Goto

Collaborating Authors

 Agents


An argument for the impossibility of machine intelligence

arXiv.org Artificial Intelligence

Since the noun phrase `artificial intelligence' (AI) was coined, it has been debated whether humans are able to create intelligence using technology. We shed new light on this question from the point of view of themodynamics and mathematics. First, we define what it is to be an agent (device) that could be the bearer of AI. Then we show that the mainstream definitions of `intelligence' proposed by Hutter and others and still accepted by the AI community are too weak even to capture what is involved when we ascribe intelligence to an insect. We then summarise the highly useful definition of basic (arthropod) intelligence proposed by Rodney Brooks, and we identify the properties that an AI agent would need to possess in order to be the bearer of intelligence by this definition. Finally, we show that, from the perspective of the disciplines needed to create such an agent, namely mathematics and physics, these properties are realisable by neither implicit nor explicit mathematical design nor by setting up an environment in which an AI could evolve spontaneously.


Towards Social Situation Awareness in Support Agents

arXiv.org Artificial Intelligence

Artificial agents that support people in their daily activities (e.g., virtual coaches and personal assistants) are increasingly prevalent. Since many daily activities are social in nature, support agents should understand a user's social situation to offer comprehensive support. However, there are no systematic approaches for developing support agents that are social situation aware. We identify key requirements for a support agent to be social situation aware and propose steps to realize those requirements. These steps are presented through a conceptual architecture that centers around two key ideas: (1) conceptualizing social situation awareness as an instantiation of `general' situation awareness, and (2) using situation taxonomies as the key element of such instantiation. This enables support agents to represent a user's social situation, comprehend its meaning, and assess its impact on the user's behavior. We discuss empirical results supporting that the proposed approach can be effective and illustrate how the architecture can be used in support agents through a use case.


Provably Efficient Reinforcement Learning in Decentralized General-Sum Markov Games

arXiv.org Artificial Intelligence

This paper addresses the problem of learning an equilibrium efficiently in general-sum Markov games through decentralized multi-agent reinforcement learning. Given the fundamental difficulty of calculating a Nash equilibrium (NE), we instead aim at finding a coarse correlated equilibrium (CCE), a solution concept that generalizes NE by allowing possible correlations among the agents' strategies. We propose an algorithm in which each agent independently runs optimistic V-learning (a variant of Q-learning) to efficiently explore the unknown environment, while using a stabilized online mirror descent (OMD) subroutine for policy updates. We show that the agents can find an $\epsilon$-approximate CCE in at most $\widetilde{O}( H^6S A /\epsilon^2)$ episodes, where $S$ is the number of states, $A$ is the size of the largest individual action space, and $H$ is the length of an episode. This appears to be the first sample complexity result for learning in generic general-sum Markov games. Our results rely on a novel investigation of an anytime high-probability regret bound for OMD with a dynamic learning rate and weighted regret, which would be of independent interest. One key feature of our algorithm is that it is fully \emph{decentralized}, in the sense that each agent has access to only its local information, and is completely oblivious to the presence of others. This way, our algorithm can readily scale up to an arbitrary number of agents, without suffering from the exponential dependence on the number of agents.


State-based Episodic Memory for Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Multi-agent reinforcement learning (MARL) algorithms have made promising progress in recent years by leveraging the centralized training and decentralized execution (CTDE) paradigm. However, existing MARL algorithms still suffer from the sample inefficiency problem. In this paper, we propose a simple yet effective approach, called state-based episodic memory (SEM), to improve sample efficiency in MARL. SEM adopts episodic memory (EM) to supervise the centralized training procedure of CTDE in MARL. To the best of our knowledge, SEM is the first work to introduce EM into MARL. We can theoretically prove that, when using for MARL, SEM has lower space complexity and time complexity than state and action based EM (SAEM), which is originally proposed for single-agent reinforcement learning. Experimental results on StarCraft multi-agent challenge (SMAC) show that introducing episodic memory into MARL can improve sample efficiency and SEM can reduce storage cost and time cost compared with SAEM.


Trajectory Prediction with Linguistic Representations

arXiv.org Artificial Intelligence

Language allows humans to build mental models that interpret what is happening around them resulting in more accurate long-term predictions. We present a novel trajectory prediction model that uses linguistic intermediate representations to forecast trajectories, and is trained using trajectory samples with partially annotated captions. The model learns the meaning of each of the words without direct per-word supervision. At inference time, it generates a linguistic description of trajectories which captures maneuvers and interactions over an extended time interval. This generated description is used to refine predictions of the trajectories of multiple agents. We train and validate our model on the Argoverse dataset, and demonstrate improved accuracy results in trajectory prediction. In addition, our model is more interpretable: it presents part of its reasoning in plain language as captions, which can aid model development and can aid in building confidence in the model before deploying it.


