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Opponent Aware Reinforcement Learning

arXiv.org Machine Learning

In several reinforcement learning (RL) scenarios such as security settings, there may be adversaries trying to interfere with the reward generating process for their own benefit. We introduce Threatened Markov Decision Processes (TMDPs) as a framework to support an agent against potential opponents in a RL context. We also propose a level-k thinking scheme resulting in a novel learning approach to deal with TMDPs. After introducing our framework and deriving theoretical results, relevant empirical evidence is given via extensive experiments, showing the benefits of accounting for adversaries in RL while the agent learns


The Learning of Fuzzy Cognitive Maps With Noisy Data: A Rapid and Robust Learning Method With Maximum Entropy

arXiv.org Machine Learning

Numerous learning methods for fuzzy cognitive maps (FCMs), such as the Hebbian-based and the population-based learning methods, have been developed for modeling and simulating dynamic systems. However, these methods are faced with several obvious limitations. Most of these models are extremely time consuming when learning the large-scale FCMs with hundreds of nodes. Furthermore, the FCMs learned by those algorithms lack robustness when the experimental data contain noise. In addition, reasonable distribution of the weights is rarely considered in these algorithms, which could result in the reduction of the performance of the resulting FCM. In this article, a straightforward, rapid, and robust learning method is proposed to learn FCMs from noisy data, especially, to learn large-scale FCMs. The crux of the proposed algorithm is to equivalently transform the learning problem of FCMs to a classic-constrained convex optimization problem in which the least-squares term ensures the robustness of the well-learned FCM and the maximum entropy term regularizes the distribution of the weights of the well-learned FCM. A series of experiments covering two frequently used activation functions (the sigmoid and hyperbolic tangent functions) are performed on both synthetic datasets with noise and real-world datasets. The experimental results show that the proposed method is rapid and robust against data containing noise and that the well-learned weights have better distribution. In addition, the FCMs learned by the proposed method also exhibit superior performance in comparison with the existing methods. Index Terms-Fuzzy cognitive maps (FCMs), maximum entropy, noisy data, rapid and robust learning.


Artificial intelligence and healthcare industry: What should you know?

#artificialintelligence

It is the reality that artificial intelligence (AI) has changed the way people do business and their day-to-day lives. Virtual assistants, computer-aided diagnosis and also clinical decision support are just a couple of examples of how artificial intelligence in healthcare has modified the sector. It is not only about one sector or industry but related to every area. Artificial intelligence is doing miracles in every business. Speaking of artificial intelligence in the healthcare sector, you can easily find a great change and alteration in ways the work used to happen and taking place today. You know AI in healthcare has the potential and power to enhance patient care and staff efficiency by assisting with medical image analysis and also diagnosis.


Analyzing Cyber-Physical Systems from the Perspective of Artificial Intelligence

arXiv.org Artificial Intelligence

The notion of cyber-physical systems (CPS) describes the co mbination of Information and Communication Technology (ICT) and software (the "cyber" part) with physical compone nts. A CPS can emerge from embedded systems by internetworking them. The first big research program focusi ng on CPS has been started by the US National Science Foundation in 2006, where the term CPS is defined in as such tha t it "refers to the tight conjoining of and coordination between computational and physical resources," stating "[ w]e envision that the cyber-physical systems of tomorrow will far exceed those of today in terms of adaptability, auto nomy, efficiency, functionality, reliability, safety, and usability" [1]. While the notion of CPS by the U.S. National Science Foundati on, as outlined above, includes ICT, it does not explicitly name Artificial Intelligence (AI) as a necessary component to raise an embedded system to the status of a CPS. Y et, the availability of sensory data together with a co mmunications system and the ability to exert actions upon the physical world that have been planned for the whole compo und of embedded systems components readily suggests that issues of planning, the increase of reflectivity, effici ency, and lowering resource usage is achieved by increasing the "intelligence" of the overall system. As such, research ers in the domain of AI have found numerous application domains. However, the two worlds of CPS and AI usually operate on diffe rent terms: CPS require operation within well-defined boundaries, i.e., as far as possible deterministic behavio r within well-known, strictly enforced margins of error. In contrast, many AI techniques--Artificial Neural Networks (A NNs) foremost--are firmly rooted in the domain of statistics, which is probably very well seen in the ANN train ing process.


Report on the First Knowledge Graph Reasoning Challenge 2018 -- Toward the eXplainable AI System

arXiv.org Artificial Intelligence

A new challenge for knowledge graph reasoning started in 2018. Deep learning has promoted the application of artificial intelligence (AI) techniques to a wide variety of social problems. Accordingly, being able to explain the reason for an AI decision is b ecoming important to ensure the secure and safe use of AI techniques. Thus, we, the Special Interest Group on Semantic Web and Ontology of the Japanese Society for AI, organized a challenge calling for techniques that reason and/or estimate which character s are criminals while providing a reasonable explanation based on an open knowledge graph of a well - known Sherlock Holmes mystery story . This paper presents a summary report of the first challenge held in 2018, including the knowledge graph construction, t he techniques proposed for reasoning and/or estimation, the evaluation metrics, and the results. The first prize went to an approach that formalized the problem as a constraint satisfaction problem and solved it using a lightweight formal method; the secon d prize went to an approach that used SPARQL and rules; the best resource prize went to a submission that constructed word embedding of characters from all sentences of Sherlock Holmes novels; and the best idea prize went to a discussion multi - agents model . We conclude this paper with the plans and issues for the next challenge in 2019.


