Agents
Automatic Thoughts and Facial Expressions in Cognitive Restructuring with Virtual Agents
Cognitive restructuring is a well-established mental health technique for amending automatic thoughts, which are distorted and biased beliefs about a situation, into objective and balanced thoughts. Since virtual agents can be used anytime and anywhere, they are expected to perform cognitive restructuring without being influenced by medical infrastructure or patients' stigma toward mental illness. Unfortunately, since the quantitative analysis of human-agent interaction is still insufficient, the effect on the user's cognitive state remains unclear. We collected interaction data between virtual agents and users to observe the mood improvements associated with changes in automatic thoughts that occur in user cognition and addressed the following two points: (1) implementation of a virtual agent that helps a user identify and evaluate automatic thoughts; (2) identification of the relationship between a user's facial expressions and the extent of the mood improvement subjectively felt by users during the human-agent interaction. We focus on these points because cognitive restructuring by a human therapist starts by identifying automatic thoughts and seeking sufficient evidence to find balanced thoughts (evaluation of automatic thoughts). Therapists also use such non-verbal behaviors as facial expressions to detect changes in a user's mood, which is an important indicator for guidance. Based on the results of this analysis, we provide a technical guidance framework that fully ...
Toddler-Guidance Learning: Impacts of Critical Period on Multimodal AI Agents
Park, Junseok, Park, Kwanyoung, Oh, Hyunseok, Lee, Ganghun, Lee, Minsu, Lee, Youngki, Zhang, Byoung-Tak
Critical periods are phases during which a toddler's brain develops in spurts. To promote children's cognitive development, proper guidance is critical in this stage. However, it is not clear whether such a critical period also exists for the training of AI agents. Similar to human toddlers, well-timed guidance and multimodal interactions might significantly enhance the training efficiency of AI agents as well. To validate this hypothesis, we adapt this notion of critical periods to learning in AI agents and investigate the critical period in the virtual environment for AI agents. We formalize the critical period and Toddler-guidance learning in the reinforcement learning (RL) framework. Then, we built up a toddler-like environment with VECA toolkit to mimic human toddlers' learning characteristics. We study three discrete levels of mutual interaction: weak-mentor guidance (sparse reward), moderate mentor guidance (helper-reward), and mentor demonstration (behavioral cloning). We also introduce the EAVE dataset consisting of 30,000 real-world images to fully reflect the toddler's viewpoint. We evaluate the impact of critical periods on AI agents from two perspectives: how and when they are guided best in both uni- and multimodal learning. Our experimental results show that both uni- and multimodal agents with moderate mentor guidance and critical period on 1 million and 2 million training steps show a noticeable improvement. We validate these results with transfer learning on the EAVE dataset and find the performance advancement on the same critical period and the guidance.
The Concept of Criticality in AI Safety
Spielberg, Yitzhak, Azaria, Amos
When AI agents don't align their actions with human values they may cause serious harm. One way to solve the value alignment problem is by including a human operator who monitors all of the agent's actions. Despite the fact, that this solution guarantees maximal safety, it is very inefficient, since it requires the human operator to dedicate all of his attention to the agent. In this paper, we propose a much more efficient solution that allows an operator to be engaged in other activities without neglecting his monitoring task. In our approach the AI agent requests permission from the operator only for critical actions, that is, potentially harmful actions. We introduce the concept of critical actions with respect to AI safety and discuss how to build a model that measures action criticality. We also discuss how the operator's feedback could be used to make the agent smarter.
Towards Collaborative Simultaneous Localization and Mapping: a Survey of the Current Research Landscape
Lajoie, Pierre-Yves, Ramtoula, Benjamin, Wu, Fang, Beltrame, Giovanni
Motivated by the tremendous progress we witnessed in recent years, this paper presents a survey of the scientific literature on the topic of Collaborative Simultaneous Localization and Mapping (C-SLAM), also known as multi-robot SLAM. With fleets of self-driving cars on the horizon and the rise of multi-robot systems in industrial applications, we believe that Collaborative SLAM will soon become a cornerstone of future robotic applications. In this survey, we introduce the basic concepts of C-SLAM and present a thorough literature review. We also outline the major challenges and limitations of C-SLAM in terms of robustness, communication, and resource management. We conclude by exploring the area's current trends and promising research avenues.
Safe Equilibrium
In designing a strategy for a multiagent interaction an agent must balance between the assumption that opponents are behaving rationally with the risks that may occur if opponents behave irrationally. Most classic game-theoretic solution concepts, such as Nash equilibrium (NE), assume that all players are behaving rationally (and that this fact is common knowledge). On the other hand, a maximin strategy plays a strategy that has the largest worst-case guaranteed expected payoff; this limits the potential downside against a worstcase and potentially irrational opponent, but can also cause us to achieve significantly lower payoff against rational opponents. In two-player zero-sum games, Nash equilibrium and maximin strategies are equivalent (by the minimax theorem), and these two goals are completely aligned. But in non-zero-sum games and games with more than two players, this is not the case. In these games we can potentially obtain arbitrarily low payoff by following a Nash equilibrium strategy, but if we follow a maximin strategy will likely be playing far too conservatively. While the assumption that opponents are exhibiting a degree of rationality, as well as the desire to limit worst-case performance in the case of irrational opponents, are both desirable, neither the Nash equilibrium nor maximin solution concept is definitively compelling on its own. We propose a new solution concept that balances between these two extremes.
