Agents
Online Learning in Iterated Prisoner's Dilemma to Mimic Human Behavior
Lin, Baihan, Bouneffouf, Djallel, Cecchi, Guillermo
Prisoner's Dilemma mainly treat the choice to cooperate or defect as an atomic action. We propose to study online learning algorithm behavior in the Iterated Prisoner's Dilemma (IPD) game, where we explored the full spectrum of reinforcement learning agents: multi-armed bandits, contextual bandits and reinforcement learning. We have evaluate them based on a tournament of iterated prisoner's dilemma where multiple agents can compete in a sequential fashion. This allows us to analyze the dynamics of policies learned by multiple self-interested independent reward-driven agents, and also allows us study the capacity of these algorithms to fit the human behaviors. Results suggest that considering the current situation to make decision is the worst in this kind of social dilemma game. Multiples discoveries on online learning behaviors and clinical validations are stated.
Multi-Goal Multi-Agent Path Finding via Decoupled and Integrated Goal Vertex Ordering
We introduce multi-goal multi agent path finding (MAPF$^{MG}$) which generalizes the standard discrete multi-agent path finding (MAPF) problem. While the task in MAPF is to navigate agents in an undirected graph from their starting vertices to one individual goal vertex per agent, MAPF$^{MG}$ assigns each agent multiple goal vertices and the task is to visit each of them at least once. Solving MAPF$^{MG}$ not only requires finding collision free paths for individual agents but also determining the order of visiting agent's goal vertices so that common objectives like the sum-of-costs are optimized. We suggest two novel algorithms using different paradigms to address MAPF$^{MG}$: a heuristic search-based search algorithm called Hamiltonian-CBS (HCBS) and a compilation-based algorithm built using the SMT paradigm, called SMT-Hamiltonian-CBS (SMT-HCBS). Experimental comparison suggests limitations of compilation-based approach.
An Argumentation-based Approach for Identifying and Dealing with Incompatibilities among Procedural Goals
Morveli-Espinoza, Mariela, Nieves, Juan Carlos, Possebom, Ayslan, Puyol-Gruart, Josep, Tacla, Cesar Augusto
During the first step of practical reasoning, i.e. deliberation, an intelligent agent generates a set of pursuable goals and then selects which of them he commits to achieve. An intelligent agent may in general generate multiple pursuable goals, which may be incompatible among them. In this paper, we focus on the definition, identification and resolution of these incompatibilities. The suggested approach considers the three forms of incompatibility introduced by Castelfranchi and Paglieri, namely the terminal incompatibility, the instrumental or resources incompatibility and the superfluity. We characterise computationally these forms of incompatibility by means of arguments that represent the plans that allow an agent to achieve his goals. Thus, the incompatibility among goals is defined based on the conflicts among their plans, which are represented by means of attacks in an argumentation framework. We also work on the problem of goals selection; we propose to use abstract argumentation theory to deal with this problem, i.e. by applying argumentation semantics. We use a modified version of the "cleaner world" scenario in order to illustrate the performance of our proposal.
The Chatbot & Virtual Agent Experts Have Spoken: Experience Matters
Whitepapers are designed to be plain-speaking and informative documents spanning an array of subjects. At Creative Virtual, whitepapers are not created too often as they hold a special place in our repository of resources since they offer information that stays valid for a much longer time than other documents. We write them as valuable reference points which can be reviewed when required. We take great pleasure in introducing this newly created whitepaper from Creative Virtual as it has a lot of straight talk about one of our favourite subjects: user experience in the realm of self-help tools. The insight and intel our Guide to Selecting a Virtual Agent or Chatbot Vendor: Forget the Technology & Focus on Experience contains spans the width and breadth of the company: sales, marketing, technical and not least the operations team, some of who contributed by submitting their hottest and most relevant tips. Where else can you find a paper that consolidates industry understanding and expertise from a group of people with a combined 83 years of experience in a field that has only been viable, commercially, for about the past 20?!
Glia Integrates Boost.ai to Offer AI-Powered Self-Learning Virtual Agents
Glia Customers Can Use Boost.ai's Boost.ai, a global leader in artificial intelligence for Fortune 1000 companies, has announced a partnership with Glia, a leading provider of Digital Customer Service, to integrate Boost.ai's The integration means Glia customers can build AI-powered self-learning virtual agents using Boost.ai's "Self-learning AI from Boost.ai makes it possible for Glia's customers to create specially developed and finely tuned virtual agents that are even more valuable when coordinated by the Glia platform throughout the course of a customer engagement," said Henry Iversen, co-founder and CCO at Boost.ai. "This might involve filling out a loan application or opening a new bank account, where seamless transition between channels including social, SMS, webchat, and voice is assistive to both customers and agents alike."
