Agents
An Agent-based Model of the Cognitive Mechanisms Underlying the Origins of Creative Cultural Evolution
Human culture is uniquely cumulative and open-ended. Using a computational model of cultural evolution in which neural network based agents evolve ideas for actions through invention and imitation, we tested the hypothesis that this is due to the capacity for recursive recall. We compared runs in which agents were limited to single-step actions to runs in which they used recursive recall to chain simple actions into complex ones. Chaining resulted in higher cultural diversity, open-ended generation of novelty, and no ceiling on the mean fitness of actions. Both chaining and no-chaining runs exhibited convergence on optimal actions, but without chaining this set was static while with chaining it was ever-changing. Chaining increased the ability to capitalize on the capacity for learning. These findings show that the recursive recall hypothesis provides a computationally plausible explanation of why humans alone have evolved the cultural means to transform this planet.
Discourse Behavior of Older Adults Interacting With a Dialogue Agent Competent in Multiple Topics
Razavi, S. Zahra, Schubert, Lenhart K., Van Orden, Kimberly A., Ali, Mohammad Rafayet
We present some results concerning the dialogue behavior and inferred sentiment of a group of older adults interacting with a computer-based avatar. Our avatar is unique in its ability to hold natural dialogues on a wide range of everyday topics---27 topics in three groups, developed with the help of gerontologists. The three groups vary in ``degrees of intimacy", and as such in degrees of difficulty for the user. Each participant interacted with the avatar for 7-9 sessions over a period of 3-4 weeks; analysis of the dialogues reveals correlations such as greater verbosity for more difficult topics, increasing verbosity with successive sessions, especially for more difficult topics, stronger sentiment on topics concerned with life goals rather than routine activities, and stronger self-disclosure for more intimate topics. In addition to their intrinsic interest, these results also reflect positively on the sophistication of our dialogue system.
AI smokes 5 poker champs at a time in no-limit Hold'em with 'relentless consistency' – TechCrunch
The machines have proven their superiority in one-on-one games like chess and go, and even poker -- but in complex multiplayer versions of the card game humans have retained their edge… until now. An evolution of the last AI agent to flummox poker pros individually is now decisively beating them in championship-style 6-person game. As documented in a paper published in the journal Science today, the CMU/Facebook collaboration they call Pluribus reliably beats five professional poker players in the same game, or one pro pitted against five independent copies of itself. It's a major leap forward in capability for the machines, and amazingly is also far more efficient than previous agents as well. One-on-one poker is a weird game, and not a simple one, but the zero-sum nature of it (whatever you lose, the other player gets) makes it susceptible to certain strategies in which computer able to calculate out far enough can put itself at an advantage.
From Observability to Significance in Distributed Information Systems
To understand and explain process behaviour we need to be able to see it, and decide its significance, i.e. be able to tell a story about its behaviours. This paper describes a few of the modelling challenges that underlie monitoring and observation of processes in IT, by human or by software. The topic of the observability of systems has been elevated recently in connection with computer monitoring and tracing of processes for debugging and forensics. It raises the issue of well-known principles of measurement, in bounded contexts, but these issues have been left implicit in the Computer Science literature. This paper aims to remedy this omission, by laying out a simple promise theoretic model, summarizing a long standing trail of work on the observation of distributed systems, based on elementary distinguishability of observations, and classical causality, with history. Three distinct views of a system are sought, across a number of scales, that described how information is transmitted (and lost) as it moves around the system, aggregated into journals and logs.
Reward Advancement: Transforming Policy under Maximum Causal Entropy Principle
Wu, Guojun, Li, Yanhua, Liu, Zhenming, Bao, Jie, Zheng, Yu, Ye, Jieping, Luo, Jun
Many real-world human behaviors can be characterized as a sequential decision making processes, such as urban travelers choices of transport modes and routes (Wu et al. 2017). Differing from choices controlled by machines, which in general follows perfect rationality to adopt the policy with the highest reward, studies have revealed that human agents make sub-optimal decisions under bounded rationality (Tao, Rohde, and Corcoran 2014). Such behaviors can be modeled using maximum causal entropy (MCE) principle (Ziebart 2010). In this paper, we define and investigate a general reward trans-formation problem (namely, reward advancement): Recovering the range of additional reward functions that transform the agent's policy from original policy to a predefined target policy under MCE principle. We show that given an MDP and a target policy, there are infinite many additional reward functions that can achieve the desired policy transformation. Moreover, we propose an algorithm to further extract the additional rewards with minimum "cost" to implement the policy transformation.
