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Timed ATL: Forget Memory, Just Count

Journal of Artificial Intelligence Research

In this paper we investigate the Timed Alternating-Time Temporal Logic (TATL), a discrete-time extension of ATL. In particular, we propose, systematize, and further study semantic variants of TATL, based on different notions of a strategy. The notions are derived from different assumptions about the agents’ memory and observational capabilities, and range from timed perfect recall to untimed memoryless plans. We also introduce a new semantics based on counting the number of visits to locations during the play. We show that all the semantics, except for the untimed memoryless one, are equivalent when punctuality constraints are not allowed in the formulae. In fact, abilities in all those notions of a strategy collapse to the “counting” semantics with only two actions allowed per location. On the other hand, this simple pattern does not extend to the full TATL. As a consequence, we establish a hierarchy of TATL semantics, based on the expressivity of the underlying strategies, and we show when some of the semantics coincide. In particular, we prove that more compact representations are possible for a reasonable subset of TATL specifications, which should improve the efficiency of model checking and strategy synthesis.


Pluggable Social Artificial Intelligence for Enabling Human-Agent Teaming

arXiv.org Artificial Intelligence

As intelligent systems are increasingly capable of performing their tasks without the n eed for continuous human input, direction, or supervision, new human - machine interaction concepts are needed. A promising approac h to this end is human - agent teaming, which envisions a novel interaction form where humans and machines behave as equal team partners . This paper presents an overview of the current state of the art in human - agent teaming, including the analysis of human - agent teams on five dimensions; a framework describing important teaming functionalities; a technical architecture, called SAIL, supporting social human - agent teaming through the modular implementation of the human - agent teaming functionalities; a technica l implementation of the architecture; and a proof - of - concept prototype created with the framework and architecture. We conclude this paper with a reflection on where we stand and a glance into the future showing the way forward .


BAFFLE : Blockchain based Aggregator Free Federated Learning

arXiv.org Machine Learning

A key aspect of Federated Learning (FL) is the requirement of a centralized aggregator to select and integrate models from various user devices. However, infeasibility of an aggregator due to a variety of operational constraints could prevent FL from being widely adopted. In this paper, we introduce BAFFLE, an aggregator free FL environment. Being powered by the blockchain, BAFFLE is inherently decentralized and successfully eliminates the constraints associated with an aggregator based FL framework. Our results indicate that BAFFLE provides superior performance while circumventing critical computational bottlenecks associated with the blockchain.


Object Reachability via Swaps under Strict and Weak Preferences

arXiv.org Artificial Intelligence

The \textsc{Housing Market} problem is a widely studied resource allocation problem. In this problem, each agent can only receive a single object and has preferences over all objects. Starting from an initial endowment, we want to reach a certain assignment via a sequence of rational trades. We first consider whether an object is reachable for a given agent under a social network, where a trade between two agents is allowed if they are neighbors in the network and no participant has a deficit from the trade. Assume that the preferences of the agents are strict (no tie among objects is allowed). This problem is polynomially solvable in a star-network and NP-complete in a tree-network. It is left as a challenging open problem whether the problem is polynomially solvable when the network is a path. We answer this open problem positively by giving a polynomial-time algorithm. Then we show that when the preferences of the agents are weak (ties among objects are allowed), the problem becomes NP-hard even when the network is a path. In addition, we consider the computational complexity of finding different optimal assignments for the problem under the network being a path or a star.


Emergent Tool Use From Multi-Agent Autocurricula

arXiv.org Artificial Intelligence

Through multi-agent competition, the simple objective of hide-and-seek, and standard reinforcement learning algorithms at scale, we find that agents create a self-supervised autocurriculum inducing multiple distinct rounds of emergent strategy, many of which require sophisticated tool use and coordination. We find clear evidence of six emergent phases in agent strategy in our environment, each of which creates a new pressure for the opposing team to adapt; for instance, agents learn to build multi-object shelters using moveable boxes which in turn leads to agents discovering that they can overcome obstacles using ramps. We further provide evidence that multi-agent competition may scale better with increasing environment complexity and leads to behavior that centers around far more human-relevant skills than other self-supervised reinforcement learning methods such as intrinsic motivation. Finally, we propose transfer and fine-tuning as a way to quantitatively evaluate targeted capabilities, and we compare hide-and-seek agents to both intrinsic motivation and random initialization baselines in a suite of domain-specific intelligence tests.


