Agents
VECA : A Toolkit for Building Virtual Environments to Train and Test Human-like Agents
Park, Kwanyoung, Oh, Hyunseok, Lee, Youngki
Building human-like agent, which aims to learn and think like human intelligence, has long been an important research topic in AI. To train and test human-like agents, we need an environment that imposes the agent to rich multimodal perception and allows comprehensive interactions for the agent, while also easily extensible to develop custom tasks. However, existing approaches do not support comprehensive interaction with the environment or lack variety in modalities. Also, most of the approaches are difficult or even impossible to implement custom tasks. In this paper, we propose a novel VR-based toolkit, VECA, which enables building fruitful virtual environments to train and test human-like agents. In particular, VECA provides a humanoid agent and an environment manager, enabling the agent to receive rich human-like perception and perform comprehensive interactions. To motivate VECA, we also provide 24 interactive tasks, which represent (but are not limited to) four essential aspects in early human development: joint-level locomotion and control, understanding contexts of objects, multimodal learning, and multi-agent learning. To show the usefulness of VECA on training and testing human-like learning agents, we conduct experiments on VECA and show that users can build challenging tasks for engaging human-like algorithms, and the features supported by VECA are critical on training human-like agents.
Polynomial-Time Algorithms for Multi-Agent Minimal-Capacity Planning
Cubuktepe, Murat, Blahoudek, Frantiลกek, Topcu, Ufuk
We study the problem of minimizing the resource capacity of autonomous agents cooperating to achieve a shared task. More specifically, we consider high-level planning for a team of homogeneous agents that operate under resource constraints in stochastic environments and share a common goal: given a set of target locations, ensure that each location will be visited infinitely often by some agent almost surely. We formalize the dynamics of agents by consumption Markov decision processes. In a consumption Markov decision process, the agent has a resource of limited capacity. Each action of the agent may consume some amount of the resource. To avoid exhaustion, the agent can replenish its resource to full capacity in designated reload states. The resource capacity restricts the capabilities of the agent. The objective is to assign target locations to agents, and each agent is only responsible for visiting the assigned subset of target locations repeatedly. Moreover, the assignment must ensure that the agents can carry out their tasks with minimal resource capacity. We reduce the problem of finding target assignments for a team of agents with the lowest possible capacity to an equivalent graph-theoretical problem. We develop an algorithm that solves this graph problem in time that is \emph{polynomial} in the number of agents, target locations, and size of the consumption Markov decision process. We demonstrate the applicability and scalability of the algorithm in a scenario where hundreds of unmanned underwater vehicles monitor hundreds of locations in environments with stochastic ocean currents.
Towards A Multi-agent System for Online Hate Speech Detection
Sahu, Gaurav, Cohen, Robin, Vechtomova, Olga
This paper envisions a multi-agent system for detecting the presence of hate speech in online social media platforms such as Twitter and Facebook. We introduce a novel framework employing deep learning techniques to coordinate the channels of textual and im-age processing. Our experimental results aim to demonstrate the effectiveness of our methods for classifying online content, training the proposed neural network model to effectively detect hateful instances in the input. We conclude with a discussion of how our system may be of use to provide recommendations to users who are managing online social networks, showcasing the immense potential of intelligent multi-agent systems towards delivering social good.
Planning for Proactive Assistance in Environments with Partial Observability
Kulkarni, Anagha, Srivastava, Siddharth, Kambhampati, Subbarao
AI agent and the human coexist, and have partial observability of each other's activities. There are several real-world This paper addresses the problem of synthesizing workspaces like factory floors, warehouses, restaurants, nursing the behavior of an AI agent that provides proactive homes for elderly, disaster response areas, etc., where this task assistance to a human in settings like factory problem of providing proactive task assistance to the involved floors where they may coexist in a common humans is important. Our formulation considers a scenario environment. Unlike in the case of requested assistance, where the AI agent is aware of the tasks being allocated to the human may not be expecting proactive the human by the ecosystem and may also know the rules and assistance and hence it is crucial for the agent to protocols of the ecosystem. We assume that the agent has ensure that the human is aware of how the assistance access to an input that captures the human's planning process affects her task. This becomes harder when for her goals. For instance, prior works that study the there is a possibility that the human may neither problem of action model acquisition [Zhuo and Yang, 2014; have full knowledge of the AI agent's capabilities Zhuo and Kambhampati, 2013] can be used to derive the human's nor have full observability of its activities.
Altruism Design in Networked Public Goods Games
Yu, Sixie, Kempe, David, Vorobeychik, Yevgeniy
Many collective decision-making settings feature a strategic tension between agents acting out of individual self-interest and promoting a common good. These include wearing face masks during a pandemic, voting, and vaccination. Networked public goods games capture this tension, with networks encoding strategic interdependence among agents. Conventional models of public goods games posit solely individual self-interest as a motivation, even though altruistic motivations have long been known to play a significant role in agents' decisions. We introduce a novel extension of public goods games to account for altruistic motivations by adding a term in the utility function that incorporates the perceived benefits an agent obtains from the welfare of others, mediated by an altruism graph. Most importantly, we view altruism not as immutable, but rather as a lever for promoting the common good. Our central algorithmic question then revolves around the computational complexity of modifying the altruism network to achieve desired public goods game investment profiles. We first show that the problem can be solved using linear programming when a principal can fractionally modify the altruism network. While the problem becomes in general intractable if the principal's actions are all-or-nothing, we exhibit several tractable special cases.
