Agents
A Two-Stage Metaheuristic Algorithm for the Dynamic Vehicle Routing Problem in Industry 4.0 approach
Abdirad, Maryam, Krishnan, Krishna, Gupta, Deepak
Industry 4.0 is a concept that assists companies in developing a modern supply chain (MSC) system when they are faced with a dynamic process. Because Industry 4.0 focuses on mobility and real-time integration, it is a good framework for a dynamic vehicle routing problem (DVRP). This research works on DVRP. The aim of this research is to minimize transportation cost without exceeding the capacity constraint of each vehicle while serving customer demands from a common depot. Meanwhile, new orders arrive at a specific time into the system while the vehicles are executing the delivery of existing orders. This paper presents a two-stage hybrid algorithm for solving the DVRP. In the first stage, construction algorithms are applied to develop the initial route. In the second stage, improvement algorithms are applied. Experimental results were designed for different sizes of problems. Analysis results show the effectiveness of the proposed algorithm.
Reputation-driven Decision-making in Networks of Stochastic Agents
This paper studies multi-agent systems that involve networks of self-interested agents. We propose a Markov Decision Process-derived framework, called RepNet-MDP, tailored to domains in which agent reputation is a key driver of the interactions between agents. The fundamentals are based on the principles of RepNet-POMDP, a framework developed by Rens et al. [11] in 2018, but addresses its mathematical inconsistencies and alleviates its intractability by only considering fully observable environments. We furthermore use an online learning algorithm for finding approximate solutions to RepNet-MDPs. In a series of experiments, RepNet agents are shown to be able to adapt their own behavior to the past behavior and reliability of the remaining agents of the network. Finally, our work identifies a limitation of the framework in its current formulation that prevents its agents from learning in circumstances in which they are not a primary actor.
Surrogate Assisted Methods for the Parameterisation of Agent-Based Models
Perumal, Rylan, van Zyl, Terence L
Parameter calibration is a major challenge in agent-based modelling and simulation (ABMS). As the complexity of agent-based models (ABMs) increase, the number of parameters required to be calibrated grows. This leads to the ABMS equivalent of the \say{curse of dimensionality}. We propose an ABMS framework which facilitates the effective integration of different sampling methods and surrogate models (SMs) in order to evaluate how these strategies affect parameter calibration and exploration. We show that surrogate assisted methods perform better than the standard sampling methods. In addition, we show that the XGBoost and Decision Tree SMs are most optimal overall with regards to our analysis.
How to tune the RBF SVM hyperparameters?: An empirical evaluation of 18 search algorithms
Wainer, Jacques, Fonseca, Pablo
SVM with an RBF kernel is usually one of the best classification algorithms for most data sets, but it is important to tune the two hyperparameters $C$ and $\gamma$ to the data itself. In general, the selection of the hyperparameters is a non-convex optimization problem and thus many algorithms have been proposed to solve it, among them: grid search, random search, Bayesian optimization, simulated annealing, particle swarm optimization, Nelder Mead, and others. There have also been proposals to decouple the selection of $\gamma$ and $C$. We empirically compare 18 of these proposed search algorithms (with different parameterizations for a total of 47 combinations) on 115 real-life binary data sets. We find (among other things) that trees of Parzen estimators and particle swarm optimization select better hyperparameters with only a slight increase in computation time with respect to a grid search with the same number of evaluations. We also find that spending too much computational effort searching the hyperparameters will not likely result in better performance for future data and that there are no significant differences among the different procedures to select the best set of hyperparameters when more than one is found by the search algorithms.
AI-Controlled Jet Fighter Defeats Human Pilot In Simulated Combat
An event pitting an AI-controlled fighter plane against a human pilot in a virtual dogfight was recently held, with the end result that the AI managed to defeat its human opponent, adding another example of AIs outclassing humans at even extraordinarily complex tasks. As reported by DefenseOne, the recent virtual dogfight was orchestrated by the US military as part of an ongoing effort to demonstrate the capability of autonomous agents to defeat aircraft in dogfights, a project called the AlphaDogFight challenge. The Defense Advanced Research Project Agency (DARPA) chose eight teams of AIs developed by various defense contractors, and pitted these AI teams against each other in virtual dogfights. The winner of this tournament was an AI developed by Heron Systems, and afterward the AI was pitted against a human pilot who wore a VR helmet and sat in a flight simulator. The AI reportedly won all five rounds it played.
