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State of AI Report 2019

#artificialintelligence

We believe that AI will be a force multiplier on technological progress in our increasingly digital, data-driven world. This is because everything around us today, ranging from culture to consumer products, is a product of intelligence. In this report, we set out to capture a snapshot of the exponential progress in AI with a focus on developments in the past 12 months. Consider this report as a compilation of the most interesting things we've seen with a goal of triggering an informed conversation about the state of AI and its implication for the future. This edition builds on the inaugural State of AI Report 2018, which can be found here: www.stateof.ai/2018 We consider the following key dimensions in our report: - Research: Technology breakthroughs and their capabilities.


Ludii as a Competition Platform

arXiv.org Artificial Intelligence

Ludii is a general game system being developed as part of the ERC-funded Digital Ludeme Project (DLP). While its primary aim is to model, play, and analyse the full range of traditional strategy games, Ludii also has the potential to support a wide range of AI research topics and competitions. This paper describes some of the future competitions and challenges that we intend to run using the Ludii system, highlighting some of its most important aspects that can potentially lead to many algorithm improvements and new avenues of research. We compare and contrast our proposed competition motivations, goals and frameworks against those of existing general game playing competitions, addressing the strengths and weaknesses of each platform.


Most Important Fundamental Rule of Poker Strategy

arXiv.org Artificial Intelligence

Poker is a large complex game of imperfect information, which has been singled out as a major AI challenge problem. Recently there has been a series of breakthroughs culminating in agents that have successfully defeated the strongest human players in two-player no-limit Texas hold 'em. The strongest agents are based on algorithms for approximating Nash equilibrium strategies, which are stored in massive binary files and unintelligible to humans. A recent line of research has explored approaches for extrapolating knowledge from strong game-theoretic strategies that can be understood by humans. This would be useful when humans are the ultimate decision maker and allow humans to make better decisions from massive algorithmically-generated strategies. Using techniques from machine learning we have uncovered a new simple, fundamental rule of poker strategy that leads to a significant improvement in performance over the best prior rule and can also easily be applied by human players.


Growing Action Spaces

arXiv.org Artificial Intelligence

In complex tasks, such as those with large combinatorial action spaces, random exploration may be too inefficient to achieve meaningful learning progress. In this work, we use a curriculum of progressively growing action spaces to accelerate learning. We assume the environment is out of our control, but that the agent may set an internal curriculum by initially restricting its action space. Our approach uses off-policy reinforcement learning to estimate optimal value functions for multiple action spaces simultaneously and efficiently transfers data, value estimates, and state representations from restricted action spaces to the full task. We show the efficacy of our approach in proof-of-concept control tasks and on challenging large-scale StarCraft micromanagement tasks with large, multi-agent action spaces.


Solving a Path Planning Problem in a Partially Known Environment using a Swarm Algorithm

arXiv.org Artificial Intelligence

This paper proposes a path planning strategy for an Autonomous Ground Vehicle (AGV) navigating in a partially known environment. Global path planning is performed by first using a spatial database of the region to be traversed containing selected attributes such as height data and soil information from a suitable spatial database. The database is processed using a biomimetic swarm algorithm that is inspired by the nest building strategies followed by termites. Local path planning is performed online utilizing information regarding contingencies that affect the safe navigation of the AGV from various sensors. The simulation discussed has been implemented on the open source Player-Stage-Gazebo platform.


Conformity bias in the cultural transmission of music sampling traditions

arXiv.org Machine Learning

One of the fundamental questions of cultural evolutionary research is how individual-level processes scale up to generate population-level patterns. Previous studies in music have revealed that frequency-based bias (e.g. conformity and novelty) drives large-scale cultural diversity in different ways across domains and levels of analysis. Music sampling is an ideal research model for this process because samples are known to be culturally transmitted between collaborating artists, and sampling events are reliably documented in online databases. The aim of the current study was to determine whether frequency-based bias has played a role in the cultural transmission of music sampling traditions, using a longitudinal dataset of sampling events across three decades. Firstly, we assessed whether turn-over rates of popular samples differ from those expected under neutral evolution. Next, we used agent-based simulations in an approximate Bayesian computation framework to infer what level of frequency-based bias likely generated the observed data. Despite anecdotal evidence of novelty bias, we found that sampling patterns at the population-level are most consistent with conformity bias.


