Agents
Finding Generalizable Evidence by Learning to Convince Q&A Models
Perez, Ethan, Karamcheti, Siddharth, Fergus, Rob, Weston, Jason, Kiela, Douwe, Cho, Kyunghyun
We plot the judge's probability of the target answer given that sentence against how often humans also select that target answer given that same sentence. Humans tend to find a sentence to be strong evidence for an answer when the judge model finds it to be strong evidence. Strong evidence to a model tends to be strong evidence to humans as shown in Figure 7. Combined with the previous result, we can see that learned agents are more accurate at predicting sentences that humans find to be strong evidence. F Model Evaluation of Evidence on DREAM Figure 8 shows how convincing various judge models find each evidence agent. Our findings on DREAM are similar to those from RACE in ยง4.2. Figure 8: On DREAM, how often each judge selects an agent's answer when given a single agent-chosen sentence. The black line divides learned agents (right) and search agents (left), with human evidence selection in the leftmost column. All agents find evidence that convinces judge models more often than a no-evidence baseline (33%). Learned agents predicting p ( i) or p ( i) find the most broadly convincing evidence.
Modeling Sensorimotor Coordination as Multi-Agent Reinforcement Learning with Differentiable Communication
Multi-agent reinforcement learning has shown promise on a variety of cooperative tasks as a consequence of recent developments in differentiable inter-agent communication. However, most architectures are limited to pools of homogeneous agents, limiting their applicability. Here we propose a modular framework for learning complex tasks in which a traditional monolithic agent is framed as a collection of cooperating heterogeneous agents. We apply this approach to model sensorimotor coordination in the neocortex as a multi-agent reinforcement learning problem. Our results demonstrate proof-of-concept of the proposed architecture and open new avenues for learning complex tasks and for understanding functional localization in the brain and future intelligent systems.
OpenSpiel: A Framework for Reinforcement Learning in Games
Lanctot, Marc, Lockhart, Edward, Lespiau, Jean-Baptiste, Zambaldi, Vinicius, Upadhyay, Satyaki, Pรฉrolat, Julien, Srinivasan, Sriram, Timbers, Finbarr, Tuyls, Karl, Omidshafiei, Shayegan, Hennes, Daniel, Morrill, Dustin, Muller, Paul, Ewalds, Timo, Faulkner, Ryan, Kramรกr, Jรกnos, De Vylder, Bart, Saeta, Brennan, Bradbury, James, Ding, David, Borgeaud, Sebastian, Lai, Matthew, Schrittwieser, Julian, Anthony, Thomas, Hughes, Edward, Danihelka, Ivo, Ryan-Davis, Jonah
OpenSpiel is a collection of environments and algorithms for research in general reinforcement learning and search/planning in games. OpenSpiel supports n-player (single- and multi- agent) zero-sum, cooperative and general-sum, one-shot and sequential, strictly turn-taking and simultaneous-move, perfect and imperfect information games, as well as traditional multiagent environments such as (partially- and fully- observable) grid worlds and social dilemmas. OpenSpiel also includes tools to analyze learning dynamics and other common evaluation metrics. This document serves both as an overview of the code base and an introduction to the terminology, core concepts, and algorithms across the fields of reinforcement learning, computational game theory, and search.
9.10.19 Artificial intelligence based lie detector created for airport security; Beware genetic testing scams targeting seniors; How Clark Team member Chelsea helped her dad save over 3k a year.
We face many challenges with how to use technology for security. There's a race to develop screening tech to quickly assess facial images and determine threat levels. AI systems are being developed along these lines, including one called the Avatar (Automated Virtual Agent for Truth Assessments in Real time), a system using AI techniques to assess threat levels, funded in part by the federal government. The developers claim only 80% accuracy. A cold call lab test scam is costing people their identities and money.
On Memory Mechanism in Multi-Agent Reinforcement Learning
Zhou, Yilun, Asher, Derrik E., Waytowich, Nicholas R., Shah, Julie A.
Multi-agent reinforcement learning (MARL) extends (single-agent) reinforcement learning (RL) by introducing additional agents and (potentially) partial observability of the environment. Consequently, algorithms for solving MARL problems incorporate various extensions beyond traditional RL methods, such as a learned communication protocol between cooperative agents that enables exchange of private information or adaptive modeling of opponents in competitive settings. One popular algorithmic construct is a memory mechanism such that an agent's decisions can depend not only upon the current state but also upon the history of observed states and actions. In this paper, we study how a memory mechanism can be useful in environments with different properties, such as observability, internality and presence of a communication channel. Using both prior work and new experiments, we show that a memory mechanism is helpful when learning agents need to model other agents and/or when communication is constrained in some way; however we must to be cautious of agents achieving effective memoryfulness through other means.
