Agents
How Do We Know What Superintelligent AI Will Do?
Unpredictability is an intuitively familiar concept. We can usually predict the outcome of common physical processes without knowing specific behavior of particular atoms, just as we can typically predict the overall behavior of the intelligent system without knowing specific intermediate steps. Rahwan and Cebrian observe that "… complex AI agents often exhibit inherent unpredictability: they demonstrate emergent behaviors that are impossible to predict with precision--even by their own programmers. These behaviors manifest themselves only through interaction with the world and with other agents in the environment… In fact, Alan Turing and Alonzo Church showed the fundamental impossibility of ensuring an algorithm fulfills certain properties without actually running said algorithm. There are fundamental theoretical limits to our ability to verify that a particular piece of code will always satisfy desirable properties unless we execute the code, and observe its behavior."
Convergence of Learning Dynamics in Stackelberg Games
Fiez, Tanner, Chasnov, Benjamin, Ratliff, Lillian J.
This paper investigates the convergence of learning dynamics in Stackelberg games. In the class of games we consider, there is a hierarchical game being played between a leader and a follower with continuous action spaces. We establish a number of connections between the Nash and Stackelberg equilibrium concepts and characterize conditions under which attracting critical points of simultaneous gradient descent are Stackelberg equilibria in zero-sum games. Moreover, we show that the only stable critical points of the Stackelberg gradient dynamics are Stackelberg equilibria in zero-sum games. Using this insight, we develop a gradient-based update for the leader while the follower employs a best response strategy for which each stable critical point is guaranteed to be a Stackelberg equilibrium in zero-sum games. As a result, the learning rule provably converges to a Stackelberg equilibria given an initialization in the region of attraction of a stable critical point. We then consider a follower employing a gradient-play update rule instead of a best response strategy and propose a two-timescale algorithm with similar asymptotic convergence guarantees. For this algorithm, we also provide finite-time high probability bounds for local convergence to a neighborhood of a stable Stackelberg equilibrium in general-sum games. Finally, we present extensive numerical results that validate our theory, provide insights into the optimization landscape of generative adversarial networks, and demonstrate that the learning dynamics we propose can effectively train generative adversarial networks.
To Populate is To Regulate
We examine the effects of instantiating Lewis signaling games within a population of speaker and listener agents with the aim of producing a set of general and robust representations of unstructured pixel data. Preliminary experiments suggest that the set of representations associated with languages generated within a population outperform those generated between a single speaker-listener pair on this objective, making a case for the adoption of population-based approaches in emergent communication studies. Furthermore, post-hoc analysis reveals that population-based learning induces a number of novel factors to the conventional emergent communication setup, inviting a wide range of future research questions regarding communication dynamics and the flow of information within them.
Robot navigation and target capturing using nature-inspired approaches in a dynamic environment
Verma, Devansh, Saxena, Priyansh, Tiwari, Ritu
Path Planning and target searching in a three-dimensional environment is a challenging task in the field of robotics. It is an optimization problem as the path from source to destination has to be optimal. This paper aims to generate a collision-free trajectory in a dynamic environment. The path planning problem has sought to be of extreme importance in the military, search and rescue missions and in life-saving tasks. During its operation, the unmanned air vehicle operates in a hostile environment, and faster replanning is needed to reach the target as optimally as possible. This paper presents a novel approach of hierarchical planning using multiresolution abstract levels for faster replanning. Economic constraints like path length, total path planning time and the number of turns are taken into consideration that mandate the use of cost functions. Experimental results show that the hierarchical version of GSO gives better performance compared to the BBO, IWO and their hierarchical versions.
OntoScene, A Logic-based Scene Interpreter: Implementation and Application in the Rock Art Domain
Briola, Daniela, Mascardi, Viviana, Gioseffi, Massimiliano
OntoScene exploits ontologies for representing knowledge and Prolog for specifying the interpretation rules that domain experts may adopt, and for implementing the SceneInterpreter engine. Ontologies allow the designer to formalize the domain in a reusable way, and make the system modular and interoperable with existing multiagent systems, while Prolog provides a solid basis to define complex rules of interpretation in a way that can be affordable even for people with no background in Computational Logics. The domain selected for experimenting OntoScene is that of prehistoric rock art, which provides us with a fascinating and challenging testbed. Under consideration in Theory and Practice of Logic Programming (TPLP) KEYWORDS: Prolog; Ontologies; Multiagent Systems; Visual Languages; Scene Interpretation1 Introduction Human perception of complex visual scenes has been studied for a long time in psychology and neuroscience (Kondo et al. 2017): according to the seminal work on "high-level scene perception" (Henderson and Hollingworth 1999), besides low-level or early vision, concerned with extraction of physical properties such as depth, color, and texture from an image (Marr 1982), and intermediate-level vision, concerned with extraction of shape and spatial relations that can be determined without regard to meaning (Ullman 1996), a further level of vision is required to perceive and understand a scene: high-level vision concerns the mapping from visual representations to meaning and includes [...] the identification of objects and scenes. In their recent studies, Kveraga, Bar, and Baldassano (Kveraga and Bar 2014; Baldassano 2015) demonstrate that the brain has regions related to higher-order properties like overall geometry, arXiv:1911.04863v1
Experience Sharing Between Cooperative Reinforcement Learning Agents
Souza, Lucas Oliveira, Ramos, Gabriel de Oliveira, Ralha, Celia Ghedini
The idea of experience sharing between cooperative agents naturally emerges from our understanding of how humans learn. Our evolution as a species is tightly linked to the ability to exchange learned knowledge with one another. It follows that experience sharing (ES) between autonomous and independent agents could become the key to accelerate learning in cooperative multiagent settings. We investigate if randomly selecting experiences to share can increase the performance of deep reinforcement learning agents, and propose three new methods for selecting experiences to accelerate the learning process. Firstly, we introduce Focused ES, which prioritizes unexplored regions of the state space. Secondly, we present Prioritized ES, in which temporal-difference error is used as a measure of priority. Finally, we devise Focused Prioritized ES, which combines both previous approaches. The methods are empirically validated in a control problem. While sharing randomly selected experiences between two Deep Q-Network agents shows no improvement over a single agent baseline, we show that the proposed ES methods can successfully outperform the baseline. In particular, the Focused ES accelerates learning by a factor of 2, reducing by 51% the number of episodes required to complete the task.
