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Data-driven discovery of interacting particle systems using Gaussian processes

arXiv.org Machine Learning

Interacting particle or agent systems that display a rich variety of collection motions are ubiquitous in science and engineering. A fundamental and challenging goal is to understand the link between individual interaction rules and collective behaviors. In this paper, we study the data-driven discovery of distance-based interaction laws in second-order interacting particle systems. We propose a learning approach that models the latent interaction kernel functions as Gaussian processes, which can simultaneously fulfill two inference goals: one is the nonparametric inference of interaction kernel function with the pointwise uncertainty quantification, and the other one is the inference of unknown parameters in the non-collective forces of the system. We formulate learning interaction kernel functions as a statistical inverse problem and provide a detailed analysis of recoverability conditions, establishing that a coercivity condition is sufficient for recoverability. We provide a finite-sample analysis, showing that our posterior mean estimator converges at an optimal rate equal to the one in the classical 1-dimensional Kernel Ridge regression. Numerical results on systems that exhibit different collective behaviors demonstrate efficient learning of our approach from scarce noisy trajectory data.


Deceptive Level Generation for Angry Birds

arXiv.org Artificial Intelligence

The Angry Birds AI competition has been held over many years to encourage the development of AI agents that can play Angry Birds game levels better than human players. Many different agents with various approaches have been employed over the competition's lifetime to solve this task. Even though the performance of these agents has increased significantly over the past few years, they still show major drawbacks in playing deceptive levels. This is because most of the current agents try to identify the best next shot rather than planning an effective sequence of shots. In order to encourage advancements in such agents, we present an automated methodology to generate deceptive game levels for Angry Birds. Even though there are many existing content generators for Angry Birds, they do not focus on generating deceptive levels. In this paper, we propose a procedure to generate deceptive levels for six deception categories that can fool the state-of-the-art Angry Birds playing AI agents. Our results show that generated deceptive levels exhibit similar characteristics of human-created deceptive levels. Additionally, we define metrics to measure the stability, solvability, and degree of deception of the generated levels.


Modeling Communication to Coordinate Perspectives in Cooperation

arXiv.org Artificial Intelligence

Communication is highly overloaded. Despite this, even young children are good at leveraging context to understand ambiguous signals. We propose a computational account of overloaded signaling from a shared agency perspective which we call the Imagined We for Communication. Under this framework, communication helps cooperators coordinate their perspectives, allowing them to act together to achieve shared goals. We assume agents are rational cooperators, which puts constraints on how signals can be sent and interpreted. We implement this model in a set of simulations demonstrating this model's success under increasing ambiguity as well as increasing layers of reasoning. Our model is capable of improving performance with deeper recursive reasoning; however, it outperforms comparison baselines at even the shallowest level, highlighting how shared knowledge and cooperative logic can do much of the heavy-lifting in language.


The Smoothed Satisfaction of Voting Axioms

arXiv.org Artificial Intelligence

We initiate the work towards a comprehensive picture of the smoothed satisfaction of voting axioms, to provide a finer and more realistic foundation for comparing voting rules. We adopt the smoothed social choice framework, where an adversary chooses arbitrarily correlated "ground truth" preferences for the agents, on top of which random noises are added. We focus on characterizing the smoothed satisfaction of two well-studied voting axioms: Condorcet criterion and participation. We prove that for any fixed number of alternatives, when the number of voters $n$ is sufficiently large, the smoothed satisfaction of the Condorcet criterion under a wide range of voting rules is $1$, $1-\exp(-\Theta(n))$, $\Theta(n^{-0.5})$, $ \exp(-\Theta(n))$, or being $\Theta(1)$ and $1-\Theta(1)$ at the same time; and the smoothed satisfaction of participation is $1-\Theta(n^{-0.5})$. Our results address open questions by Berg and Lepelley in 1994 for these rules, and also confirm the following high-level message: the Condorcet criterion is a bigger concern than participation under realistic models.


Modeling Influencer Marketing Campaigns In Social Networks

arXiv.org Artificial Intelligence

The effectiveness of social media in facilitating quick and easy sharing of information has attracted brands and advertizers who wish to use the platform to market products via the influencers in the network. Influencers, owing to their massive popularity, provide a huge potential customer base generating higher returns of investment in a very short period. However, it is not straightforward to decide which influencers should be selected for an advertizing campaign that can generate maximum returns with minimum investment. In this work, we present an agent-based model (ABM) that can simulate the dynamics of influencer advertizing campaigns in a variety of scenarios and can help to discover the best influencer marketing strategy. Our system is a probabilistic graph-based model that incorporates real-world factors such as customers' interest in a product, customer behavior, the willingness to pay, a brand's investment cap, influencers' engagement with influence diffusion, and the nature of the product being advertized viz.


