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Continuous Multiagent Control using Collective Behavior Entropy for Large-Scale Home Energy Management

arXiv.org Artificial Intelligence

With the increasing popularity of electric vehicles, distributed energy generation and storage facilities in smart grid systems, an efficient Demand-Side Management (DSM) is urgent for energy savings and peak loads reduction. Traditional DSM works focusing on optimizing the energy activities for a single household can not scale up to large-scale home energy management problems. Multi-agent Deep Reinforcement Learning (MA-DRL) shows a potential way to solve the problem of scalability, where modern homes interact together to reduce energy consumers consumption while striking a balance between energy cost and peak loads reduction. However, it is difficult to solve such an environment with the non-stationarity, and existing MA-DRL approaches cannot effectively give incentives for expected group behavior. In this paper, we propose a collective MA-DRL algorithm with continuous action space to provide fine-grained control on a large scale microgrid. To mitigate the non-stationarity of the microgrid environment, a novel predictive model is proposed to measure the collective market behavior. Besides, a collective behavior entropy is introduced to reduce the high peak loads incurred by the collective behaviors of all householders in the smart grid. Empirical results show that our approach significantly outperforms the state-of-the-art methods regarding power cost reduction and daily peak loads optimization.


Competing in a Complex Hidden Role Game with Information Set Monte Carlo Tree Search

arXiv.org Artificial Intelligence

Advances in intelligent game playing agents have led to successes in perfect information games like Go and imperfect information games like Poker. The Information Set Monte Carlo Tree Search (ISMCTS) family of algorithms outperforms previous algorithms using Monte Carlo methods in imperfect information games. In this paper, Single Observer Information Set Monte Carlo Tree Search (SO-ISMCTS) is applied to Secret Hitler, a popular social deduction board game that combines traditional hidden role mechanics with the randomness of a card deck. This combination leads to a more complex information model than the hidden role and card deck mechanics alone. It is shown in 10108 simulated games that SO-ISMCTS plays as well as simpler rule based agents, and demonstrates the potential of ISMCTS algorithms in complicated information set domains.


Improving Nash Social Welfare Approximations

Journal of Artificial Intelligence Research

We consider the problem of fairly allocating a set of indivisible goods among n agents. Various fairness notions have been proposed within the rapidly growing field of fair division, but the Nash social welfare (NSW) serves as a focal point. In part, this follows from the ‘unreasonable’ fairness guarantees provided, in the sense that a max NSW allocation meets multiple other fairness metrics simultaneously, all while satisfying a standard economic concept of efficiency, Pareto optimality. However, existing approximation algorithms fail to satisfy all of the remarkable fairness guarantees offered by a max NSW allocation, instead targeting only the specific NSW objective. We address this issue by presenting a 2 max NSW, Prop-1, 1/(2n) MMS, and Pareto optimal allocation in strongly polynomial time. Our techniques are based on a market interpretation of a fractional max NSW allocation. We present novel definitions of fairness concepts in terms of market prices, and design a new scheme to round a market equilibrium into an integral allocation in a way that provides most of the fairness properties of an integral max NSW allocation.


A Survey of Behavior Trees in Robotics and AI

arXiv.org Artificial Intelligence

Behavior Trees (BTs) were invented as a tool to enable modular AI in computer games, but have received an increasing amount of attention in the robotics community in the last decade. With rising demands on agent AI complexity, game programmers found that the Finite State Machines (FSM) that they used scaled poorly and were difficult to extend, adapt and reuse. In BTs, the state transition logic is not dispersed across the individual states, but organized in a hierarchical tree structure, with the states as leaves. This has a significant effect on modularity, which in turn simplifies both synthesis and analysis by humans and algorithms alike. These advantages are needed not only in game AI design, but also in robotics, as is evident from the research being done. In this paper we present a comprehensive survey of the topic of BTs in Artificial Intelligence and Robotic applications. The existing literature is described and categorized based on methods, application areas and contributions, and the paper is concluded with a list of open research challenges.


Explainable Reinforcement Learning: A Survey

arXiv.org Machine Learning

Explainable Artificial Intelligence (XAI), i.e., the development of more transparent and interpretable AI models, has gained increased traction over the last few years. This is due to the fact that, in conjunction with their growth into powerful and ubiquitous tools, AI models exhibit one detrimential characteristic: a performance-transparency trade-off. This describes the fact that the more complex a model's inner workings, the less clear it is how its predictions or decisions were achieved. But, especially considering Machine Learning (ML) methods like Reinforcement Learning (RL) where the system learns autonomously, the necessity to understand the underlying reasoning for their decisions becomes apparent. Since, to the best of our knowledge, there exists no single work offering an overview of Explainable Reinforcement Learning (XRL) methods, this survey attempts to address this gap. We give a short summary of the problem, a definition of important terms, and offer a classification and assessment of current XRL methods. We found that a) the majority of XRL methods function by mimicking and simplifying a complex model instead of designing an inherently simple one, and b) XRL (and XAI) methods often neglect to consider the human side of the equation, not taking into account research from related fields like psychology or philosophy. Thus, an interdisciplinary effort is needed to adapt the generated explanations to a (non-expert) human user in order to effectively progress in the field of XRL and XAI in general.