From Few to More: Large-scale Dynamic Multiagent Curriculum Learning
A lot of efforts have been devoted to investigating how agents can learn effectively and achieve coordination in multiagent systems. However, it is still challenging in large-scale multiagent settings due to the complex dynamics between the environment and agents and the explosion of state-action space. In this paper, we design a novel Dynamic Multiagent Curriculum Learning (DyMA-CL) to solve large-scale problems by starting from learning on a multiagent scenario with a small size and progressively increasing the number of agents. We propose three transfer mechanisms across curricula to accelerate the learning process. Moreover, due to the fact that the state dimension varies across curricula,, and existing network structures cannot be applied in such a transfer setting since their network input sizes are fixed.
From Few to More: Large-scale Dynamic Multiagent Curriculum Learning
A lot of efforts have been devoted to investigating how agents can learn effectively and achieve coordination in multiagent systems. However, it is still challenging in large-scale multiagent settings due to the complex dynamics between the environment and agents and the explosion of state-action space. In this paper, we design a novel Dynamic Multiagent Curriculum Learning (DyMA-CL) to solve large-scale problems by starting from learning on a multiagent scenario with a small size and progressively increasing the number of agents. We propose three transfer mechanisms across curricula to accelerate the learning process. Moreover, due to the fact that the state dimension varies across curricula,, and existing network structures cannot be applied in such a transfer setting since their network input sizes are fixed.
Force-based Algorithm for Motion Planning of Large Agent Teams
Semnani, Samaneh Hosseini, de Ruiter, Anton, Liu, Hugh
This paper presents a distributed, efficient, scalable and real-time motion planning algorithm for a large group of agents moving in 2 or 3-dimensional spaces. This algorithm enables autonomous agents to generate individual trajectories independently with only the relative position information of neighboring agents. Each agent applies a force-based control that contains two main terms: collision avoidance and navigational feedback. The first term keeps two agents separate with a certain distance, while the second term attracts each agent toward its goal location. Compared with existing collision-avoidance algorithms, the proposed force-based motion planning (FMP) algorithm is able to find collision-free motions with lower transition time, free from velocity state information of neighbouring agents. It leads to less computational overhead. The performance of proposed FMP is examined over several dense and complex 2D and 3D benchmark simulation scenarios, with results outperforming existing methods.
Discovery of Useful Questions as Auxiliary Tasks
Veeriah, Vivek, Hessel, Matteo, Xu, Zhongwen, Lewis, Richard, Rajendran, Janarthanan, Oh, Junhyuk, van Hasselt, Hado, Silver, David, Singh, Satinder
Arguably, intelligent agents ought to be able to discover their own questions so that in learning answers for them they learn unanticipated useful knowledge and skills; this departs from the focus in much of machine learning on agents learning answers to externally defined questions. We present a novel method for a reinforcement learning (RL) agent to discover questions formulated as general value functions or GVFs, a fairly rich form of knowledge representation. Specifically, our method uses non-myopic meta-gradients to learn GVF-questions such that learning answers to them, as an auxiliary task, induces useful representations for the main task faced by the RL agent. We demonstrate that auxiliary tasks based on the discovered GVFs are sufficient, on their own, to build representations that support main task learning, and that they do so better than popular hand-designed auxiliary tasks from the literature. Furthermore, we show, in the context of Atari 2600 videogames, how such auxiliary tasks, meta-learned alongside the main task, can improve the data efficiency of an actor-critic agent.
Attesting Biases and Discrimination using Language Semantics
Aran, Xavier Ferrer, Such, Jose M., Criado, Natalia
AI agents are increasingly deployed and used to make automated decisions that affect our lives on a daily basis. It is imperative to ensure that these systems embed ethical principles and respect human values. We focus on how we can attest to whether AI agents treat users fairly without discriminating against particular individuals or groups through biases in language. In particular, we discuss human unconscious biases, how they are embedded in language, and how AI systems inherit those biases by learning from and processing human language. Then, we outline a roadmap for future research to better understand and attest problematic AI biases derived from language.