Efficient Multi-robot Exploration via Multi-head Attention-based Cooperation Strategy
The goal of coordinated multi-robot exploration tasks is to employ a team of autonomous robots to explore an unknown environment as quickly as possible. Compared with human-designed methods, which began with heuristic and rule-based approaches, learning-based methods enable individual robots to learn sophisticated and hard-to-design cooperation strategies through deep reinforcement learning technologies. However, in decentralized multi-robot exploration tasks, learning-based algorithms are still far from being universally applicable to the continuous space due to the difficulties associated with area calculation and reward function designing; moreover, existing learning-based methods encounter problems when attempting to balance the historical trajectory issue and target area conflict problem. Furthermore, the scalability of these methods to a large number of agents is poor because of the exponential explosion problem of state space. Accordingly, this paper proposes a novel approach - Multi-head Attention-based Multi-robot Exploration in Continuous Space (MAMECS) - aimed at reducing the state space and automatically learning the cooperation strategies required for decentralized multi-robot exploration tasks in continuous space. Computational geometry knowledge is applied to describe the environment in continuous space and to design an improved reward function to ensure a superior exploration rate. Moreover, the multi-head attention mechanism employed helps to solve the historical trajectory issue in the decentralized multi-robot exploration task, as well as to reduce the quadratic increase of action space.
Autonomous system improves environmental sampling at sea
An autonomous robotic system invented by researchers at MIT and the Woods Hole Oceanographic Institution (WHOI) efficiently sniffs out the most scientifically interesting -- but hard-to-find -- sampling spots in vast, unexplored waters. Environmental scientists are often interested in gathering samples at the most interesting locations, or "maxima," in an environment. One example could be a source of leaking chemicals, where the concentration is the highest and mostly unspoiled by external factors. But a maximum can be any quantifiable value that researchers want to measure, such as water depth or parts of coral reef most exposed to air. Efforts to deploy maximum-seeking robots suffer from efficiency and accuracy issues.
Microsoft launches Power Virtual Agents, its no-code bot builder – TechCrunch
Microsoft today announced the public preview of its Power Virtual Agents tool, a new no-code tool for building chatbots that's part of the company's Power Platform, which also includes Microsoft Flow automation tool, which is being renamed to Power Automate today, and Power BI. Built on top of Azure's existing AI smarts and tools for building bots, Power Virtual Agents promises to make building a chatbot almost as easy as writing a Word document. With this, anybody within an organization could build a bot that walks a new employee through the onboarding experience for example. "Power virtual agent is the newest addition to the Power Platform family," said Microsoft's Charles Lamanna in an interview ahead of today's announcement. "Power Virtual Agent is very much focused on the same type of low code, accessible to anybody, no matter whether they're a business user or business analyst or professional developer, to go build a conversational agent that's AI-driven and can actually solve problems for your employees, for your customers, for your partners, in a very natural way." Power Virtual Agents handles the full lifecycle of the bot building experience, from the creation of the dialog to making it available in chat systems that include Teams, Slack, Facebook Messenger and others.
Inferring Coordination Strategies from Time Series of Movement Data
Amornbunchornvej, Chainarong, Berger-Wolf, Tanya
How do groups of individuals achieve consensus in movement decisions? Do individuals follow their friends, the one predetermined leader, or whomever just happens to be nearby? To address these questions computationally, we formalize Coordination Strategy Inference Problem. In this setting, a group of multiple individuals moves in a coordinated manner towards a target path. Each individual uses a specific strategy to follow others (e.g. nearest neighbors, pre-defined leaders, preferred friends). Given a set of time series that includes coordinated movement and a set of candidate strategies as inputs, we provide the first methodology (to the best of our knowledge) to infer the set of strategies that each individual uses to achieve movement coordination at the group level. We evaluate and demonstrate the performance of the proposed framework by predicting the direction of movement of an individual in a group in both simulated datasets as well as two real-world datasets: a school of fish and a troop of baboons. Moreover, since there is no prior methodology for inferring individual-level strategies, we compare our framework with the state-of-the-art approach for the task of classification of group-level-coordination models. The results show that our approach is highly accurate in inferring the correct strategy in simulated datasets even in complicated mixed strategy settings, which no existing method can infer. In the task of classification of group-level-coordination models, our framework performs better than the state-of-the-art approach in all datasets. Animal data experiments show that fish, as expected, follow their neighbors, while baboons have a preference to follow specific individuals. Our methodology generalizes to arbitrary time series data of real numbers, beyond movement data.