Agents
Planning for Goal-Oriented Dialogue Systems
Muise, Christian, Chakraborti, Tathagata, Agarwal, Shubham, Bajgar, Ondrej, Chaudhary, Arunima, Lastras-Montano, Luis A., Ondrej, Josef, Vodolan, Miroslav, Wiecha, Charlie
Generating complex multi-turn goal-oriented dialogue agents is a difficult problem that has seen a considerable focus from many leaders in the tech industry, including IBM, Google, Amazon, and Microsoft. This is in large part due to the rapidly growing market demand for dialogue agents capable of goal-oriented behaviour. Due to the business process nature of these conversations, end-to-end machine learning systems are generally not a viable option, as the generated dialogue agents must be deployable and verifiable on behalf of the businesses authoring them. In this work, we propose a paradigm shift in the creation of goal-oriented complex dialogue systems that dramatically eliminates the need for a designer to manually specify a dialogue tree, which nearly all current systems have to resort to when the interaction pattern falls outside standard patterns such as slot filling. We propose a declarative representation of the dialogue agent to be processed by state-of-the-art planning technology. Our proposed approach covers all aspects of the process; from model solicitation to the execution of the generated plans/dialogue agents. Along the way, we introduce novel planning encodings for declarative dialogue synthesis, a variety of interfaces for working with the specification as a dialogue architect, and a robust executor for generalized contingent plans. We have created prototype implementations of all components, and in this paper, we further demonstrate the resulting system empirically.
MAPEL: Multi-Agent Pursuer-Evader Learning using Situation Report
Verma, Sagar, Verma, Richa, Sujit, P. B.
P .B. Sujit IIIT Delhi sujit@iiitd.ac.in Abstract --In this paper, we consider a territory guarding game involving pursuers, evaders and a target in an environment that contains obstacles. The goal of the evaders is to capture the target, while that of the pursuers is to capture the evaders before they reach the target. All the agents have limited sensing range and can only detect each other when they are in their observation space. We focus on the challenge of effective cooperation between agents of a team. Finding exact solutions for such multi-agent systems is difficult because of the inherent complexity. We present Multi-Agent Pursuer-Evader Learning (MAPEL), a class of algorithms that use spatiotemporal graph representation to learn structured cooperation. The key concept is that the learning takes place in a decentralized manner and agents use situation report updates to learn about the whole environment from each others' partial observations. We use Recurrent Neural Networks (RNNs) to parameterize the spatiotemporal graph. An agent in MAPEL only updates all the other agents if an opponent or the target is inside its observation space by using situation report. We present a detailed analysis of how these two cooperation methods perform when the number of agents in the game are increased. We provide empirical results to show how agents cooperate under these two methods.
The bots turning businesses into digital transformers
Analyst Forrester defines robotic process automation (RPA) as a technology that provisions software agents – bots – that can mimic human interactions with software systems. These bots run predictable tasks, and act either in concert with humans (attended RPA) or mostly autonomously (unattended RPA). Increasingly, RPA is adding artificial intelligence (AI)-based capabilities, such as reading unstructured data. IT research firm Computer Economics says in its April 2019 Technology trends report that bots are typically taught by human example to respond to various triggers. For example, when an employee submits a change of address form to the human resources (HR) department, the bot could then be used to trigger an update to the records in payroll, benefits systems, expense reporting and accounts payable, just as a human clerical worker might do.
Microsoft Dynamics 365's AI tracks customer behavior in retail stores
Microsoft is rolling out two new software solutions today to help brick-and-mortar retailers track customers and improve service. Dynamics 365 Connected Store will utilize a combination of computer vision, cameras, and IoT sensors to track customers inside stores and personalize recommendations based on their browsing and buying behavioral data. Events detected by Connected Store will trigger web app notifications or email alerts for in-store staff with predictions to improve sales and store efficiency. Connected Store can do things like sense a need for more staff at checkout counters, identify issues with store equipment, and surface long-term trends for managers. Also new is Dynamics 365 Commerce, software that pulls insights from businesses that have ecommerce and brick-and-mortar retail operations. Dynamics 365 Commerce will also use call center and back office data to power customer personalization.
Is Swarm AI the answer to fears over Artifical Intelligence and jobs?
From Gary Kasparov to Elon Musk, the list of those who say AI needs to be applied such that it augments us, not compete with us, is long. Yet the supply of reports warning that AI threatens jobs doesn't seem to have an end. On the other hand, a new report looking at a technology called Swarm AI may provide a much more benign fix. Speaking at a recent conference, chess legend, Gary Kasparov, said that the public perception of AI has been overly influenced by Hollywood: the reality is far more positive -- Kasparov's take on AI is a reason for optimism Swarms can be intelligent-- there is no great insight here. Those who study Emergence understand this, from ant colonies to cities, great things can be achieved from simpler entities working together.
Design, Benchmarking and Explainability Analysis of a Game-Theoretic Framework towards Energy Efficiency in Smart Infrastructure
Konstantakopoulos, Ioannis C., Das, Hari Prasanna, Barkan, Andrew R., He, Shiying, Veeravalli, Tanya, Liu, Huihan, Manasawala, Aummul Baneen, Lin, Yu-Wen, Spanos, Costas J.