AI Can Help To Inform Coronavirus Policy

#artificialintelligence

Recently, Dr. Ben Goertzel, CEO of SingularityNET convened the "COVID-19 Summit" to bring veterans in AI and Data Science researchers with epidemiologists, front-line doctors, and policymakers to look at how we handled the situation so far and what are the expectations going forward. One of the main themes from this Summit was the need for complex systems models such as agent-based models to inform policy. During this pandemic, at times, every policymaker around the world felt they were going into this pandemic without the information that they needed, even though we've dealt with other outbreaks such as SARS, MERS, etc.. The combined power of artificial intelligence and agent-based models in a Complex Adaptive System can give policymakers eyes, ears, and additional intelligence that can add transparency to the decision making process. Due to the technical nature of this topic, Dr. Deborah Duong, Director for AI Development at Rejuve and Director of Network Analytics at SingularityNET, gave a talk to explain the power of agent-based models combined with artificial intelligence, its usage, and the information it can provide policymakers and practical professionals in the field.


Jealousy-freeness and other common properties in Fair Division of Mixed Manna

arXiv.org Artificial Intelligence

We consider a fair division setting where indivisible items are allocated to agents. Each agent in the setting has strictly negative, zero or strictly positive utility for each item. We, thus, make a distinction between items that are good for some agents and bad for other agents (i.e. mixed), good for everyone (i.e. goods) or bad for everyone (i.e. bads). For this model, we study axiomatic concepts of allocations such as jealousy-freeness up to one item, envy-freeness up to one item and Pareto-optimality. We obtain many new possibility and impossibility results in regard to combinations of these properties. We also investigate new computational tasks related to such combinations. Thus, we advance the state-of-the-art in fair division of mixed manna.


Argument Schemes for Explainable Planning

arXiv.org Artificial Intelligence

Artificial Intelligence (AI) is being increasingly used to develop systems that produce intelligent solutions. However, there is a major concern that whether the systems built will be trusted by humans. In order to establish trust in AI systems, there is a need for the user to understand the reasoning behind their solutions and therefore, the system should be able to explain and justify its output. In this paper, we use argumentation to provide explanations in the domain of AI planning. We present argument schemes to create arguments that explain a plan and its components; and a set of critical questions that allow interaction between the arguments and enable the user to obtain further information regarding the key elements of the plan. Finally, we present some properties of the plan arguments.


Fair Division: The Computer Scientist's Perspective

arXiv.org Artificial Intelligence

I survey recent progress on a classic and challenging problem in social choice: the fair division of indivisible items. I discuss how a computational perspective has provided interesting insights into and understanding of how to divide items fairly and efficiently. This has involved bringing to bear tools such as those used in knowledge representation, computational complexity, approximation methods, game theory, online analysis and communication complexity


Fuzzy Mutation Embedded Hybrids of Gravitational Search and Particle Swarm Optimization Methods for Engineering Design Problems

arXiv.org Artificial Intelligence

Gravitational Search Algorithm (GSA) and Particle Swarm Optimization (PSO) are nature-inspired, swarm-based optimization algorithms respectively. Though they have been widely used for single-objective optimization since their inception, they suffer from premature convergence. Even though the hybrids of GSA and PSO perform much better, the problem remains. Hence, to solve this issue we have proposed a fuzzy mutation model for two hybrid versions of PSO and GSA - Gravitational Particle Swarm (GPS) and PSOGSA. The developed algorithms are called Mutation based GPS (MGPS) and Mutation based PSOGSA (MPSOGSA). The mutation operator is based on a fuzzy model where the probability of mutation has been calculated based on the closeness of particle to population centroid and improvement in the particle value. We have evaluated these two new algorithms on 23 benchmark functions of three categories (unimodal, multi-modal and multi-modal with fixed dimension). The experimental outcome shows that our proposed model outperforms their corresponding ancestors, MGPS outperforms GPS 13 out of 23 times (56.52%) and MPSOGSA outperforms PSOGSA 17 times out of 23 (73.91 %). We have also compared our results against those of recent optimization algorithms such as Sine Cosine Algorithm (SCA), Opposition-Based SCA, and Volleyball Premier League Algorithm (VPL). In addition, we have applied our proposed algorithms on some classic engineering design problems and the outcomes are satisfactory. The related codes of the proposed algorithms can be found in this link: Fuzzy-Mutation-Embedded-Hybrids-of-GSA-and-PSO.