They Might NOT Be Giants: Crafting Black-Box Adversarial Examples with Fewer Queries Using Particle Swarm Optimization

arXiv.org Artificial Intelligence

--Machine learning models have been found to be susceptible to adversarial examples that are often indistinguishable from the original inputs. These adversarial examples are created by applying adversarial perturbations to input samples, which would cause them to be misclassified by the target models. Attacks that search and apply the perturbations to create adversarial examples are performed in both white-box and black-box settings, depending on the information available to the attacker about the target. For black-box attacks, the only capability available to the attacker is the ability to query the target with specially crafted inputs and observing the labels returned by the model. Current black-box attacks either have low success rates, requires a high number of queries, or produce adversarial examples that are easily distinguishable from their sources. In this paper, we present AdversarialPSO, a black-box attack that uses fewer queries to create adversarial examples with high success rates. AdversarialPSO is based on the evolutionary search algorithm Particle Swarm Optimization, a population-based gradient-free optimization algorithm. It is flexible in balancing the number of queries submitted to the target vs the quality of imperceptible adversarial examples. The attack has been evaluated using the image classification benchmark datasets CIF AR-10, MNIST, and Imagenet, achieving success rates of 99.6%, 96.3%, and 82.0%, respectively, while submitting substantially fewer queries than the state-of-the-art. We also present a black-box method for isolating salient features used by models when making classifications. This method, called Swarms with Individual Search Spaces or SWISS, creates adversarial examples by finding and modifying the most important features in the input. The purpose of these two attacks is to help evaluate the robustness of machine learning models and to encourage the exploration of much-needed defenses. Deep learning (DL) is being used to solve a wide variety of problems in many different domains, such as image classification [1], malware detection [2], speech recognition [3], and medicine [4]. Despite state-of-the-art performances, DL models have been shown to suffer from a general flaw that makes them vulnerable to external attack. Adversaries can cause models to misclassify inputs by applying small perturbations to samples at test time [5].


CHALET: Cornell House Agent Learning Environment

arXiv.org Artificial Intelligence

CHALET includes 58 rooms and 10 house configuration, and allows to easily create new house and room layouts. CHALET supports a range of common household activities, including moving objects, toggling appliances, and placing objects inside closeable containers. The environment and actions available are designed to create a challenging domain to train and evaluate autonomous agents, including for tasks that combine language, vision, and planning in a dynamic environment.


MarlRank: Multi-agent Reinforced Learning to Rank

arXiv.org Machine Learning

When estimating the relevancy between a query and a document, ranking models largely neglect the mutual information among documents. A common wisdom is that if two documents are similar in terms of the same query, they are more likely to have similar relevance score. To mitigate this problem, in this paper, we propose a multi-agent reinforced ranking model, named MarlRank. In particular, by considering each document as an agent, we formulate the ranking process as a multi-agent Markov Decision Process (MDP), where the mutual interactions among documents are incorporated in the ranking process. To compute the ranking list, each document predicts its relevance to a query considering not only its own query-document features but also its similar documents features and actions. By defining reward as a function of NDCG, we can optimize our model directly on the ranking performance measure. Our experimental results on two LETOR benchmark datasets show that our model has significant performance gains over the state-of-art baselines. We also find that the NDCG shows an overall increasing trend along with the step of interactions, which demonstrates that the mutual information among documents helps improve the ranking performance.


MuMMER: Socially Intelligent Human-Robot Interaction in Public Spaces

arXiv.org Artificial Intelligence

In the EU-funded MuMMER project, we have developed a social robot designed to interact naturally and flexibly with users in public spaces such as a shopping mall. We present the latest version of the robot system developed during the project. This system encompasses audio-visual sensing, social signal processing, conversational interaction, perspective taking, geometric reasoning, and motion planning. It successfully combines all these components in an overarching framework using the Robot Operating System (ROS) and has been deployed to a shopping mall in Finland interacting with customers. In this paper, we describe the system components, their interplay, and the resulting robot behaviours and scenarios provided at the shopping mall.


Swarm AI for Event Outcome Prediction with Gregg Willcox - Talk #299

#artificialintelligence

Today we are joined by Gregg Willcox, Director of Research and Development at Unanimous AI. Starting out with a general interest in robotics, Gregg found himself in the world of machine learning and AI, inspired specifically by the idea of humans as smart data processors, instead of data points. With the team at Unanimous AI, Gregg uncovered a secret that many creatures in nature have been doing for centuries: using the collective intelligence of a group produces more accurate results, in a more efficient way, (also known as swarming), than an individual alone. From this research, 'Swarm' was born, a game-like collaboration platform that channels the beliefs and convictions of individuals to come to a consensus. Going one step further, using a behavioral neural network trained on people's behavior called'Conviction', the precision of the results is further amplified, leading to significant increases in detailed accuracy.