Agents
Researchers design virtual environment to spur development of helpful home robots
Without much prior experience, kids can recognize other people's intentions and come up with plans to help them achieve their goals, even in novel scenarios. That's why researchers at MIT, Nvidia, and ETH Zurich developed Watch-And-Help (WAH), a challenge in which embodied AI agents need to understand goals by watching a demonstration of a human performing a task and coordinating with the human to solve the task as quickly as possible. The concept of embodied AI draws on embodied cognition, the theory that many features of psychology -- human or otherwise -- are shaped by aspects of the entire body of an organism. By applying this logic to AI, researchers hope to improve the performance of AI systems like chatbots, robots, autonomous vehicles, and even smart speakers that interact with their environments, people, and other AI. A truly embodied robot could check to see whether a door is locked, for instance, or retrieve a smartphone that's ringing in an upstairs bedroom.
Necessary and Sufficient Conditions for Inverse Reinforcement Learning of Bayesian Stopping Time Problems
Krishnamurthy, Vikram, Pattanayak, Kunal
This paper presents an inverse reinforcement learning (IRL) framework for Bayesian stopping time problems. By observing the actions of a Bayesian decision maker, we provide a necessary and sufficient condition to identify if these actions are consistent with optimizing a cost function; then we construct set valued estimates of the cost function. To achieve this IRL objective, we use novel ideas from Bayesian revealed preferences stemming from microeconomics. To illustrate our IRL scheme,we consider two important examples of stopping time problems, namely, sequential hypothesis testing and Bayesian search. Finally, for finite datasets, we propose an IRL detection algorithm and give finite sample bounds on its error probabilities. Also we discuss how to identify $\epsilon$-optimal Bayesian decision makers and perform IRL.
Language for Description of Worlds
We will reduce the task of creating AI to the task of finding an appropriate language for description of the world. This will not be a programing language because programing languages describe only computable functions, while our language will describe a somewhat broader class of functions. Another specificity of this language will be that the description will consist of separate modules. This will enable us look for the description of the world automatically such that we discover it module after module. Our approach to the creation of this new language will be to start with a particular world and write the description of that particular world. The point is that the language which can describe this particular world will be appropriate for describing any world.
Predicting Infectiousness for Proactive Contact Tracing
Bengio, Yoshua, Gupta, Prateek, Maharaj, Tegan, Rahaman, Nasim, Weiss, Martin, Deleu, Tristan, Muller, Eilif, Qu, Meng, Schmidt, Victor, St-Charles, Pierre-Luc, Alsdurf, Hannah, Bilanuik, Olexa, Buckeridge, David, Caron, Gรกetan Marceau, Carrier, Pierre-Luc, Ghosn, Joumana, Ortiz-Gagne, Satya, Pal, Chris, Rish, Irina, Schรถlkopf, Bernhard, Sharma, Abhinav, Tang, Jian, Williams, Andrew
The COVID-19 pandemic has spread rapidly worldwide, overwhelming manual contact tracing in many countries and resulting in widespread lockdowns for emergency containment. Various DCT methods have been proposed, each making tradeoffs between privacy, mobility restrictions, and public health. The most common approach, binary contact tracing (BCT), models infection as a binary event, informed only by an individual's test results, with corresponding binary recommendations that either all or none of the individual's contacts quarantine. BCT ignores the inherent uncertainty in contacts and the infection process, which could be used to tailor messaging to high-risk individuals, and prompt proactive testing or earlier warnings. It also does not make use of observations such as symptoms or preexisting medical conditions, which could be used to make more accurate infectiousness predictions. In this paper, we use a recently-proposed COVID-19 epidemiological simulator to develop and test methods that can be deployed to a smartphone to locally and proactively predict an individual's infectiousness (risk of infecting others) based on their contact history and other information, while respecting strong privacy constraints. Predictions are used to provide personalized recommendations to the individual via an app, as well as to send anonymized messages to the individual's contacts, who use this information to better predict their own infectiousness, an approach we call proactive contact tracing (PCT). Similarly to other works, we find that compared to no tracing, all DCT methods tested are able to reduce spread of the disease and thus save lives, even at low adoption rates, strongly supporting a role for DCT methods in managing the pandemic. Further, we find a deep-learning based PCT method which improves over BCT for equivalent average mobility, suggesting PCT could help in safe reopening and second-wave prevention. Until pharmaceutical interventions such as a vaccine become available, control of the COVID-19 pandemic relies on nonpharmaceutical interventions such as lockdown and social distancing. While these have often been successful in limiting spread of the disease in the short term, these restrictive measures have important negative social, mental health, and economic impacts. Digital contact tracing (DCT), a technique to track the spread of the virus among individuals in a population using smartphones, is an attractive potential solution to help reduce growth in the number of cases and thereby allow more economic and social activities to resume while keeping the number of cases low. All bolded terms are defined in the Glossary; Appendix 1.
