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Using Psychological Characteristics of Situations for Social Situation Comprehension in Support Agents

arXiv.org Artificial Intelligence

Support agents that help users in their daily lives need to take into account not only the user's characteristics, but also the social situation of the user. Existing work on including social context uses some type of situation cue as an input to information processing techniques in order to assess the expected behavior of the user. However, research shows that it is important to also determine the meaning of a situation, a step which we refer to as social situation comprehension. We propose using psychological characteristics of situations, which have been proposed in social science for ascribing meaning to situations, as the basis for social situation comprehension. Using data from user studies, we evaluate this proposal from two perspectives. First, from a technical perspective, we show that psychological characteristics of situations can be used as input to predict the priority of social situations, and that psychological characteristics of situations can be predicted from the features of a social situation. Second, we investigate the role of the comprehension step in human-machine meaning making. We show that psychological characteristics can be successfully used as a basis for explanations given to users about the decisions of an agenda management personal assistant agent.


Gapoera: Application Programming Interface for AI Environment of Indonesian Board Game

arXiv.org Artificial Intelligence

Currently, the development of computer games has shown a tremendous surge. The ease and speed of internet access today have also influenced the development of computer games, especially computer games that are played online. Internet technology has allowed computer games to be played in multiplayer mode. Interaction between players in a computer game can be built in several ways, one of which is by providing balanced opponents. Opponents can be developed using intelligent agents. On the other hand, research on developing intelligent agents is also growing rapidly. In computer game development, one of the easiest ways to measure the performance of an intelligent agent is to develop a virtual environment that allows the intelligent agent to interact with other players. In this research, we try to develop an intelligent agent and virtual environment for the board game. To be easily accessible, the intelligent agent and virtual environment are then developed into an Application Programming Interface (API) service called Gapoera API. The Gapoera API service that is built is expected to help game developers develop a game without having to think much about the artificial intelligence that will be embedded in the game. This service provides a basic multilevel intelligent agent that can provide users with playing board games commonly played in Indonesia. Although the Gapoera API can be used for various types of games, in this paper, we will focus on the discussion on a popular traditional board game in Indonesia, namely Mancala. The test results conclude that the multilevel agent concept developed has worked as expected. On the other hand, the development of the Gapoera API service has also been successfully accessed on several game platforms.


Auctions Between Regret-Minimizing Agents

arXiv.org Artificial Intelligence

This paper deals with the following common type of scenario: several users engage in a repeated online auction, where each of them is assisted by a learning agent. A typical example is advertisers that compete for ad-slots: typically, each of these advertisers fills in his key parameters into some advertiser-facing website, and then this website's "agent" participates on the advertiser's behalf in a sequence of auctions for ad slots. Often, the auction's platform designer provides this agent as its advertiser-facing user interface. In cases where the platform's agent does not optimize sufficiently well for the advertiser (but rather, say, for the auctioneer) one would expect some other company to provide a better (for the advertiser) agent. A typical learning algorithm of this type will have at its core some regret-minimization algorithm [33, 9], such as multiplicative weights (see [2] and references therein) or some variant of fictitious play [12, 54], such as follow the perturbed leader [31, 40]. In particular, for ad auctions, there is empirical data showing that bids are largely consistent with no-regret learning [46, 52].


Measuring the Non-Transitivity in Chess

arXiv.org Artificial Intelligence

It has long been believed that Chess is the \emph{Drosophila} of Artificial Intelligence (AI). Studying Chess can productively provide valid knowledge about complex systems. Although remarkable progress has been made on solving Chess, the geometrical landscape of Chess in the strategy space is still mysterious. Judging on AI-generated strategies, researchers hypothesised that the strategy space of Chess possesses a spinning top geometry, with the upright axis representing the \emph{transitive} dimension (e.g., A beats B, B beats C, A beats C), and the radial axis representing the \emph{non-transitive} dimension (e.g., A beats B, B beats C, C beats A). However, it is unclear whether such a hypothesis holds for real-world strategies. In this paper, we quantify the non-transitivity in Chess through real-world data from human players. Specifically, we performed two ways of non-transitivity quantifications -- Nash Clustering and counting the number of Rock-Paper-Scissor cycles -- on over one billion match data from Lichess and FICS. Our findings positively indicate that the strategy space occupied by real-world Chess strategies demonstrates a spinning top geometry, and more importantly, there exists a strong connection between the degree of non-transitivity and the progression of a Chess player's rating. In particular, high degrees of non-transitivity tend to prevent human players from making progress on their Elo rating, whereas progressions are easier to make at the level of ratings where the degree of non-transitivity is lower. Additionally, we also investigate the implication of the degree of non-transitivity for population-based training methods. By considering \emph{fixed-memory Fictitious Play} as a proxy, we reach the conclusion that maintaining large-size and diverse populations of strategies is imperative to training effective AI agents in solving Chess types of games.