Emotional Metaheuristics For in-situ Foraging Using Sensor Constrained Robot Swarms

arXiv.org Artificial Intelligence

Specifically, we use hunger and loneliness as a basis Foraging [1] is a collective robotics problem that derives to design rules of interaction for the swarm. The paper is biological inspiration from the behavior of ants [2]. Ants organized as follows: In the next section, we first present engaged in foraging, scout for prey, recruit nest mates when the biological foundations that our metaheuristic is founded prey has been located, and work together as a group to upon. We continue by describing the metaheuristic in detail bring back food to the nest. Foraging belongs to a class of and a broader description of the different behaviors exhibited problems known as coverage problems [3].


User-Oriented Summaries Using a PSO Based Scoring Optimization Method

arXiv.org Machine Learning

Automatic text summarization tools have a great impact on many fields, such as medicine, law, and scientific research in general. As information overload increases, automatic summaries allow handling the growing volume of documents, usually by assigning weights to the extracted phrases based on their significance in the expected summary. Obtaining the main contents of any given document in less time than it would take to do that manually is still an issue of interest. In~this~ article, a new method is presented that allows automatically generating extractive summaries from documents by adequately weighting sentence scoring features using \textit{Particle Swarm Optimization}. The key feature of the proposed method is the identification of those features that are closest to the criterion used by the individual when summarizing. The proposed method combines a binary representation and a continuous one, using an original variation of the technique developed by the authors of this paper. Our paper shows that using user labeled information in the training set helps to find better metrics and weights. The empirical results yield an improved accuracy compared to previous methods used in this field


Rethinking Formal Models of Partially Observable Multiagent Decision Making

arXiv.org Artificial Intelligence

Multiagent decision-making problems in partially observable environments are usually modeled as either extensive-form games (EFGs) within the game theory community or partially observable stochastic games (POSGs) within the reinforcement learning community. While most practical problems can be modeled in both formalisms, the communities using these models are mostly distinct with little sharing of ideas or advances. The last decade has seen dramatic progress in algorithms for EFGs, mainly driven by the challenge problem of poker. We have seen computational techniques achieving super-human performance, some variants of poker are essentially solved, and there are now sound local search algorithms which were previously thought impossible. While the advances have garnered attention, the fundamental advances are not yet understood outside the EFG community. This can be largely explained by the starkly different formalisms between the game theory and reinforcement learning communities and, further, by the unsuitability of the original EFG formalism to make the ideas simple and clear. This paper aims to address these hindrances, by advocating a new unifying formalism, a variant of POSGs, which we call Factored-Observation Games (FOGs). We prove that any timeable perfect-recall EFG can be efficiently modeled as a FOG as well as relating FOGs to other existing formalisms. Additionally, a FOG explicitly identifies the public and private components of observations, which is fundamental to the recent EFG breakthroughs. We conclude by presenting the two building-blocks of these breakthroughs --- counterfactual regret minimization and public state decomposition --- in the new formalism, illustrating our goal of a simpler path for sharing recent advances between game theory and reinforcement learning community.


Turing Test Revisited: A Framework for an Alternative

arXiv.org Artificial Intelligence

This paper aims to question the suitability of the Turing Test, for testing machine intelligence, in the light of advances made in the last 60 years in science, medicine, and philosophy of mind. While the main concept of the test may seem sound and valid, a detailed analysis of what is required to pass the test highlights a significant flow. Once the analysis of the test is presented, a systematic approach is followed in analysing what is needed to devise a test or tests for intelligent machines. The paper presents a plausible generic framework based on categories of factors implied by subjective perception of intelligence. An evaluative discussion concludes the paper highlighting some of the unaddressed issues within this generic framework.