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Unlocking the Potential of Deep Counterfactual Value Networks

arXiv.org Artificial Intelligence

Deep counterfactual value networks combined with continual resolving provide a way to conduct depth-limited search in imperfect-information games. However, since their introduction in the DeepStack poker AI, deep counterfactual value networks have not seen widespread adoption. In this paper we introduce several improvements to deep counterfactual value networks, as well as counterfactual regret minimization, and analyze the effects of each change. We combined these improvements to create the poker AI Supremus. We show that while a reimplementation of DeepStack loses head-to-head against the strong benchmark agent Slumbot, Supremus successfully beats Slumbot by an extremely large margin and also achieves a lower exploitability than DeepStack against a local best response. Together, these results show that with our key improvements, deep counterfactual value networks can achieve state-of-the-art performance.


Battlesnake Challenge: A Multi-agent Reinforcement Learning Playground with Human-in-the-loop

arXiv.org Artificial Intelligence

We present the Battlesnake Challenge, a framework for multi-agent reinforcement learning with Human-In-the-Loop Learning (HILL). It is developed upon Battlesnake, a multiplayer extension of the traditional Snake game in which 2 or more snakes compete for the final survival. The Battlesnake Challenge consists of an offline module for model training and an online module for live competitions. We develop a simulated game environment for the offline multi-agent model training and identify a set of baseline heuristics that can be instilled to improve learning. Our framework is agent-agnostic and heuristics-agnostic such that researchers can design their own algorithms, train their models, and demonstrate in the online Battlesnake competition. We validate the framework and baseline heuristics with our preliminary experiments. Our results show that agents with the proposed HILL methods consistently outperform agents without HILL. Besides, heuristics of reward manipulation had the best performance in the online competition. We open source our framework at https://github.com/awslabs/sagemaker-battlesnake-ai.


Design and Analysis of a Multi-Agent E-Learning System Using Prometheus Design Tool

arXiv.org Artificial Intelligence

Agent unified modeling languages (AUML) are agent-oriented approaches that supports the specification, design, visualization and documentation of an agent-based system. This paper presents the use of Prometheus AUML approach for the modeling of a Pre-assessment System of five interactive agents. The Pre-assessment System, as previously reported, is a multi-agent based e-learning system that is developed to support the assessment of prior learning skills in students so as to classify their skills and make recommendation for their learning. This paper discusses the detailed design approach of the system in a step-by-step manner; and domain knowledge abstraction and organization in the system. In addition, the analysis of the data collated and models of prediction for future pre-assessment results are also presented.


Reinforcement Communication Learning in Different Social Network Structures

arXiv.org Artificial Intelligence

Social network structure is one of the key determinants of human language evolution. Previous work has shown that the network of social interactions shapes decentralized learning in human groups, leading to the emergence of different kinds of communicative conventions. We examined the effects of social network organization on the properties of communication systems emerging in decentralized, multi-agent reinforcement learning communities. We found that the global connectivity of a social network drives the convergence of populations on shared and symmetric communication systems, preventing the agents from forming many local "dialects". Moreover, the agent's degree is inversely related to the consistency of its use of communicative conventions. These results show the importance of the basic properties of social network structure on reinforcement communication learning and suggest a new interpretation of findings on human convergence on word conventions.


AI helps drone swarms navigate through crowded, unfamiliar spaces

#artificialintelligence

Drone swarms frequently fly outside for a reason: it's difficult for the robotic fliers to navigate in tight spaces without hitting each other. Caltech researchers may have a way for those drones to fly indoors, however. They've developed a machine learning algorithm, Global-to-Local Safe Autonomy Synthesis (GLAS), that lets swarms navigate crowded, unmapped environments. The system works by giving each drone a degree of independence that lets it adapt to a changing environment. Instead of relying on existing maps or the routes of every other drone in the swarm, GLAS has each machine learning how to navigate a given space on its own even as it coordinates with others.