TiKick: Towards Playing Multi-agent Football Full Games from Single-agent Demonstrations

arXiv.org Artificial Intelligence

Deep reinforcement learning (DRL) has achieved super-human performance on complex video games (e.g., StarCraft II and Dota II). However, current DRL systems still suffer from challenges of multi-agent coordination, sparse rewards, stochastic environments, etc. In seeking to address these challenges, we employ a football video game, e.g., Google Research Football (GRF), as our testbed and develop an end-to-end learning-based AI system (denoted as TiKick) to complete this challenging task. In this work, we first generated a large replay dataset from the self-playing of single-agent experts, which are obtained from league training. We then developed a distributed learning system and new offline algorithms to learn a powerful multi-agent AI from the fixed single-agent dataset. To the best of our knowledge, Tikick is the first learning-based AI system that can take over the multi-agent Google Research Football full game, while previous work could either control a single agent or experiment on toy academic scenarios. Extensive experiments further show that our pre-trained model can accelerate the training process of the modern multi-agent algorithm and our method achieves state-of-the-art performances on various academic scenarios.


Coalitional Bayesian Autoencoders -- Towards explainable unsupervised deep learning

arXiv.org Machine Learning

This paper aims to improve the explainability of Autoencoder's (AE) predictions by proposing two explanation methods based on the mean and epistemic uncertainty of log-likelihood estimate, which naturally arise from the probabilistic formulation of the AE called Bayesian Autoencoders (BAE). To quantitatively evaluate the performance of explanation methods, we test them in sensor network applications, and propose three metrics based on covariate shift of sensors : (1) G-mean of Spearman drift coefficients, (2) G-mean of sensitivity-specificity of explanation ranking and (3) sensor explanation quality index (SEQI) which combines the two aforementioned metrics. Surprisingly, we find that explanations of BAE's predictions suffer from high correlation resulting in misleading explanations. To alleviate this, a "Coalitional BAE" is proposed, which is inspired by agent-based system theory. Our comprehensive experiments on publicly available condition monitoring datasets demonstrate the improved quality of explanations using the Coalitional BAE.


Enabling a Social Robot to Process Social Cues to Detect when to Help a User

arXiv.org Artificial Intelligence

It is important for socially assistive robots to be able to recognize when a user needs and wants help. Such robots need to be able to recognize human needs in a real-time manner so that they can provide timely assistance. We propose an architecture that uses social cues to determine when a robot should provide assistance. Based on a multimodal fusion approach upon eye gaze and language modalities, our architecture is trained and evaluated on data collected in a robot-assisted Lego building task. By focusing on social cues, our architecture has minimal dependencies on the specifics of a given task, enabling it to be applied in many different contexts. Enabling a social robot to recognize a user's needs through social cues can help it to adapt to user behaviors and preferences, which in turn will lead to improved user experiences.


In a Nutshell, the Human Asked for This: Latent Goals for Following Temporal Specifications

arXiv.org Artificial Intelligence

We address the problem of building agents whose goal is to satisfy out-of distribution (OOD) multi-task instructions expressed in temporal logic (TL) by using deep reinforcement learning (DRL). Recent works provided evidence that the deep learning architecture is a key feature when teaching a DRL agent to solve OOD tasks in TL. Yet, the studies on their performance are still limited. In this work, we analyse various state-of-the-art (SOTA) architectures that include generalisation mechanisms such as relational layers, the soft-attention mechanism, or hierarchical configurations, when generalising safety-aware tasks expressed in TL. Most importantly, we present a novel deep learning architecture that induces agents to generate latent representations of their current goal given both the human instruction and the current observation from the environment. We find that applying our proposed configuration to SOTA architectures yields significantly stronger performance when executing new tasks in OOD environments.


Value alignment: a formal approach

arXiv.org Artificial Intelligence

Value alignment in AI has emerged as one of the basic principles that should govern autonomous AI systems. It essentially states that a system's goals and behaviour should be aligned with human values. But how to ensure value alignment? In this paper we first provide a formal model to represent values through preferences and ways to compute value aggregations; i.e. preferences with respect to a group of agents and/or preferences with respect to sets of values. Value alignment is then defined, and computed, for a given norm with respect to a given value through the increase/decrease that it results in the preferences of future states of the world. We focus on norms as it is norms that govern behaviour, and as such, the alignment of a given system with a given value will be dictated by the norms the system follows.