Agents
Symmetry as an Organizing Principle for Geometric Intelligence
Sheghava, Snejana, Goel, Ashok
The exploration of geometrical patterns stimulates imagination and encourages abstract reasoning which is a distinctive feature of human intelligence. In cognitive science, Gestalt principles such as symmetry have often explained significant aspects of human perception. We present a computational technique for building artificial intelligence (AI) agents that use symmetry as the organizing principle for addressing Dehaene's test of geometric intelligence \cite{dehaene2006core}. The performance of our model is on par with extant AI models of problem solving on the Dehaene's test and seems correlated with some elements of human behavior on the same test.
A non-cooperative meta-modeling game for automated third-party calibrating, validating, and falsifying constitutive laws with parallelized adversarial attacks
Wang, Kun, Sun, WaiChing, Du, Qiang
The evaluation of constitutive models, especially for high-risk and high-regret engineering applications, requires efficient and rigorous third-party calibration, validation and falsification. While there are numerous efforts to develop paradigms and standard procedures to validate models, difficulties may arise due to the sequential, manual and often biased nature of the commonly adopted calibration and validation processes, thus slowing down data collections, hampering the progress towards discovering new physics, increasing expenses and possibly leading to misinterpretations of the credibility and application ranges of proposed models. This work attempts to introduce concepts from game theory and machine learning techniques to overcome many of these existing difficulties. We introduce an automated meta-modeling game where two competing AI agents systematically generate experimental data to calibrate a given constitutive model and to explore its weakness, in order to improve experiment design and model robustness through competition. The two agents automatically search for the Nash equilibrium of the meta-modeling game in an adversarial reinforcement learning framework without human intervention. By capturing all possible design options of the laboratory experiments into a single decision tree, we recast the design of experiments as a game of combinatorial moves that can be resolved through deep reinforcement learning by the two competing players. Our adversarial framework emulates idealized scientific collaborations and competitions among researchers to achieve a better understanding of the application range of the learned material laws and prevent misinterpretations caused by conventional AI-based third-party validation.
Incomplete Preferences in Single-Peaked Electorates
Fitzsimmons, Zack (College of the Holy Cross) | Lackner, Martin (TU Wien)
Incomplete preferences are likely to arise in real-world preference aggregation scenarios. This paper deals with determining whether an incomplete preference profile is single-peaked. This is valuable information since many intractable voting problems become tractable given singlepeaked preferences. We prove that the problem of recognizing single-peakedness is NP-complete for incomplete profiles consisting of partial orders. Despite this intractability result, we find several polynomial-time algorithms for reasonably restricted settings. In particular, we give polynomial-time recognition algorithms for weak orders, which can be viewed as preferences with indifference.
Distributed Learning: Sequential Decision Making in Resource-Constrained Environments
Madhushani, Udari, Leonard, Naomi Ehrich
We study cost-effective communication strategies that can be used to improve the performance of distributed learning systems in resource-constrained environments. For distributed learning in sequential decision making, we propose a new cost-effective partial communication protocol. We illustrate that with this protocol the group obtains the same order of performance that it obtains with full communication. Moreover, we prove that under the proposed partial communication protocol the communication cost is $O(\log T)$, where $T$ is the time horizon of the decision-making process. This improves significantly on protocols with full communication, which incur a communication cost that is $O(T)$. We validate our theoretical results using numerical simulations.
Quantifying Notes Revisited
To a multi-agent logic of knowledge or belief we can add public announcements to model publicly observed information change, or action models to model information change that is differently observed by different agents, but also modalities representing quantification over such information change, such as quantifiers over announcements or quantifiers over actions models. Such additions may result in more complex or undecidable logics, and create a very open landscape of relative expressivity. The survey [88] of such logics focused on open problems. Some such open problems have since then been resolved, and yet others have come to the fore. In this updated survey we review what is known about such logics with quantification over information change, including digressions into what are known as relation changing modal(but often not epistemic) logics. Again we focus on open problems.