(Online)Amplify your Power Virtual Agents with No-Code AI & Bot Framework Skills
According to Gartner, conversational AI agents are named as top 3rd digital trend for 2020. Another research shows that bots are going to take over nearly 25% of the retail operations. Do you want to build a similar experience for customers? In this session, you will learn about the latest capabilities of no-code Power Virtual Agents and how can you utilize this canvas to build next-gen bots using the real time AI Builder's Prediction capabilities. In addition to all the relevant concepts and integration with Power Automate, you will also learn to extend your bots with Bot Framework Skills which opens up the market to reach thousands of your customers across any device, any channel.
Dynamic Dispatching for Large-Scale Heterogeneous Fleet via Multi-agent Deep Reinforcement Learning
Zhang, Chi, Odonkor, Philip, Zheng, Shuai, Khorasgani, Hamed, Serita, Susumu, Gupta, Chetan
Dynamic dispatching is one of the core problems for operation optimization in traditional industries such as mining, as it is about how to smartly allocate the right resources to the right place at the right time. Conventionally, the industry relies on heuristics or even human intuitions which are often short-sighted and sub-optimal solutions. Leveraging the power of AI and Internet of Things (IoT), data-driven automation is reshaping this area. However, facing its own challenges such as large-scale and heterogenous trucks running in a highly dynamic environment, it can barely adopt methods developed in other domains (e.g., ride-sharing). In this paper, we propose a novel Deep Reinforcement Learning approach to solve the dynamic dispatching problem in mining. We first develop an event-based mining simulator with parameters calibrated in real mines. Then we propose an experience-sharing Deep Q Network with a novel abstract state/action representation to learn memories from heterogeneous agents altogether and realizes learning in a centralized way. We demonstrate that the proposed methods significantly outperform the most widely adopted approaches in the industry by $5.56\%$ in terms of productivity. The proposed approach has great potential in a broader range of industries (e.g., manufacturing, logistics) which have a large-scale of heterogenous equipment working in a highly dynamic environment, as a general framework for dynamic resource allocation.
Navigating the Landscape of Multiplayer Games to Probe the Drosophila of AI
Omidshafiei, Shayegan, Tuyls, Karl, Czarnecki, Wojciech M., Santos, Francisco C., Rowland, Mark, Connor, Jerome, Hennes, Daniel, Muller, Paul, Perolat, Julien, De Vylder, Bart, Gruslys, Audrunas, Munos, Remi
Multiplayer games have a long history in being used as key testbeds for evaluation and training in artificial intelligence (AI), aptly referred to as the "Drosophila of AI". Traditionally, researchers have focused on using games to build strong AI agents that, e.g., achieve human-level performance. This progress, however, also requires a classification of how 'interesting' a game is for an artificial agent, which requires characterization of games and their topological landscape. Tackling this latter question not only facilitates an understanding of the characteristics of learnt AI agents in games, but can also help determine what game an AI should address next as part of its training. Here, we show how network measures applied to so-called response graphs of large-scale games enable the creation of a useful landscape of games, quantifying the relationships between games of widely varying sizes, characteristics, and complexities. We illustrate our findings in various domains, ranging from well-studied canonical games to significantly more complex empirical games capturing the performance of trained AI agents pitted against one another. Our results culminate in a demonstration of how one can leverage this information to automatically generate new and interesting games, including mixtures of empirical games synthesized from real world games.
Towards Partial Order Reductions for Strategic Ability
Jamroga, Wojciech, Penczek, Wojciech, Sidoruk, Teofil, Dembiลski, Piotr, Mazurkiewicz, Antoni
We propose a general semantics for strategic abilities of agents in asynchronous systems, with and without perfect information. Based on the semantics, we show some general complexity results for verification of strategic abilities in asynchronous interaction. More importantly, we develop a methodology for partial order reduction in verification of agents with imperfect information. We show that the reduction preserves an important subset of strategic properties, with as well as without the fairness assumption. We also demonstrate the effectiveness of the reduction on a number of benchmarks. Interestingly, the reduction does not work for strategic abilities under perfect information.
Laila: Ekho Collective's thoughts
In my previous blog post talking about our project, I examined how our Ekho Collective's process of building our immersive installation Laila has changed during COVID-19. Now our project is almost finished, and the tickets are on sale for showings in August 2020 in Helsinki. Here, I've collected thoughts from members of our collective on the process of building Laila. Joonas Nissinen is our creative technologist with a background in computer graphics and artificial intelligence. When creating an operatic experience, we need to have a traditional plot and narrative.