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Adaptive Information Belief Space Planning

arXiv.org Artificial Intelligence

Reasoning about uncertainty is vital in many real-life autonomous systems. However, current state-of-the-art planning algorithms cannot either reason about uncertainty explicitly, or do so with a high computational burden. Here, we focus on making informed decisions efficiently, using reward functions that explicitly deal with uncertainty. We formulate an approximation, namely an abstract observation model, that uses an aggregation scheme to alleviate computational costs. We derive bounds on the expected information-theoretic reward function and, as a consequence, on the value function. We then propose a method to refine aggregation to achieve identical action selection with a fraction of the computational time.


Atlassian acquires Percept.AI โ€“ TechCrunch

#artificialintelligence

Atlassian today announced that it has acquired Percept.AI, an AI company from Y Combinator's summer 2017 batch, that offers an automated virtual agent support solution -- a chatbot, basically -- based on a proprietary AI engine for natural language understanding. Atlassian plans to integrate this virtual agent technology into Jira Service Management, its tool for helping IT teams provide better service to employees and customers. Ahead of today's acquisition, Percept had raised a seed round for an undisclosed amount from the likes of Hike Ventures, Builders VC, Cherubic Ventures, Amino Captial, Tribe Capital and Y Combinator, according to Crunchbase. The two companies did not disclose the financial details of today's acquisition. There can be little doubt that Atlassian is investing heavily in Jira Service Management.


Empirical Estimates on Hand Manipulation are Recoverable: A Step Towards Individualized and Explainable Robotic Support in Everyday Activities

arXiv.org Artificial Intelligence

A key challenge for robotic systems is to figure out the behavior of another agent. The capability to draw correct inferences is crucial to derive human behavior from examples. Processing correct inferences is especially challenging when (confounding) factors are not controlled experimentally (observational evidence). For this reason, robots that rely on inferences that are correlational risk a biased interpretation of the evidence. We propose equipping robots with the necessary tools to conduct observational studies on people. Specifically, we propose and explore the feasibility of structural causal models with non-parametric estimators to derive empirical estimates on hand behavior in the context of object manipulation in a virtual kitchen scenario. In particular, we focus on inferences under (the weaker) conditions of partial confounding (the model covering only some factors) and confront estimators with hundreds of samples instead of the typical order of thousands. Studying these conditions explores the boundaries of the approach and its viability. Despite the challenging conditions, the estimates inferred from the validation data are correct. Moreover, these estimates are stable against three refutation strategies where four estimators are in agreement. Furthermore, the causal quantity for two individuals reveals the sensibility of the approach to detect positive and negative effects. The validity, stability and explainability of the approach are encouraging and serve as the foundation for further research.


Exploiting Semantic Epsilon Greedy Exploration Strategy in Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Multi-agent reinforcement learning (MARL) can model many real world applications. However, many MARL approaches rely on epsilon greedy for exploration, which may discourage visiting advantageous states in hard scenarios. In this paper, we propose a new approach QMIX(SEG) for tackling MARL. It makes use of the value function factorization method QMIX to train per-agent policies and a novel Semantic Epsilon Greedy (SEG) exploration strategy. SEG is a simple extension to the conventional epsilon greedy exploration strategy, yet it is experimentally shown to greatly improve the performance of MARL. We first cluster actions into groups of actions with similar effects and then use the groups in a bi-level epsilon greedy exploration hierarchy for action selection. We argue that SEG facilitates semantic exploration by exploring in the space of groups of actions, which have richer semantic meanings than atomic actions. Experiments show that QMIX(SEG) largely outperforms QMIX and leads to strong performance competitive with current state-of-the-art MARL approaches on the StarCraft Multi-Agent Challenge (SMAC) benchmark.


Constructing games on networks for controlling the inequalities in the capital distribution

arXiv.org Artificial Intelligence

The inequality in capital or resource distribution is among the important phenomena observed in populations. The sources of inequality and methods for controlling it are of practical interest. To study this phenomenon, we introduce a model of interaction between agents in the network designed for reducing the inequality in the distribution of capital. To achieve the effect of inequality reduction, we interpret the outcome of the elementary game played in the network such that the wining of the game is translated into the reduction of the inequality. We study different interpretations of the introduced scheme and their impact on the behaviour of agents in the terms of the capital distribution, and we provide examples based on the capital dependent Parrondo's paradox. The results presented in this study provide insight into the mechanics of the inequality formation in the society.


