar to the type of sufficiency conditions used in optimization. Our first result is that SOS policies are locally attracting with high probability, and we show that policy gradient trajectories with gradient estimates provided by the REINFORCE algorithm achieve an $\mathcal{O}(1/\sqrt{n})$ distance-squared convergence rate if the method's step-size is chosen appropriately. Subsequently, specializing to the class of deterministic Nash policies, we show that this rate can be improved dramatically and, in fact, policy gradient methods converge within a finite number of iterations in that case.