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Human Engagement Providing Evaluative and Informative Advice for Interactive Reinforcement Learning

arXiv.org Artificial Intelligence

Reinforcement learning is an approach used by intelligent agents to autonomously learn new skills. Although reinforcement learning has been demonstrated to be an effective learning approach in several different contexts, a common drawback exhibited is the time needed in order to satisfactorily learn a task, especially in large state-action spaces. To address this issue, interactive reinforcement learning proposes the use of externally-sourced information in order to speed up the learning process. Up to now, different information sources have been used to give advice to the learner agent, among them human-sourced advice. When interacting with a learner agent, humans may provide either evaluative or informative advice. From the agent's perspective these styles of interaction are commonly referred to as reward-shaping and policy-shaping respectively. Evaluation requires the human to provide feedback on the prior action performed, while informative advice they provide advice on the best action to select for a given situation. Prior research has focused on the effect of human-sourced advice on the interactive reinforcement learning process, specifically aiming to improve the learning speed of the agent, while reducing the engagement with the human. This work presents an experimental setup for a human-trial designed to compare the methods people use to deliver advice in term of human engagement. Obtained results show that users giving informative advice to the learner agents provide more accurate advice, are willing to assist the learner agent for a longer time, and provide more advice per episode. Additionally, self-evaluation from participants using the informative approach has indicated that the agent's ability to follow the advice is higher, and therefore, they feel their own advice to be of higher accuracy when compared to people providing evaluative advice.


Multiplayer Support for the Arcade Learning Environment

arXiv.org Artificial Intelligence

The Arcade Learning Environment ("ALE") is a widely used library in the reinforcement learning community that allows easy program-matic interfacing with Atari 2600 games, via the Stella emulator. We introduce a publicly available extension to the ALE that extends its support to multiplayer games and game modes. This interface is additionally integrated with PettingZoo to allow for a simple Gym-like interface in Python to interact with these games.


Multi-Agent Informational Learning Processes

arXiv.org Artificial Intelligence

We introduce a new mathematical model of multi-agent reinforcement learning, the Multi-Agent Informational Learning Processor "MAILP" model. The model is based on the notion that agents have policies for a certain amount of information, models how this information iteratively evolves and propagates through many agents. This model is very general, and the only meaningful assumption made is that learning for individual agents progressively slows over time.


Simplifying Reinforced Feature Selection via Restructured Choice Strategy of Single Agent

arXiv.org Machine Learning

Feature selection aims to select a subset of features to optimize the performances of downstream predictive tasks. Recently, multi-agent reinforced feature selection (MARFS) has been introduced to automate feature selection, by creating agents for each feature to select or deselect corresponding features. Although MARFS enjoys the automation of the selection process, MARFS suffers from not just the data complexity in terms of contents and dimensionality, but also the exponentially-increasing computational costs with regard to the number of agents. The raised concern leads to a new research question: Can we simplify the selection process of agents under reinforcement learning context so as to improve the efficiency and costs of feature selection? To address the question, we develop a single-agent reinforced feature selection approach integrated with restructured choice strategy. Specifically, the restructured choice strategy includes: 1) we exploit only one single agent to handle the selection task of multiple features, instead of using multiple agents. 2) we develop a scanning method to empower the single agent to make multiple selection/deselection decisions in each round of scanning. 3) we exploit the relevance to predictive labels of features to prioritize the scanning orders of the agent for multiple features. 4) we propose a convolutional auto-encoder algorithm, integrated with the encoded index information of features, to improve state representation. 5) we design a reward scheme that take into account both prediction accuracy and feature redundancy to facilitate the exploration process. Finally, we present extensive experimental results to demonstrate the efficiency and effectiveness of the proposed method.


