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Carle's Game: An Open-Ended Challenge in Exploratory Machine Creativity

arXiv.org Artificial Intelligence

This paper is both an introduction and an invitation. It is an introduction to CARLE, a Life-like cellular automata simulator and reinforcement learning environment. It is also an invitation to Carle's Game, a challenge in open-ended machine exploration and creativity. Inducing machine agents to excel at creating interesting patterns across multiple cellular automata universes is a substantial challenge, and approaching this challenge is likely to require contributions from the fields of artificial life, AI, machine learning, and complexity, at multiple levels of interest. Carle's Game is based on machine agent interaction with CARLE, a Cellular Automata Reinforcement Learning Environment. CARLE is flexible, capable of simulating any of the 262,144 different rules defining Life-like cellular automaton universes. CARLE is also fast and can simulate automata universes at a rate of tens of thousands of steps per second through a combination of vectorization and GPU acceleration. Finally, CARLE is simple. Compared to high-fidelity physics simulators and video games designed for human players, CARLE's two-dimensional grid world offers a discrete, deterministic, and atomic universal playground, despite its complexity. In combination with CARLE, Carle's Game offers an initial set of agent policies, learning and meta-learning algorithms, and reward wrappers that can be tailored to encourage exploration or specific tasks.


A Persistent Spatial Semantic Representation for High-level Natural Language Instruction Execution

arXiv.org Artificial Intelligence

Natural language provides an accessible and expressive interface to specify long-term tasks for robotic agents. However, non-experts are likely to specify such tasks with high-level instructions, which abstract over specific robot actions through several layers of abstraction. We propose that key to bridging this gap between language and robot actions over long execution horizons are persistent representations. We propose a persistent spatial semantic representation method, and show how it enables building an agent that performs hierarchical reasoning to effectively execute long-term tasks. We evaluate our approach on the ALFRED benchmark and achieve state-of-the-art results, despite completely avoiding the commonly used step-by-step instructions.


SimDem A Multi-agent Simulation Environment to Model Persons with Dementia and their Assistance

arXiv.org Artificial Intelligence

Developing artificial intelligence based assistive systems to aid Persons with Dementia (PwD) requires large amounts of training data. However, data collection poses ethical, legal, economic, and logistic issues. Synthetic data generation tools, in this regard, provide a potential solution. However, we believe that already available such tools do not adequately reflect cognitive deficiencies in behavior simulation. To counter these issues we propose a simulation model (SimDem ) that primarily focuses on cognitive impairments suffered by PwD and can be easily configured and adapted by the users to model and evaluate assistive solutions.


Distributed Deep Reinforcement Learning for Intelligent Traffic Monitoring with a Team of Aerial Robots

arXiv.org Artificial Intelligence

This paper studies the traffic monitoring problem in a road network using a team of aerial robots. The problem is challenging due to two main reasons. First, the traffic events are stochastic, both temporally and spatially. Second, the problem has a non-homogeneous structure as the traffic events arrive at different locations of the road network at different rates. Accordingly, some locations require more visits by the robots compared to other locations. To address these issues, we define an uncertainty metric for each location of the road network and formulate a path planning problem for the aerial robots to minimize the network's average uncertainty. We express this problem as a partially observable Markov decision process (POMDP) and propose a distributed and scalable algorithm based on deep reinforcement learning to solve it. We consider two different scenarios depending on the communication mode between the agents (aerial robots) and the traffic management center (TMC). The first scenario assumes that the agents continuously communicate with the TMC to send/receive real-time information about the traffic events. Hence, the agents have global and real-time knowledge of the environment. However, in the second scenario, we consider a challenging setting where the observation of the aerial robots is partial and limited to their sensing ranges. Moreover, in contrast to the first scenario, the information exchange between the aerial robots and the TMC is restricted to specific time instances. We evaluate the performance of our proposed algorithm in both scenarios for a real road network topology and demonstrate its functionality in a traffic monitoring system.


Don't Forget the Human Factor in Autonomous Systems and AI Development

#artificialintelligence

It goes without saying that humans are the intended beneficiaries of the AI applications and autonomous systems that data scientists and developers are creating. But what's the best way to design these AI apps and autonomous systems to maximize human interaction and human benefit? That's a tougher question to answer. It's also the focus of human factors specialists, who are increasingly in demand. Datanami recently caught up with one of these in-demand human factors specialists.