Artificial Intelligence Is Smart, but Does It Doesn't Play Well With Others

#artificialintelligence

Humans find AI to be a frustrating teammate when playing a cooperative game together, posing challenges for "teaming intelligence," study shows. When it comes to games such as chess or Go, artificial intelligence (AI) programs have far surpassed the best players in the world. These "superhuman" AIs are unmatched competitors, but perhaps harder than competing against humans is collaborating with them. Can the same technology get along with people? In a new study, MIT Lincoln Laboratory researchers sought to find out how well humans could play the cooperative card game Hanabi with an advanced AI model trained to excel at playing with teammates it has never met before.


Hierarchical Multi-robot Strategies Synthesis and Optimization under Individual and Collaborative Temporal Logic Specifications

arXiv.org Artificial Intelligence

This paper presents a hierarchical framework to solve the multi-robot temporal task planning problem. We assume that each robot has its individual task specification and the robots have to jointly satisfy a global collaborative task specification, both described in linear temporal logic. Specifically, a central server firstly extracts and decomposes a collaborative task sequence from the automaton corresponding to the collaborative task specification, and allocates the subtasks in the sequence to robots. The robots can then synthesize their initial execution strategies based on locally constructed product automatons, combining the assigned collaborative tasks and their individual task specifications. Furthermore, we propose a distributed execution strategy adjusting mechanism to iteratively improve the time efficiency, by reducing wait time in collaborations caused by potential synchronization constraints. We prove the completeness of the proposed framework under assumptions, and analyze its time complexity and optimality. Extensive simulation results verify the scalability and optimization efficiency of the proposed method.


Self-Initiated Open World Learning for Autonomous AI Agents

arXiv.org Artificial Intelligence

As more and more AI agents are used in practice, it is time to think about how to make these agents fully autonomous so that they can learn by themselves in a self-motivated and self-supervised manner rather than being retrained periodically on the initiation of human engineers using expanded training data. As the real-world is an open environment with unknowns or novelties, detecting novelties or unknowns, gathering ground-truth training data, and incrementally learning the unknowns make the agent more and more knowledgeable and powerful over time. The key challenge is how to automate the process so that it is carried out on the agent's own initiative and through its own interactions with humans and the environment. Since an AI agent usually has a performance task, characterizing each novelty becomes necessary so that the agent can formulate an appropriate response to adapt its behavior to cope with the novelty and to learn from it to improve its future responses and task performance. This paper proposes a theoretic framework for this learning paradigm to promote the research of building self-initiated open world learning agents.


Model-based Reinforcement Learning for Service Mesh Fault Resiliency in a Web Application-level

arXiv.org Artificial Intelligence

Microservice-based architectures enable different aspects of web applications to be created and updated independently, even after deployment. Associated technologies such as service mesh provide application-level fault resilience through attribute configurations that govern the behavior of request-response service -- and the interactions among them -- in the presence of failures. While this provides tremendous flexibility, the configured values of these attributes -- and the relationships among them -- can significantly affect the performance and fault resilience of the overall application. Furthermore, it is impossible to determine the best and worst combinations of attribute values with respect to fault resiliency via testing, due to the complexities of the underlying distributed system and the many possible attribute value combinations. In this paper, we present a model-based reinforcement learning workflow towards service mesh fault resiliency. Our approach enables the prediction of the most significant fault resilience behaviors at a web application-level, scratching from single service to aggregated multi-service management with efficient agent collaborations.


Learning to run a power network with trust

arXiv.org Artificial Intelligence

Abstract--Artificial agents are promising for realtime power system operations, particularly, to compute remedial actions for congestion management. Currently, these agents are limited to only autonomously run by themselves. However, autonomous agents will not be deployed any time soon. Operators will still be in charge of taking action in the future. Aiming at designing an assistant for operators, we here consider humans in the loop and propose an original formulation for this problem. We first advance an agent with the ability to send to the operator alarms ahead of time when the proposed actions are of low confidence. We further model the operator's available attention as a budget that decreases when alarms are sent. We present the design and results of our competition "Learning to run a power network with trust" in which we benchmark the ability of submitted agents to send relevant alarms while operating the network to their best.


Proceedings Third Workshop on Formal Methods for Autonomous Systems

arXiv.org Artificial Intelligence

Autonomous systems are highly complex and present unique challenges for the application of formal methods. Autonomous systems act without human intervention, and are often embedded in a robotic system, so that they can interact with the real world. As such, they exhibit the properties of safety-critical, cyber-physical, hybrid, and real-time systems. This EPTCS volume contains the proceedings for the third workshop on Formal Methods for Autonomous Systems (FMAS 2021), which was held virtually on the 21st and 22nd of October 2021. Like the previous workshop, FMAS 2021 was an online, stand-alone event, as an adaptation to the ongoing COVID-19 restrictions. Despite the challenges this brought, we were determined to build on the success of the previous two FMAS workshops. The goal of FMAS is to bring together leading researchers who are tackling the unique challenges of autonomous systems using formal methods, to present recent and ongoing work. We are interested in the use of formal methods to specify, model, or verify autonomous and/or robotic systems; in whole or in part. We are also interested in successful industrial applications and potential future directions for this emerging application of formal methods.