TotalBotWar: A New Pseudo Real-time Multi-action Game Challenge and Competition for AI

arXiv.org Artificial Intelligence

This paper presents TotalBotWar, a new pseudo real-time multi-action challenge for game AI, as well as some initial experiments that benchmark the framework with different agents. The game is based on the real-time battles of the popular TotalWar games series where players manage an army to defeat the opponent's one. In the proposed game, a turn consists of a set of orders to control the units. The number and specific orders that can be performed in a turn vary during the progression of the game. One interesting feature of the game is that if a particular unit does not receive an order in a turn, it will continue performing the action specified in a previous turn. The turn-wise branching factor becomes overwhelming for traditional algorithms and the partial observability of the game state makes the proposed game an interesting platform to test modern AI algorithms.


AI and Wargaming

arXiv.org Artificial Intelligence

Recent progress in Game AI has demonstrated that given enough data from human gameplay, or experience gained via simulations, machines can rival or surpass the most skilled human players in classic games such as Go, or commercial computer games such as Starcraft. We review the current state-of-the-art through the lens of wargaming, and ask firstly what features of wargames distinguish them from the usual AI testbeds, and secondly which recent AI advances are best suited to address these wargame-specific features.


Learnable Strategies for Bilateral Agent Negotiation over Multiple Issues

arXiv.org Artificial Intelligence

We present a novel bilateral negotiation model that allows a self-interested agent to learn how to negotiate over multiple issues in the presence of user preference uncertainty. The model relies upon interpretable strategy templates representing the tactics the agent should employ during the negotiation and learns template parameters to maximize the average utility received over multiple negotiations, thus resulting in optimal bid acceptance and generation. Our model also uses deep reinforcement learning to evaluate threshold utility values, for those tactics that require them, thereby deriving optimal utilities for every environment state. To handle user preference uncertainty, the model relies on a stochastic search to find user model that best agrees with a given partial preference profile. Multi-objective optimization and multi-criteria decision-making methods are applied at negotiation time to generate Pareto-optimal outcomes thereby increasing the number of successful (win-win) negotiations. Rigorous experimental evaluations show that the agent employing our model outperforms the winning agents of the 10th Automated Negotiating Agents Competition (ANAC'19) in terms of individual as well as social-welfare utilities.


Multiagent trajectory models via game theory and implicit layer-based learning

arXiv.org Artificial Intelligence

For prediction of interacting agents' trajectories, we propose an end-to-end trainable architecture that hybridizes neural nets with game-theoretic reasoning, has interpretable intermediate representations, and transfers to robust downstream decision making. It combines (1) a differentiable implicit layer that maps preferences to local Nash equilibria with (2) a learned equilibrium refinement concept and (3) a learned preference revelation net, given initial trajectories as input. This is accompanied by a new class of continuous potential games. We provide theoretical results for explicit gradients and soundness, and several measures to ensure tractability. In experiments, we evaluate our approach on two real-world data sets, where we predict highway driver merging trajectories, and on a simple decision-making transfer task.


Online Semi-Supervised Learning in Contextual Bandits with Episodic Reward

arXiv.org Artificial Intelligence

We considered a novel practical problem of online learning with episodically revealed rewards, motivated by several real-world applications, where the contexts are nonstationary over different episodes and the reward feedbacks are not always available to the decision making agents. For this online semi-supervised learning setting, we introduced Background Episodic Reward LinUCB (BerlinUCB), a solution that easily incorporates clustering as a self-supervision module to provide useful side information when rewards are not observed. Our experiments on a variety of datasets, both in stationary and nonstationary environments of six different scenarios, demonstrated clear advantages of the proposed approach over the standard contextual bandit. Lastly, we introduced a relevant real-life example where this problem setting is especially useful.


Global collaboration for a better future and a cleaner planet

#artificialintelligence

We live in a challenging world particularly since the start of the Covid-19 pandemic. Our ways of living, communicating, interacting, purchasing, and working have changed. With every challenge comes great opportunity so I remain extremely optimistic about the outcomes of this crisis. During confinement, we got to know our neighbors better and offered assistance. We saw some great collaboration amongst colleagues.