Learning and Executing Re-usable Behaviour Trees from Natural Language Instruction

arXiv.org Artificial Intelligence

Domestic and service robots have the potential to transform industries such as health care and small-scale manufacturing, as well as the homes in which we live. However, due to the overwhelming variety of tasks these robots will be expected to complete, providing generic out-of-the-box solutions that meet the needs of every possible user is clearly intractable. To address this problem, robots must therefore not only be capable of learning how to complete novel tasks at run-time, but the solutions to these tasks must also be informed by the needs of the user. In this paper we demonstrate how behaviour trees, a well established control architecture in the fields of gaming and robotics, can be used in conjunction with natural language instruction to provide a robust and modular control architecture for instructing autonomous agents to learn and perform novel complex tasks. We also show how behaviour trees generated using our approach can be generalised to novel scenarios, and can be re-used in future learning episodes to create increasingly complex behaviours. We validate this work against an existing corpus of natural language instructions, demonstrate the application of our approach on both a simulated robot solving a toy problem, as well as two distinct real-world robot platforms which, respectively, complete a block sorting scenario, and a patrol scenario.


Decentralised Approach for Multi Agent Path Finding

arXiv.org Artificial Intelligence

Multi Agent Path Finding (MAPF) requires identification of conflict free paths for agents which could be point-sized or with dimensions. In this paper, we propose an approach for MAPF for spatially-extended agents. These find application in real world problems like Convoy Movement Problem, Train Scheduling etc. Our proposed approach, Decentralised Multi Agent Path Finding (DeMAPF), handles MAPF as a sequence of pathplanning and allocation problems which are solved by two sets of agents Travellers and Routers respectively, over multiple iterations. The approach being decentralised allows an agent to solve the problem pertinent to itself, without being aware of other agents in the same set. This allows the agents to be executed on independent machines, thereby leading to scalability to handle large sized problems. We prove, by comparison with other distributed approaches, that the approach leads to a faster convergence to a conflict-free solution, which may be suboptimal, with lesser memory requirement.


Learning to Draw: Emergent Communication through Sketching

arXiv.org Artificial Intelligence

Evidence that visual communication preceded written language and provided a basis for it goes back to prehistory, in forms such as cave and rock paintings depicting traces of our distant ancestors. Emergent communication research has sought to explore how agents can learn to communicate in order to collaboratively solve tasks. Existing research has focused on language, with a learned communication channel transmitting sequences of discrete tokens between the agents. In this work, we explore a visual communication channel between agents that are allowed to draw with simple strokes. Our agents are parameterised by deep neural networks, and the drawing procedure is differentiable, allowing for end-to-end training. In the framework of a referential communication game, we demonstrate that agents can not only successfully learn to communicate by drawing, but with appropriate inductive biases, can do so in a fashion that humans can interpret. We hope to encourage future research to consider visual communication as a more flexible and directly interpretable alternative of training collaborative agents.


LiMIIRL: Lightweight Multiple-Intent Inverse Reinforcement Learning

arXiv.org Artificial Intelligence

Multiple-Intent Inverse Reinforcement Learning (MI-IRL) seeks to find a reward function ensemble to rationalize demonstrations of different but unlabelled intents. Within the popular expectation maximization (EM) framework for learning probabilistic MI-IRL models, we present a warm-start strategy based on up-front clustering of the demonstrations in feature space. Our theoretical analysis shows that this warm-start solution produces a near-optimal reward ensemble, provided the behavior modes satisfy mild separation conditions. We also propose a MI-IRL performance metric that generalizes the popular Expected Value Difference measure to directly assesses learned rewards against the ground-truth reward ensemble. Our metric elegantly addresses the difficulty of pairing up learned and ground truth rewards via a min-cost flow formulation, and is efficiently computable. We also develop a MI-IRL benchmark problem that allows for more comprehensive algorithmic evaluations. On this problem, we find our MI-IRL warm-start strategy helps avoid poor quality local minima reward ensembles, resulting in a significant improvement in behavior clustering. Our extensive sensitivity analysis demonstrates that the quality of the learned reward ensembles is improved under various settings, including cases where our theoretical assumptions do not necessarily hold. Finally, we demonstrate the effectiveness of our methods by discovering distinct driving styles in a large real-world dataset of driver GPS trajectories.


Cooperative Multi-Agent Transfer Learning with Level-Adaptive Credit Assignment

arXiv.org Artificial Intelligence

Extending transfer learning to cooperative multi-agent reinforcement learning (MARL) has recently received much attention. In contrast to the single-agent setting, the coordination indispensable in cooperative MARL constrains each agent's policy. However, existing transfer methods focus exclusively on agent policy and ignores coordination knowledge. We propose a new architecture that realizes robust coordination knowledge transfer through appropriate decomposition of the overall coordination into several coordination patterns. We use a novel mixing network named level-adaptive QTransformer (LA-QTransformer) to realize agent coordination that considers credit assignment, with appropriate coordination patterns for different agents realized by a novel level-adaptive Transformer (LA-Transformer) dedicated to the transfer of coordination knowledge. In addition, we use a novel agent network named Population Invariant agent with Transformer (PIT) to realize the coordination transfer in more varieties of scenarios. Extensive experiments in StarCraft II micro-management show that LA-QTransformer together with PIT achieves superior performance compared with state-of-the-art baselines.