Augmentation of the Reconstruction Performance of Fuzzy C-Means with an Optimized Fuzzification Factor Vector
Xu, Kaijie, Pedrycz, Witold, Li, Zhiwu
Information granules have been considered to be the fundamental constructs of Granular Computing (GrC). As a useful unsupervised learning technique, Fuzzy C-Means (FCM) is one of the most frequently used methods to construct information granules. The FCM-based granulation-degranulation mechanism plays a pivotal role in GrC. In this paper, to enhance the quality of the degranulation (reconstruction) process, we augment the FCM-based degranulation mechanism by introducing a vector of fuzzification factors (fuzzification factor vector) and setting up an adjustment mechanism to modify the prototypes and the partition matrix. The design is regarded as an optimization problem, which is guided by a reconstruction criterion. In the proposed scheme, the initial partition matrix and prototypes are generated by the FCM. Then a fuzzification factor vector is introduced to form an appropriate fuzzification factor for each cluster to build up an adjustment scheme of modifying the prototypes and the partition matrix. With the supervised learning mode of the granulation-degranulation process, we construct a composite objective function of the fuzzification factor vector, the prototypes and the partition matrix. Subsequently, the particle swarm optimization (PSO) is employed to optimize the fuzzification factor vector to refine the prototypes and develop the optimal partition matrix. Finally, the reconstruction performance of the FCM algorithm is enhanced. We offer a thorough analysis of the developed scheme. In particular, we show that the classical FCM algorithm forms a special case of the proposed scheme. Experiments completed for both synthetic and publicly available datasets show that the proposed approach outperforms the generic data reconstruction approach.
Training Data Set Assessment for Decision-Making in a Multiagent Landmine Detection Platform
Florez-Lozano, Johana, Caraffini, Fabio, Parra, Carlos, Gongora, Mario
Real-world problems such as landmine detection require multiple sources of information to reduce the uncertainty of decision-making. A novel approach to solve these problems includes distributed systems, as presented in this work based on hardware and software multi-agent systems. To achieve a high rate of landmine detection, we evaluate the performance of a trained system over the distribution of samples between training and validation sets. Additionally, a general explanation of the data set is provided, presenting the samples gathered by a cooperative multi-agent system developed for detecting improvised explosive devices. The results show that input samples affect the performance of the output decisions, and a decision-making system can be less sensitive to sensor noise with intelligent systems obtained from a diverse and suitably organised training set.
Implicit Multi-Agent Coordination at Unsignalized Intersections via Topological Inference
Mavrogiannis, Christoforos, DeCastro, Jonathan A., Srinivasa, Siddhartha S.
We focus on scenarios in which multiple rational, non-communicating agents navigate in close proximity, such as unsignalized street intersections. In these situations, decentralized coordination to achieve safe and efficient motion demands nuanced implicit communication between the agents. Often, the spatial structure of such environments constrains multi-agent trajectories to belong to a finite set of modes, each corresponding to a distinct spatiotemporal topology. Our key insight is that empowering agents with a model of this structure can enable effective coordination through implicit communication, realized via intent signals encoded in agents' actions. In this paper, we do so by representing modes of joint behavior as topological braids. We design a decentralized planning framework that incorporates a mechanism for inferring the emerging braid in the decision-making process. By executing actions that minimize the uncertainty over the upcoming braid, agents converge rapidly to a consensus over a joint collision avoidance strategy despite lacking knowledge of the destinations of others and accurate models of their behaviors. We validate our approach with a case study in a four-way unsignalized intersection involving a series of challenging multi-agent scenarios. Our findings show that our model reduces frequency of collisions by at least 65% over a set of explicit trajectory prediction baselines, while maintaining comparable efficiency.
Quantifying the Impact of Non-Stationarity in Reinforcement Learning-Based Traffic Signal Control
Alegre, Lucas N., Bazzan, Ana L. C., da Silva, Bruno C.
In reinforcement learning (RL), dealing with non-stationarity is a challenging issue. However, some domains such as traffic optimization are inherently non-stationary. Causes for and effects of this are manifold. In particular, when dealing with traffic signal controls, addressing non-stationarity is key since traffic conditions change over time and as a function of traffic control decisions taken in other parts of a network. In this paper we analyze the effects that different sources of non-stationarity have in a network of traffic signals, in which each signal is modeled as a learning agent. More precisely, we study both the effects of changing the \textit{context} in which an agent learns (e.g., a change in flow rates experienced by it), as well as the effects of reducing agent observability of the true environment state. Partial observability may cause distinct states (in which distinct actions are optimal) to be seen as the same by the traffic signal agents. This, in turn, may lead to sub-optimal performance. We show that the lack of suitable sensors to provide a representative observation of the real state seems to affect the performance more drastically than the changes to the underlying traffic patterns.
Re-conceptualising the Language Game Paradigm in the Framework of Multi-Agent Reinforcement Learning
Van Eecke, Paul, Beuls, Katrien
In this paper, we formulate the challenge of re-conceptualising the language game experimental paradigm in the framework of multi-agent reinforcement learning (MARL). If successful, future language game experiments will benefit from the rapid and promising methodological advances in the MARL community, while future MARL experiments on learning emergent communication will benefit from the insights and results gained from language game experiments. We strongly believe that this cross-pollination has the potential to lead to major breakthroughs in the modelling of how human-like languages can emerge and evolve in multi-agent systems.