Agents
Proxy Tasks and Subjective Measures Can Be Misleading in Evaluating Explainable AI Systems
Buçinca, Zana, Lin, Phoebe, Gajos, Krzysztof Z., Glassman, Elena L.
Explainable artificially intelligent (XAI) systems form part of sociotechnical systems, e.g., human+AI teams tasked with making decisions. Yet, current XAI systems are rarely evaluated by measuring the performance of human+AI teams on actual decision-making tasks. We conducted two online experiments and one in-person think-aloud study to evaluate two currently common techniques for evaluating XAI systems: (1) using proxy, artificial tasks such as how well humans predict the AI's decision from the given explanations, and (2) using subjective measures of trust and preference as predictors of actual performance. The results of our experiments demonstrate that evaluations with proxy tasks did not predict the results of the evaluations with the actual decision-making tasks. Further, the subjective measures on evaluations with actual decision-making tasks did not predict the objective performance on those same tasks. Our results suggest that by employing misleading evaluation methods, our field may be inadvertently slowing its progress toward developing human+AI teams that can reliably perform better than humans or AIs alone.
Subjective Knowledge and Reasoning about Agents in Multi-Agent Systems
Singh, Shikha, Khemani, Deepak
Though a lot of work in multi-agent systems is focused on reasoning about knowledge and beliefs of artificial agents, an explicit representation and reasoning about the presence/absence of agents, especially in the scenarios where agents may be unaware of other agents joining in or going offline in a multi-agent system, leading to partial knowledge/asymmetric knowledge of the agents is mostly overlooked by the MAS community. Such scenarios lay the foundations of cases where an agent can influence other agents' mental states by (mis)informing them about the presence/absence of collaborators or adversaries. In this paper, we investigate how Kripke structure-based epistemic models can be extended to express the above notion based on an agent's subjective knowledge and we discuss the challenges that come along.
Understanding the key differences between chatbots and virtual agents
The differences between a virtual agent and a chatbot are actually bigger than you might think. To help distinguish between the two technologies, it's helpful to draw a parallel with another popular technology--the smartphone. When it comes to understanding the difference between chatbots and virtual agents, there are parallels to the evolution of a technology that has evolved significantly and is not referred to differently than it used to be--the smartphone. Fewer and fewer people regularly use the words'telephone' and'smartphone' interchangeably anymore, primarily because they are technically and functionally referring to two very different devices. Both a phone and a smartphone can be used to make calls, but that's where the similarities stop.
On Algorithmic Decision Procedures in Emergency Response Systems in Smart and Connected Communities
Pettet, Geoffrey, Mukhopadhyay, Ayan, Kochenderfer, Mykel, Vorobeychik, Yevgeniy, Dubey, Abhishek
Emergency Response Management (ERM) is a critical problem faced by communities across the globe. Despite its importance, it is common for ERM systems to follow myopic and straight-forward decision policies in the real world. Principled approaches to aid decision-making under uncertainty have been explored in this context but have failed to be accepted into real systems. We identify a key issue impeding their adoption - algorithmic approaches to emergency response focus on reactive, post-incident dispatching actions, i.e. optimally dispatching a responder after incidents occur. However, the critical nature of emergency response dictates that when an incident occurs, first responders always dispatch the closest available responder to the incident. We argue that the crucial period of planning for ERM systems is not post-incident, but between incidents. However, this is not a trivial planning problem - a major challenge with dynamically balancing the spatial distribution of responders is the complexity of the problem. An orthogonal problem in ERM systems is to plan under limited communication, which is particularly important in disaster scenarios that affect communication networks. We address both the problems by proposing two partially decentralized multi-agent planning algorithms that utilize heuristics and the structure of the dispatch problem. We evaluate our proposed approach using real-world data, and find that in several contexts, dynamic re-balancing the spatial distribution of emergency responders reduces both the average response time as well as its variance.