Using Online Customer Reviews to Classify, Predict, and Learn about Domestic Robot Failures
Honig, Shanee, Bartal, Alon, Parmet, Yisrael, Oron-Gilad, Tal
There is a knowledge gap regarding which types of failures robots undergo in domestic settings and how these failures influence customer experience. We classified 10,072 customer reviews of small utilitarian domestic robots on Amazon by the robotic failures described in them, grouping failures into twelve types and three categories (Technical, Interaction, and Service). We identified sources and types of failures previously overlooked in the literature, combining them into an updated failure taxonomy. We analyzed their frequencies and relations to customer star ratings. Results indicate that for utilitarian domestic robots, Technical failures were more detrimental to customer experience than Interaction or Service failures. Issues with Task Completion and Robustness & Resilience were commonly reported and had the most significant negative impact. Future failure-prevention and response strategies should address the technical ability of the robot to meet functional goals, operate and maintain structural integrity over time. Usability and interaction design were less detrimental to customer experience, indicating that customers may be more forgiving of failures that impact these aspects for the robots and practical uses examined. Further, we developed a Natural Language Processing model capable of predicting whether a customer review contains content that describes a failure and the type of failure it describes. With this knowledge, designers and researchers of robotic systems can prioritize design and development efforts towards essential issues.
Pavlovian Signalling with General Value Functions in Agent-Agent Temporal Decision Making
Butcher, Andrew, Johanson, Michael Bradley, Davoodi, Elnaz, Brenneis, Dylan J. A., Acker, Leslie, Parker, Adam S. R., White, Adam, Modayil, Joseph, Pilarski, Patrick M.
In this paper, we contribute a multi-faceted study into Pavlovian signalling -- a process by which learned, temporally extended predictions made by one agent inform decision-making by another agent. Signalling is intimately connected to time and timing. In service of generating and receiving signals, humans and other animals are known to represent time, determine time since past events, predict the time until a future stimulus, and both recognize and generate patterns that unfold in time. We investigate how different temporal processes impact coordination and signalling between learning agents by introducing a partially observable decision-making domain we call the Frost Hollow. In this domain, a prediction learning agent and a reinforcement learning agent are coupled into a two-part decision-making system that works to acquire sparse reward while avoiding time-conditional hazards. We evaluate two domain variations: machine agents interacting in a seven-state linear walk, and human-machine interaction in a virtual-reality environment. Our results showcase the speed of learning for Pavlovian signalling, the impact that different temporal representations do (and do not) have on agent-agent coordination, and how temporal aliasing impacts agent-agent and human-agent interactions differently. As a main contribution, we establish Pavlovian signalling as a natural bridge between fixed signalling paradigms and fully adaptive communication learning between two agents. We further show how to computationally build this adaptive signalling process out of a fixed signalling process, characterized by fast continual prediction learning and minimal constraints on the nature of the agent receiving signals. Our results therefore suggest an actionable, constructivist path towards communication learning between reinforcement learning agents.
Assisting Unknown Teammates in Unknown Tasks: Ad Hoc Teamwork under Partial Observability
Ribeiro, João G., Martinho, Cassandro, Sardinha, Alberto, Melo, Francisco S.
In this paper, we present a novel Bayesian online prediction algorithm for the problem setting of ad hoc teamwork under partial observability (ATPO), which enables on-the-fly collaboration with unknown teammates performing an unknown task without needing a pre-coordination protocol. Unlike previous works that assume a fully observable state of the environment, ATPO accommodates partial observability, using the agent's observations to identify which task is being performed by the teammates. Our approach assumes neither that the teammate's actions are visible nor an environment reward signal. We evaluate ATPO in three domains -- two modified versions of the Pursuit domain with partial observability and the overcooked domain. Our results show that ATPO is effective and robust in identifying the teammate's task from a large library of possible tasks, efficient at solving it in near-optimal time, and scalable in adapting to increasingly larger problem sizes.
When is Offline Two-Player Zero-Sum Markov Game Solvable?
We study what dataset assumption permits solving offline two-player zero-sum Markov game. In stark contrast to the offline single-agent Markov decision process, we show that the single strategy concentration assumption is insufficient for learning the Nash equilibrium (NE) strategy in offline two-player zero-sum Markov games. On the other hand, we propose a new assumption named unilateral concentration and design a pessimism-type algorithm that is provably efficient under this assumption. In addition, we show that the unilateral concentration assumption is necessary for learning an NE strategy. Furthermore, our algorithm can achieve minimax sample complexity without any modification for two widely studied settings: dataset with uniform concentration assumption and turn-based Markov game. Our work serves as an important initial step towards understanding offline multi-agent reinforcement learning.
Systems Challenges for Trustworthy Embodied Systems
A new generation of increasingly autonomous and self-learning systems, which we call embodied systems, is about to be developed. When deploying these systems into a real-life context we face various engineering challenges, as it is crucial to coordinate the behavior of embodied systems in a beneficial manner, ensure their compatibility with our human-centered social values, and design verifiably safe and reliable human-machine interaction. We are arguing that raditional systems engineering is coming to a climacteric from embedded to embodied systems, and with assuring the trustworthiness of dynamic federations of situationally aware, intent-driven, explorative, ever-evolving, largely non-predictable, and increasingly autonomous embodied systems in uncertain, complex, and unpredictable real-world contexts. We are also identifying a number of urgent systems challenges for trustworthy embodied systems, including robust and human-centric AI, cognitive architectures, uncertainty quantification, trustworthy self-integration, and continual analysis and assurance.