In this paper, we propose a gamification approach as a novel framework for smart building infrastructure with the goal of motivating human occupants to reconsider personal energy usage and to have positive effects on their environment. Human interaction in the context of cyber-physical systems is a core component and consideration in the implementation of any smart building technology. Research has shown that the adoption of human-centric building services and amenities leads to improvements in the operational efficiency of these cyber-physical systems directed towards controlling building energy usage. We introduce a strategy in form of a game-theoretic framework that incorporates humans-in-the-loop modeling by creating an interface to allow building managers to interact with occupants and potentially incentivize energy efficient behavior. Prior works on game theoretic analysis typically rely on the assumption that the utility function of each individual agent is known a priori. Instead, we propose novel utility learning framework for benchmarking that employs robust estimations of occupant actions towards energy efficiency. To improve forecasting performance, we extend the utility learning scheme by leveraging deep bi-directional recurrent neural networks. Using the proposed methods on data gathered from occupant actions for resources such as room lighting, we forecast patterns of energy resource usage to demonstrate the prediction performance of the methods. The results of our study show that we can achieve a highly accurate representation of the ground truth for occupant energy resource usage. We also demonstrate the explainable nature on human decision making towards energy usage inherent in the dataset using graphical lasso and granger causality algorithms. Finally, we open source the de-identified, high-dimensional data pertaining to the energy game-theoretic framework.
Actor-Critic Provably Finds Nash Equilibria of Linear-Quadratic Mean-Field Games
Fu, Zuyue, Yang, Zhuoran, Chen, Yongxin, Wang, Zhaoran
We study discrete-time mean-field Markov games with infinite numbers of agents where each agent aims to minimize its ergodic cost. We consider the setting where the agents have identical linear state transitions and quadratic cost functions, while the aggregated effect of the agents is captured by the population mean of their states, namely, the mean-field state. For such a game, based on the Nash certainty equivalence principle, we provide sufficient conditions for the existence and uniqueness of its Nash equilibrium. Moreover, to find the Nash equilibrium, we propose a mean-field actor-critic algorithm with linear function approximation, which does not require knowing the model of dynamics. Specifically, at each iteration of our algorithm, we use the single-agent actor-critic algorithm to approximately obtain the optimal policy of the each agent given the current mean-field state, and then update the mean-field state. In particular, we prove that our algorithm converges to the Nash equilibrium at a linear rate. To the best of our knowledge, this is the first success of applying model-free reinforcement learning with function approximation to discrete-time mean-field Markov games with provable non-asymptotic global convergence guarantees.
MAVEN: Multi-Agent Variational Exploration
Mahajan, Anuj, Rashid, Tabish, Samvelyan, Mikayel, Whiteson, Shimon
Centralised training with decentralised execution is an important setting for cooperative deep multi-agent reinforcement learning due to communication constraints during execution and computational tractability in training. In this paper, we analyse value-based methods that are known to have superior performance in complex environments [43]. We specifically focus on QMIX [40], the current state-of-the-art in this domain. We show that the representational constraints on the joint action-values introduced by QMIX and similar methods lead to provably poor exploration and suboptimality. Furthermore, we propose a novel approach called MAVEN that hybridises value and policy-based methods by introducing a latent space for hierarchical control. The value-based agents condition their behaviour on the shared latent variable controlled by a hierarchical policy. This allows MAVEN to achieve committed, temporally extended exploration, which is key to solving complex multi-agent tasks. Our experimental results show that MAVEN achieves significant performance improvements on the challenging SMAC domain [43].
Learning from My Partner's Actions: Roles in Decentralized Robot Teams
Losey, Dylan P., Li, Mengxi, Bohg, Jeannette, Sadigh, Dorsa
When teams of robots collaborate to complete a task, communication is often necessary. Like humans, robot teammates should implicitly communicate through their actions: but interpreting our partner's actions is typically difficult, since a given action may have many different underlying reasons. Here we propose an alternate approach: instead of not being able to infer whether an action is due to exploration, exploitation, or communication, we define separate roles for each agent. Because each role defines a distinct reason for acting (e.g., only exploit, only communicate), teammates now correctly interpret the meaning behind their partner's actions. Our results suggest that leveraging and alternating roles leads to performance comparable to teams that explicitly exchange messages.
Explainable AI for Intelligence Augmentation in Multi-Domain Operations
Preece, Alun, Braines, Dave, Cerutti, Federico, Pham, Tien
Central to the concept of multi-domain operations (MDO) is the utilization of an intelligence, surveillance, and reconnaissance (ISR) network consisting of overlapping systems of remote and autonomous sensors, and human intelligence, distributed among multiple partners. Realising this concept requires advancement in both artificial intelligence (AI) for improved distributed data analytics and intelligence augmentation (IA) for improved human-machine cognition. The contribution of this paper is threefold: (1) we map the coalition situational understanding (CSU) concept to MDO ISR requirements, paying particular attention to the need for assured and explainable AI to allow robust human-machine decision-making where assets are distributed among multiple partners; (2) we present illustrative vignettes for AI and IA in MDO ISR, including human-machine teaming, dense urban terrain analysis, and enhanced asset interoperability; (3) we appraise the state-of-the-art in explainable AI in relation to the vignettes with a focus on human-machine collaboration to achieve more rapid and agile coalition decision-making. The union of these three elements is intended to show the potential value of a CSU approach in the context of MDO ISR, grounded in three distinct use cases, highlighting how the need for explainability in the multi-partner coalition setting is key. Introduction Multi-domain operations (MDO) require the capacity, capability, and endurance to operate across multiple domains -- from dense urban terrain to space and cyberspace -- in contested environments against near-peer adversaries (U.S. Army 2018).