Learning Interaction-aware Guidance Policies for Motion Planning in Dense Traffic Scenarios

arXiv.org Artificial Intelligence

Autonomous navigation in dense traffic scenarios remains challenging for autonomous vehicles (AVs) because the intentions of other drivers are not directly observable and AVs have to deal with a wide range of driving behaviors. To maneuver through dense traffic, AVs must be able to reason how their actions affect others (interaction model) and exploit this reasoning to navigate through dense traffic safely. This paper presents a novel framework for interaction-aware motion planning in dense traffic scenarios. We explore the connection between human driving behavior and their velocity changes when interacting. Hence, we propose to learn, via deep Reinforcement Learning (RL), an interaction-aware policy providing global guidance about the cooperativeness of other vehicles to an optimization-based planner ensuring safety and kinematic feasibility through constraint satisfaction. The learned policy can reason and guide the local optimization-based planner with interactive behavior to pro-actively merge in dense traffic while remaining safe in case the other vehicles do not yield. We present qualitative and quantitative results in highly interactive simulation environments (highway merging and unprotected left turns) against two baseline approaches, a learning-based and an optimization-based method. The presented results demonstrate that our method significantly reduces the number of collisions and increases the success rate with respect to both learning-based and optimization-based baselines.


Efficient Model-Based Multi-Agent Mean-Field Reinforcement Learning

arXiv.org Machine Learning

Learning in multi-agent systems is highly challenging due to the inherent complexity introduced by agents' interactions. We tackle systems with a huge population of interacting agents (e.g., swarms) via Mean-Field Control (MFC). MFC considers an asymptotically infinite population of identical agents that aim to collaboratively maximize the collective reward. Specifically, we consider the case of unknown system dynamics where the goal is to simultaneously optimize for the rewards and learn from experience. We propose an efficient model-based reinforcement learning algorithm $\text{M}^3\text{-UCRL}$ that runs in episodes and provably solves this problem. $\text{M}^3\text{-UCRL}$ uses upper-confidence bounds to balance exploration and exploitation during policy learning. Our main theoretical contributions are the first general regret bounds for model-based RL for MFC, obtained via a novel mean-field type analysis. $\text{M}^3\text{-UCRL}$ can be instantiated with different models such as neural networks or Gaussian Processes, and effectively combined with neural network policy learning. We empirically demonstrate the convergence of $\text{M}^3\text{-UCRL}$ on the swarm motion problem of controlling an infinite population of agents seeking to maximize location-dependent reward and avoid congested areas.


Parallel and Multi-Objective Falsification with Scenic and VerifAI

arXiv.org Artificial Intelligence

Falsification has emerged as an important tool for simulation-based verification of autonomous systems. In this paper, we present extensions to the Scenic scenario specification language and VerifAI toolkit that improve the scalability of sampling-based falsification methods by using parallelism and extend falsification to multi-objective specifications. We first present a parallelized framework that is interfaced with both the simulation and sampling capabilities of Scenic and the falsification capabilities of VerifAI, reducing the execution time bottleneck inherently present in simulation-based testing. We then present an extension of VerifAI's falsification algorithms to support multi-objective optimization during sampling, using the concept of rulebooks to specify a preference ordering over multiple metrics that can be used to guide the counterexample search process. Lastly, we evaluate the benefits of these extensions with a comprehensive set of benchmarks written in the Scenic language.


A Systematic Survey of Text Worlds as Embodied Natural Language Environments

arXiv.org Artificial Intelligence

Text Worlds are virtual environments for embodied agents that, unlike 2D or 3D environments, are rendered exclusively using textual descriptions. These environments offer an alternative to higher-fidelity 3D environments due to their low barrier to entry, providing the ability to study semantics, compositional inference, and other high-level tasks with rich high-level action spaces while controlling for perceptual input. This systematic survey outlines recent developments in tooling, environments, and agent modeling for Text Worlds, while examining recent trends in knowledge graphs, common sense reasoning, transfer learning of Text World performance to higher-fidelity environments, as well as near-term development targets that, once achieved, make Text Worlds an attractive general research paradigm for natural language processing.


Federated Learning as a Mean-Field Game

arXiv.org Machine Learning

In the following sections, we briefly review the necessary material from federated learning and mean-field games that will be used later when similarities start to appear. In federated learning (Section 1.1), we present the general idea and one of its standard algorithm called Federated Averaging (FedAvg). The general setting of stochastic games is introduced in Section 2. Two main pillars of mean-field games that are stochastic optimal control and stochastic differential games are introduced in Sections 2.1 and 2.2 respectively. The introduction of mean-field games is completed in Section 2.3. Finally, the connection between federated learning and mean-field games is established in Section 3.