Towards human-agent knowledge fusion (HAKF) in support of distributed coalition teams
Braines, Dave, Cerutti, Federico, Vilamala, Marc Roig, Srivastava, Mani, Preece, Lance Kaplan Alun, Pearson, Gavin
Future coalition operations can be substantially augmented through agile teaming between human and machine agents, but in a coalition context these agents may be unfamiliar to the human users and expected to operate in a broad set of scenarios rather than being narrowly defined for particular purposes. In such a setting it is essential that the human agents can rapidly build trust in the machine agents through appropriate transparency of their behaviour, e.g., through explanations. The human agents are also able to bring their local knowledge to the team, observing the situation unfolding and deciding which key information should be communicated to the machine agents to enable them to better account for the particular environment. In this paper we describe the initial steps towards this human-agent knowledge fusion (HAKF) environment through a recap of the key requirements, and an explanation of how these can be fulfilled for an example situation. We show how HAKF has the potential to bring value to both human and machine agents working as part of a distributed coalition team in a complex event processing setting with uncertain sources.
Multi-agent active perception with prediction rewards
Lauri, Mikko, Oliehoek, Frans A.
Multi-agent active perception is a task where a team of agents cooperatively gathers observations to compute a joint estimate of a hidden variable. The task is decentralized and the joint estimate can only be computed after the task ends by fusing observations of all agents. The objective is to maximize the accuracy of the estimate. The accuracy is quantified by a centralized prediction reward determined by a centralized decision-maker who perceives the observations gathered by all agents after the task ends. In this paper, we model multi-agent active perception as a decentralized partially observable Markov decision process (Dec-POMDP) with a convex centralized prediction reward. We prove that by introducing individual prediction actions for each agent, the problem is converted into a standard Dec-POMDP with a decentralized prediction reward. The loss due to decentralization is bounded, and we give a sufficient condition for when it is zero. Our results allow application of any Dec-POMDP solution algorithm to multi-agent active perception problems, and enable planning to reduce uncertainty without explicit computation of joint estimates. We demonstrate the empirical usefulness of our results by applying a standard Dec-POMDP algorithm to multi-agent active perception problems, showing increased scalability in the planning horizon.
Learning Implicit Credit Assignment for Cooperative Multi-Agent Reinforcement Learning
Zhou, Meng, Liu, Ziyu, Sui, Pengwei, Li, Yixuan, Chung, Yuk Ying
We present a multi-agent actor-critic method that aims to implicitly address the credit assignment problem under fully cooperative settings. Our key motivation is that credit assignment among agents may not require an explicit formulation as long as (1) the policy gradients derived from a centralized critic carry sufficient information for the decentralized agents to maximize their joint action value through optimal cooperation and (2) a sustained level of exploration is enforced throughout training. Under the centralized training with decentralized execution (CTDE) paradigm, we achieve the former by formulating the centralized critic as a hypernetwork such that a latent state representation is integrated into the policy gradients through its multiplicative association with the stochastic policies; to achieve the latter, we derive a simple technique called adaptive entropy regularization where magnitudes of the entropy gradients are dynamically rescaled based on the current policy stochasticity to encourage consistent levels of exploration. Our algorithm, referred to as LICA, is evaluated on several benchmarks including the multi-agent particle environments and a set of challenging StarCraft II micromanagement tasks, and we show that LICA significantly outperforms previous methods.
Weighted QMIX: Expanding Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning
Rashid, Tabish, Farquhar, Gregory, Peng, Bei, Whiteson, Shimon
QMIX is a popular $Q$-learning algorithm for cooperative MARL in the centralised training and decentralised execution paradigm. In order to enable easy decentralisation, QMIX restricts the joint action $Q$-values it can represent to be a monotonic mixing of each agent's utilities. However, this restriction prevents it from representing value functions in which an agent's ordering over its actions can depend on other agents' actions. To analyse this representational limitation, we first formalise the objective QMIX optimises, which allows us to view QMIX as an operator that first computes the $Q$-learning targets and then projects them into the space representable by QMIX. This projection returns a representable $Q$-value that minimises the unweighted squared error across all joint actions. We show in particular that this projection can fail to recover the optimal policy even with access to $Q^*$, which primarily stems from the equal weighting placed on each joint action. We rectify this by introducing a weighting into the projection, in order to place more importance on the better joint actions. We propose two weighting schemes and prove that they recover the correct maximal action for any joint action $Q$-values, and therefore for $Q^*$ as well. Based on our analysis and results in the tabular setting, we introduce two scalable versions of our algorithm, Centrally-Weighted (CW) QMIX and Optimistically-Weighted (OW) QMIX and demonstrate improved performance on both predator-prey and challenging multi-agent StarCraft benchmark tasks.
Migratable AI : Investigating users' affect on identity and information migration of a conversational AI agent
Tejwani, Ravi, Breazeal, Cynthia
Conversational AI agents are becoming ubiquitous and provide assistance to us in our everyday activities. In recent years, researchers have explored the migration of these agents across different embodiments in order to maintain the continuity of the task and improve user experience. In this paper, we investigate user's affective responses in different configurations of the migration parameters. We present a 2x2 between-subjects study in a task-based scenario using information migration and identity migration as parameters. We outline the affect processing pipeline from the video footage collected during the study and report user's responses in each condition. Our results show that users reported highest joy and were most surprised when both the information and identity was migrated; and reported most anger when the information was migrated without the identity of their agent.