Polynomial-Time Computation of Optimal Correlated Equilibria in Two-Player Extensive-Form Games with Public Chance Moves and Beyond
Farina, Gabriele, Sandholm, Tuomas
Unlike normal-form games, where correlated equilibria have been studied for more than 45 years, extensive-form correlation is still generally not well understood. Part of the reason for this gap is that the sequential nature of extensive-form games allows for a richness of behaviors and incentives that are not possible in normal-form settings. This richness translates to a significantly different complexity landscape surrounding extensive-form correlated equilibria. As of today, it is known that finding an optimal extensive-form correlated equilibrium (EFCE), extensive-form coarse correlated equilibrium (EFCCE), or normal-form coarse correlated equilibrium (NFCCE) in a two-player extensive-form game is computationally tractable when the game does not include chance moves, and intractable when the game involves chance moves. In this paper we significantly refine this complexity threshold by showing that, in two-player games, an optimal correlated equilibrium can be computed in polynomial time, provided that a certain condition is satisfied. We show that the condition holds, for example, when all chance moves are public, that is, both players observe all chance moves. This implies that an optimal EFCE, EFCCE and NFCCE can be computed in polynomial time in the game size in two-player games with public chance moves, providing the biggest positive complexity result surrounding extensive-form correlation in more than a decade.
Linear Temporal Public Announcement Logic: a new perspective for reasoning the knowledge of multi-classifiers
Dehkordi, Amirhoshang Hoseinpour, Alizadeh, Majid, Movaghar, Ali
Current applied intelligent systems have crucial shortcomings either in reasoning the gathered knowledge, or representation of comprehensive integrated information. To address these limitations, we develop a formal transition system which is applied to the common artificial intelligence (AI) systems, to reason about the findings. The developed model was created by combining the Public Announcement Logic (PAL) and the Linear Temporal Logic (LTL), which will be done to analyze both single-framed data and the following time-series data. To do this, first, the achieved knowledge by an AI-based system (i.e., classifiers) for an individual time-framed data, will be taken, and then, it would be modeled by a PAL. This leads to developing a unified representation of knowledge, and the smoothness in the integration of the gathered and external experiences. Therefore, the model could receive the classifier's predefined -- or any external -- knowledge, to assemble them in a unified manner. Alongside the PAL, all the timed knowledge changes will be modeled, using a temporal logic transition system. Later, following by the translation of natural language questions into the temporal formulas, the satisfaction leads the model to answer that question. This interpretation integrates the information of the recognized input data, rules, and knowledge. Finally, we suggest a mechanism to reduce the investigated paths for the performance improvements, which results in a partial correction for an object-detection system.
A Generalized Online Algorithm for Translation and Scale Invariant Prediction with Expert Advice
In this work, we aim to create a completely online algorithmic framework for prediction with expert advice that is translation-free and scale-free of the expert losses. Our goal is to create a generalized algorithm that is suitable for use in a wide variety of applications. For this purpose, we study the expected regret of our algorithm against a generic competition class in the sequential prediction by expert advice problem, where the expected regret measures the difference between the losses of our prediction algorithm and the losses of the 'best' expert selection strategy in the competition. We design our algorithm using the universal prediction perspective to compete against a specified class of expert selection strategies, which is not necessarily a fixed expert selection. The class of expert selection strategies that we want to compete against is purely determined by the specific application at hand and is left generic, which makes our generalized algorithm suitable for use in many different problems. We show that no preliminary knowledge about the loss sequence is required by our algorithm and its performance bounds, which are second order, expressed in terms of sums of squared losses. Our regret bounds are stable under arbitrary scalings and translations of the losses.
Bayesian Inverse Reinforcement Learning for Collective Animal Movement
Schafer, Toryn L. J., Wikle, Christopher K., Hooten, Mevin B.
Agent-based methods allow for defining simple rules that generate complex group behaviors. The governing rules of such models are typically set a priori and parameters are tuned from observed behavior trajectories. Instead of making simplifying assumptions across all anticipated scenarios, inverse reinforcement learning provides inference on the short-term (local) rules governing long term behavior policies by using properties of a Markov decision process. We use the computationally efficient linearly-solvable Markov decision process to learn the local rules governing collective movement for a simulation of the self propelled-particle (SPP) model and a data application for a captive guppy population. The estimation of the behavioral decision costs is done in a Bayesian framework with basis function smoothing. We recover the true costs in the SPP simulation and find the guppies value collective movement more than targeted movement toward shelter.
A Real-time Contribution Measurement Method for Participants in Federated Learning
Liu, Boyi, Yan, Bingjie, Zhou, Yize, Wang, Jun, Liu, Li, Zhang, Yuhan, Nie, Xiaolan
In recent years, individuals, business organizations or the country have paid more and more attention to their data privacy. At the same time, with the rise of federated learning, federated learning is involved in more and more fields. However, there is no good evaluation standard for each agent participating in federated learning. This paper proposes an online evaluation method for federated learning and compares it with the results obtained by Shapley Value in game theory. The method proposed in this paper is more sensitive to data quality and quantity.