Multi-Agent Routing and Scheduling Through Coalition Formation
Capezzuto, Luca, Tarapore, Danesh, Ramchurn, Sarvapali D.
In task allocation for real-time domains, such as disaster response, a limited number of agents is deployed across a large area to carry out numerous tasks, each with its prerequisites, profit, time window and workload. To maximize profits while minimizing time penalties, agents need to cooperate by forming, disbanding and reforming coalitions. In this paper, we name this problem Multi-Agent Routing and Scheduling through Coalition formation (MARSC) and show that it generalizes the important Team Orienteering Problem with Time Windows. We propose a binary integer program and an anytime and scalable heuristic to solve it. Using public London Fire Brigade records, we create a dataset with 347588 tasks and a test framework that simulates the mobilization of firefighters. In problems with up to 150 agents and 3000 tasks, our heuristic finds solutions up to 3.25 times better than the Earliest Deadline First approach commonly used in real-time systems. Our results constitute the first large-scale benchmark for the MARSC problem.
Intelligent Conversational Android ERICA Applied to Attentive Listening and Job Interview
Kawahara, Tatsuya, Inoue, Koji, Lala, Divesh
Following the success of spoken dialogue systems (SDS) in smartphone assistants and smart speakers, a number of communicative robots are developed and commercialized. Compared with the conventional SDSs designed as a human-machine interface, interaction with robots is expected to be in a closer manner to talking to a human because of the anthropomorphism and physical presence. The goal or task of dialogue may not be information retrieval, but the conversation itself. In order to realize human-level "long and deep" conversation, we have developed an intelligent conversational android ERICA. We set up several social interaction tasks for ERICA, including attentive listening, job interview, and speed dating. To allow for spontaneous, incremental multiple utterances, a robust turn-taking model is implemented based on TRP (transition-relevance place) prediction, and a variety of backchannels are generated based on time frame-wise prediction instead of IPU-based prediction. We have realized an open-domain attentive listening system with partial repeats and elaborating questions on focus words as well as assessment responses. It has been evaluated with 40 senior people, engaged in conversation of 5-7 minutes without a conversation breakdown. It was also compared against the WOZ setting. We have also realized a job interview system with a set of base questions followed by dynamic generation of elaborating questions. It has also been evaluated with student subjects, showing promising results.
Army researchers create pioneering approach to real-time conversational AI
Spoken dialogue is the most natural way for people to interact with complex autonomous agents such as robots. Future Army operational environments will require technology that allows artificial intelligent agents to understand and carry out commands and interact with them as teammates. Researchers from the U.S. Army Combat Capabilities Development Command, known as DEVCOM, Army Research Laboratory and the University of Southern California's Institute for Creative Technologies, a Department of Defense-sponsored University Affiliated Research Center, created an approach to flexibly interpret and respond to Soldier intent derived from spoken dialogue with autonomous systems. This technology is currently the primary component for dialogue processing for the lab's Joint Understanding and Dialogue Interface, or JUDI, system, a prototype that enables bi-directional conversational interactions between Soldiers and autonomous systems. "We employed a statistical classification technique for enabling conversational AI using state-of-the-art natural language understanding and dialogue management technologies," said Army researcher Dr. Felix Gervits.
End-to-End Intersection Handling using Multi-Agent Deep Reinforcement Learning
Capasso, Alessandro Paolo, Maramotti, Paolo, Dell'Eva, Anthony, Broggi, Alberto
Navigating through intersections is one of the main challenging tasks for an autonomous vehicle. However, for the majority of intersections regulated by traffic lights, the problem could be solved by a simple rule-based method in which the autonomous vehicle behavior is closely related to the traffic light states. In this work, we focus on the implementation of a system able to navigate through intersections where only traffic signs are provided. We propose a multi-agent system using a continuous, model-free Deep Reinforcement Learning algorithm used to train a neural network for predicting both the acceleration and the steering angle at each time step. We demonstrate that agents learn both the basic rules needed to handle intersections by understanding the priorities of other learners inside the environment, and to drive safely along their paths. Moreover, a comparison between our system and a rule-based method proves that our model achieves better results especially with dense traffic conditions. Finally, we test our system on real world scenarios using real recorded traffic data, proving that our module is able to generalize both to unseen environments and to different traffic conditions.
Learning for Detecting Norm Violation in Online Communities
Santos, Thiago Freitas dos, Osman, Nardine, Schorlemmer, Marco
In this paper, we focus on normative systems for online communities. The paper addresses the issue that arises when different community members interpret these norms in different ways, possibly leading to unexpected behavior in interactions, usually with norm violations that affect the individual and community experiences. To address this issue, we propose a framework capable of detecting norm violations and providing the violator with information about the features of their action that makes this action violate a norm. We build our framework using Machine Learning, with Logistic Model Trees as the classification algorithm. Since norm violations can be highly contextual, we train our model using data from the Wikipedia online community, namely data on Wikipedia edits. Our work is then evaluated with the Wikipedia use case where we focus on the norm that prohibits vandalism in Wikipedia edits.