Competitive Multi-Agent Deep Reinforcement Learning with Counterfactual Thinking

arXiv.org Artificial Intelligence

Counterfactual thinking describes a psychological phenomenon that people re-infer the possible results with different solutions about things that have already happened. It helps people to gain more experience from mistakes and thus to perform better in similar future tasks. This paper investigates the counterfactual thinking for agents to find optimal decision-making strategies in multi-agent reinforcement learning environments. In particular, we propose a multi-agent deep reinforcement learning model with a structure which mimics the human-psychological counterfactual thinking process to improve the competitive abilities for agents. To this end, our model generates several possible actions (intent actions) with a parallel policy structure and estimates the rewards and regrets for these intent actions based on its current understanding of the environment. Our model incorporates a scenario-based framework to link the estimated regrets with its inner policies. During the iterations, our model updates the parallel policies and the corresponding scenario-based regrets for agents simultaneously. To verify the effectiveness of our proposed model, we conduct extensive experiments on two different environments with real-world applications. Experimental results show that counterfactual thinking can actually benefit the agents to obtain more accumulative rewards from the environments with fair information by comparing to their opponents while keeping high performing efficiency.


Iterative Update and Unified Representation for Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Multi-agent systems have a wide range of applications in cooperative and competitive tasks. As the number of agents increases, nonstationarity gets more serious in multi-agent reinforcement learning (MARL), which brings great difficulties to the learning process. Besides, current mainstream algorithms configure each agent an independent network,so that the memory usage increases linearly with the number of agents which greatly slows down the interaction with the environment. Inspired by Generative Adversarial Networks (GAN), this paper proposes an iterative update method (IU) to stabilize the nonstationary environment. Further, we add first-person perspective and represent all agents by only one network which can change agents' policies from sequential compute to batch compute. Similar to continual lifelong learning, we realize the iterative update method in this unified representative network (IUUR). In this method, iterative update can greatly alleviate the nonstationarity of the environment, unified representation can speed up the interaction with environment and avoid the linear growth of memory usage. Besides, this method does not bother decentralized execution and distributed deployment. Experiments show that compared with MADDPG, our algorithm achieves state-of-the-art performance and saves wall-clock time by a large margin especially with more agents.


Decentralized Multi-Floor Exploration by a Swarm of Miniature Robots Teaming with Wall-Climbing Units

arXiv.org Artificial Intelligence

In this paper, we consider the problem of collectively exploring unknown and dynamic environments with a decentralized heterogeneous multi-robot system consisting of multiple units of two variants of a miniature robot. The first variant-a wheeled ground unit-is at the core of a swarm of floor-mapping robots exhibiting scalability, robustness and flexibility. These properties are systematically tested and quantitatively evaluated in unstructured and dynamic environments, in the absence of any supporting infrastructure. The results of repeated sets of experiments show a consistent performance for all three features, as well as the possibility to inject units into the system while it is operating. Several units of the second variant-a wheg-based wall-climbing unit-are used to support the swarm of mapping robots when simultaneously exploring multiple floors by expanding the distributed communication channel necessary for the coordinated behavior among platforms. Although the occupancy-grid maps obtained can be large, they are fully distributed. Not a single robotic unit possesses the overall map, which is not required by our cooperative path-planning strategy.


"Conservatives Overfit, Liberals Underfit": The Social-Psychological Control of Affect and Uncertainty

arXiv.org Artificial Intelligence

The presence of artificial agents in human social networks is growing. From chatbots to robots, human experience in the developed world is moving towards a socio-technical system in which agents can be technological or biological, with increasingly blurred distinctions between. Given that emotion is a key element of human interaction, enabling artificial agents with the ability to reason about affect is a key stepping stone towards a future in which technological agents and humans can work together. This paper presents work on building intelligent computational agents that integrate both emotion and cognition. These agents are grounded in the well-established social-psychological Bayesian Affect Control Theory (BayesAct). The core idea of BayesAct is that humans are motivated in their social interactions by affective alignment: they strive for their social experiences to be coherent at a deep, emotional level with their sense of identity and general world views as constructed through culturally shared symbols. This affective alignment creates cohesive bonds between group members, and is instrumental for collaborations to solidify as relational group commitments. BayesAct agents are motivated in their social interactions by a combination of affective alignment and decision theoretic reasoning, trading the two off as a function of the uncertainty or unpredictability of the situation. This paper provides a high-level view of dual process theories and advances BayesAct as a plausible, computationally tractable model based in social-psychological theory. We introduce a revised BayesAct model that more deeply integrates social-psychological theorising, and we demonstrate a component of the model as being sufficient to account for cognitive biases about fairness, dissonance and conformity. We show how the model can unify different exploration strategies in reinforcement learning.


PHYRE: A New Benchmark for Physical Reasoning

arXiv.org Artificial Intelligence

Understanding and reasoning about physics is an important ability of intelligent agents. We develop the PHYRE benchmark for physical reasoning that contains a set of simple classical mechanics puzzles in a 2D physical environment. The benchmark is designed to encourage the development of learning algorithms that are sample-efficient and generalize well across puzzles. We test several modern learning algorithms on PHYRE and find that these algorithms fall short in solving the puzzles efficiently. We expect that PHYRE will encourage the development of novel sample-efficient agents that learn efficient but useful models of physics. For code and to play PHYRE for yourself, please visit https://player.phyre.ai.