On Controllability of AI

arXiv.org Artificial Intelligence

The unprecedented progress in Artificial Intelligence (AI) [1-6], over the last decade, came alongside of multiple AI failures [7, 8] and cases of dual use [9] causing a realization [10] that it is not sufficient to create highly capable machines, but that it is even more important to make sure that intelligent machines are beneficial [11] for the humanity. This lead to the birth of the new subfield of research commonly known as AI Safety and Security [12] with hundreds of papers and books published annually on different aspects of the problem [13-31]. All such research is done under the assumption that the problem of controlling highly capable intelligent machines is solvable, which has not been established by any rigorous means. However, it is a standard practice in computer science to first show that a problem doesn't belong to a class of unsolvable problems [32, 33] before investing resources into trying to solve it or deciding what approaches to try. Unfortunately, to the best of our knowledge no mathematical proof or even rigorous argumentation has been published demonstrating that the AI control problem may be solvable, even in principle, much less in practice. Or as Gans puts it citing Bostrom: "Thusfar, AI researchers and philosophers have not been able to come up with methods of control that would ensure [bad] outcomes did not take place โ€ฆ" [34].


ESCELL: Emergent Symbolic Cellular Language

arXiv.org Artificial Intelligence

We present ESCELL, a method for developing an emergent symbolic language of communication between multiple agents reasoning about cells. We show how agents are able to cooperate and communicate successfully in the form of symbols similar to human language to accomplish a task in the form of a referential game (Lewis' signaling game). In one form of the game, a sender and a receiver observe a set of cells from 5 different cell phenotypes. The sender is told one cell is a target and is allowed to send one symbol to the receiver from a fixed arbitrary vocabulary size. The receiver relies on the information in the symbol to identify the target cell. We train the sender and receiver networks to develop an innate emergent language between themselves to accomplish this task. We observe that the networks are able to successfully identify cells from 5 different phenotypes with an accuracy of 93.2%. We also introduce a new form of the signaling game where the sender is shown one image instead of all the images that the receiver sees. The networks successfully develop an emergent language to get an identification accuracy of 77.8%.


Multi-Principal Assistance Games

arXiv.org Artificial Intelligence

Assistance games (also known as cooperative inverse reinforcement learning games) have been proposed as a model for beneficial AI, wherein a robotic agent must act on behalf of a human principal but is initially uncertain about the humans payoff function. This paper studies multi-principal assistance games, which cover the more general case in which the robot acts on behalf of N humans who may have widely differing payoffs. Impossibility theorems in social choice theory and voting theory can be applied to such games, suggesting that strategic behavior by the human principals may complicate the robots task in learning their payoffs. We analyze in particular a bandit apprentice game in which the humans act first to demonstrate their individual preferences for the arms and then the robot acts to maximize the sum of human payoffs. We explore the extent to which the cost of choosing suboptimal arms reduces the incentive to mislead, a form of natural mechanism design. In this context we propose a social choice method that uses shared control of a system to combine preference inference with social welfare optimization.


IPsoft Amelia Now Available on Genesys AppFoundry

#artificialintelligence

IPsoft, the largest independent leader in enterprise artificial intelligence (AI), announced that Amelia, its industry-leading digital customer service agent, is now available on Genesys AppFoundry from Genesys, the global leader in cloud customer experience and contact centre solutions. Amelia, with her superior conversational AI capabilities, can handle customers' most common requests by herself, without human support, empowering organizations to offer their customers immediate and scalable 24/7 support for faster problem resolutions. The integration of Amelia is available through Genesys Cloud, the industry's leading cloud contact centre platform, with a robust feature set and open APIs, which allows for flexibility, scalability and rapid innovations. Genesys and IPsoft customers, includes Bankia one of the largest banks in Spain. Bankia deployed Amelia as a digital contact centre agent to scale customer service and improve the customer experience.


Computing the Dirichlet-Multinomial Log-Likelihood Function

arXiv.org Artificial Intelligence

Dirichlet-multinomial (DMN) distribution is commonly used to model over-dispersion in count data. Precise and fast numerical computation of the DMN log-likelihood function is important for performing statistical inference using this distribution, and remains a challenge. To address this, we use mathematical properties of the gamma function to derive a closed form expression for the DMN log-likelihood function. Compared to existing methods, calculation of the closed form has a lower computational complexity, hence is much faster without comprimising computational accuracy.