Probe-Based Interventions for Modifying Agent Behavior

arXiv.org Artificial Intelligence

Neural nets are powerful function approximators, but the behavior of a given neural net, once trained, cannot be easily modified. We wish, however, for people to be able to influence neural agents' actions despite the agents never training with humans, which we formalize as a human-assisted decision-making problem. Inspired by prior art initially developed for model explainability, we develop a method for updating representations in pre-trained neural nets according to externally-specified properties. In experiments, we show how our method may be used to improve human-agent team performance for a variety of neural networks from image classifiers to agents in multi-agent reinforcement learning settings.


Learning for Collaboration, Not Competition

Robohub

Jakob Foerster an accredited Machine Learning Research Scientist who has been at the forefront of research on Multi-Agent Learning speaks with interviewer Kegan Strawn. Dr. Foerster explains why incorporating uncertainty into multi-agent interactions is essential to creating robust algorithms that can operate not only in games but in real-world applications. Jakob Foerster Jakob Foerster is an Associate Professor at the University of Oxford. His papers have gained prestigious awards at top machine learning conferences (ICML, AAAI) and have helped push deep multi-agent reinforcement learning to the forefront of AI research. Jakob previously worked at Facebook AI Research and received his Ph.D. from the University of Oxford under the supervision of Shimon Whiteson.


Public Information Representation for Adversarial Team Games

arXiv.org Artificial Intelligence

The peculiarity of adversarial team games resides in the asymmetric information available to the team members during the play, which makes the equilibrium computation problem hard even with zero-sum payoffs. The algorithms available in the literature work with implicit representations of the strategy space and mainly resort to Linear Programming and column generation techniques to enlarge incrementally the strategy space. Such representations prevent the adoption of standard tools such as abstraction generation, game solving, and subgame solving, which demonstrated to be crucial when solving huge, real-world two-player zero-sum games. Differently from these works, we answer the question of whether there is any suitable game representation enabling the adoption of those tools. In particular, our algorithms convert a sequential team game with adversaries to a classical two-player zero-sum game. In this converted game, the team is transformed into a single coordinator player who only knows information common to the whole team and prescribes to the players an action for any possible private state. Interestingly, we show that our game is more expressive than the original extensive-form game as any state/action abstraction of the extensive-form game can be captured by our representation, while the reverse does not hold. Due to the NP-hard nature of the problem, the resulting Public Team game may be exponentially larger than the original one. To limit this explosion, we provide three algorithms, each returning an information-lossless abstraction that dramatically reduces the size of the tree. These abstractions can be produced without generating the original game tree. Finally, we show the effectiveness of the proposed approach by presenting experimental results on Kuhn and Leduc Poker games, obtained by applying state-of-art algorithms for two-player zero-sum games on the converted games


Online Active Learning with Dynamic Marginal Gain Thresholding

arXiv.org Artificial Intelligence

The blessing of ubiquitous data also comes with a curse: the communication, storage, and labeling of massive, mostly redundant datasets. In our work, we seek to solve the problem at its source, collecting only valuable data and throwing out the rest, via active learning. We propose an online algorithm which, given any stream of data, any assessment of its value, and any formulation of its selection cost, extracts the most valuable subset of the stream up to a constant factor while using minimal memory. Notably, our analysis also holds for the federated setting, in which multiple agents select online from individual data streams without coordination and with potentially very different appraisals of cost. One particularly important use case is selecting and labeling training sets from unlabeled collections of data that maximize the test-time performance of a given classifier. In prediction tasks on ImageNet and MNIST, we show that our selection method outperforms random selection by up to 5-20%.


Language Generation for Broad-Coverage, Explainable Cognitive Systems

arXiv.org Artificial Intelligence

This paper describes recent progress on natural language generation (NLG) for language-endowed intelligent agents (LEIAs) developed within the OntoAgent cognitive architecture. The approach draws heavily from past work on natural language understanding in this paradigm: it uses the same knowledge bases, theory of computational linguistics, agent architecture, and methodology of developing broad-coverage capabilities over time while still supporting near-term applications.