Emergence of Pragmatics from Referential Game between Theory of Mind Agents
Yuan, Luyao, Fu, Zipeng, Shen, Jingyue, Xu, Lu, Shen, Junhong, Zhu, Song-Chun
Pragmatics studies how context can contribute to language meanings [1]. In human communication, language is never interpreted out of context, and sentences can usually convey more information than their literal meanings [2]. However, this mechanism is missing in most multi-agent systems [3, 4, 5, 6], restricting the communication efficiency and the capability of human-agent interaction. In this paper, we propose an algorithm, using which agents can spontaneously learn the ability to "read between lines" without any explicit hand-designed rules. We integrate the theory of mind (ToM) [7, 8] in a cooperative multi-agent pedagogical situation and propose an adaptive reinforcement learning (RL) algorithm to develop a communication protocol. ToM is a profound cognitive science concept, claiming that people regularly reason about other's mental states, including beliefs, goals, and intentions, to obtain performance advantage in competition, cooperation or coalition. With this ability, agents consider language as not only messages but also rational acts reflecting others' hidden states. Our experiments demonstrate the advantage of pragmatic protocols over non-pragmatic protocols. We also show the teaching complexity following the pragmatic protocol empirically approximates to recursive teaching dimension (RTD).
Implementations in Machine Ethics: A Survey
Tolmeijer, Suzanne, Kneer, Markus, Sarasua, Cristina, Christen, Markus, Bernstein, Abraham
Increasingly complex and autonomous systems require machine ethics to maximize the benefits and minimize the risks to society arising from the new technology. It is challenging to decide which type of ethical theory to employ and how to implement it effectively. This survey provides a threefold contribution. Firstly, it introduces a taxonomy to analyze the field of machine ethics from an ethical, implementational, and technical perspective. Secondly, an exhaustive selection and description of relevant works is presented. Thirdly, applying the new taxonomy to the selected works, dominant research patterns and lessons for the field are identified, and future directions for research are suggested.
A multi-agent ontologies-based clinical decision support system
Shen, Ying, Armelle, Jacquet-Andrieu, Colloc, Joël
Clinical decision support systems combine knowledge and data from a variety of sources, represented by quantitative models based on stochastic methods, or qualitative based rather on expert heuristics and deductive reasoning. At the same time, case-based reasoning (CBR) memorizes and returns the experience of solving similar problems. The cooperation of heterogeneous clinical knowledge bases (knowledge objects, semantic distances, evaluation functions, logical rules, databases...) is based on medical ontologies. A multi-agent decision support system (MADSS) enables the integration and cooperation of agents specialized in different fields of knowledge (semiology, pharmacology, clinical cases, etc.). Each specialist agent operates a knowledge base defining the conduct to be maintained in conformity with the state of the art associated with an ontological basis that expresses the semantic relationships between the terms of the domain in question. Our approach is based on the specialization of agents adapted to the knowledge models used during the clinical steps and ontologies. This modular approach is suitable for the realization of MADSS in many areas.
Towards Social Identity in Socio-Cognitive Agents
Rato, Diogo, Mascarenhas, Samuel, Prada, Rui
Current architectures for social agents are designed around some specific units of social behaviour that address particular challenges. Although their performance might be adequate for controlled environments, deploying these agents in the wild is difficult. Moreover, the increasing demand for autonomous agents capable of living alongside humans calls for the design of more robust social agents that can cope with diverse social situations. We believe that to design such agents, their sociality and cognition should be conceived as one. This includes creating mechanisms for constructing social reality as an interpretation of the physical world with social meanings and selective deployment of cognitive resources adequate to the situation. We identify several design principles that should be considered while designing agent architectures for socio-cognitive systems. Taking these remarks into account, we propose a socio-cognitive agent model based on the concept of Cognitive Social Frames that allow the adaptation of an agent's cognition based on its interpretation of its surroundings, its Social Context. Our approach supports an agent's reasoning about other social actors and its relationship with them. Cognitive Social Frames can be built around social groups, and form the basis for social group dynamics mechanisms and construct of Social Identity.
Dynamic Epistemic Logic Games with Epistemic Temporal Goals
Maubert, Bastien, Murano, Aniello, Pinchinat, Sophie, Schwarzentruber, François, Stranieri, Silvia
Dynamic Epistemic Logic (DEL) is a logical framework in which one can describe in great detail how actions are perceived by the agents, and how they affect the world. DEL games were recently introduced as a way to define classes of games with imperfect information where the actions available to the players are described very precisely. This framework makes it possible to define easily, for instance, classes of games where players can only use public actions or public announcements. These games have been studied for reachability objectives, where the aim is to reach a situation satisfying some epistemic property expressed in epistemic logic; several (un)decidability results have been established. In this work we show that the decidability results obtained for reachability objectives extend to a much more general class of winning conditions, namely those expressible in the epistemic temporal logic LTLK. To do so we establish that the infinite game structures generated by DEL public actions are regular, and we describe how to obtain finite representations on which we rely to solve them.