Rethink Global Reward Game and Credit Assignment in Multi-agent Reinforcement Learning
Wang, Jianhong, Zhang, Yuan, Kim, Tae-Kyun, Gu, Yunjie
Cooperative game is a critical research area in multi-agent reinforcement learning (MARL). Global reward game is a subclass of cooperative games, where all agents aim to maximize cumulative global rewards. Credit assignment is an important problem studied in the global reward game. Most works stand by the view of non-cooperative-game theoretical framework with the shared reward approach, i.e., each agent is assigned a shared global reward directly. This, however, may give each agent an inaccurate feedback on his contribution to the group. In this paper, we introduce a cooperative-game theoretical framework and extend it to the finite-horizon case. We show that our proposed framework is a superset of the global reward game. Based on this framework, we propose an algorithm called Shapley Q-value policy gradient (SQPG) to learn a local reward approach that can distribute the cumulative global reward fairly, reflecting each agent's own contribution in contrast to the shared reward approach. We evaluate our method on the Cooperative Navigation, Prey-and-Predator and Traffic Junction, compared with MADDPG, COMA, Independent actor-critic and Independent DDPG. In the experiments, our algorithm shows better convergence than the baselines.
Optimal and Bounded-Suboptimal Multi-Agent Motion Planning
Cohen, Liron (University of Southern California) | Uras, Tansel (University of Southern California) | Kumar, T. K. Satish (University of Southern California) | Koenig, Sven (University of Southern California)
Multi-Agent Motion Planning (MAMP) is the task of finding conflict-free kinodynamically feasible plans for agents from start to goal states. While MAMP is of significant practical importance, existing solvers are either incomplete, inefficient or rely on simplifying assumptions. For example, Multi-Agent Path Finding (MAPF) solvers conventionally assume discrete timesteps and rectilinear movement of agents between neighboring vertices of a graph. In this paper, we develop MAMP solvers that obviate these simplifying assumptions and yet generalize the core ideas of state-of-the-art MAPF solvers. Specifically, since different motions may take arbitrarily different durations, MAMP solvers need to efficiently reason with continuous time and arbitrary wait durations. To do so, we adapt (Enhanced) Conflict-Based Search to continuous time and develop a novel bounded-suboptimal extension of Safe Interval Path Planning, called Soft Conflict Interval Path Planning. On the theoretical side, we justify the completeness, optimality and bounded-suboptimality of our MAMP solvers. On the experimental side, we show that our MAMP solvers scale well with increasing suboptimality bounds.
Measuring the Vulnerability of a Multi-Agent Pathfinding Solution
Yoeli, Rotem (Ben-Gurion University of the Negev) | Stern, Roni (Ben-Gurion University of the Negev) | Atzmon, Dor (Ben-Gurion University of the Negev)
Multi-agent pathfinding is the problem of finding a non-interfering paths for a set of agents, such that if the agents follow these paths then each agent will reach its desired destination. Recent years have shown tremendous advances in this field, with optimal and suboptimal algorithms that are able to plan paths for over 100 agents in reasonable time. However, autonomous mobile agents are prime targets for cyber-security attacks, where an adversary may take control over an agent to disrupt the agents execution of their plan. This threat raises two questions. The first question is how much damage can an agent do if it does not follow its plan. The second question is how can one plan a-priori to be as robust as possible to such cyber-attacks. In this work, We provide an answer to both questions. To compute the maximal amount of damage that an adversary agent can do, we define a corresponding graph search problem and solve this problem with A*. Then, we provide a very simple method to choose a solution that is robust to such damages. We demonstrate both algorithms in simulation over standard multi-agent pathfinding domains.
Unbounded Sub-Optimal Conflict-Based Search in Complex Domains
Walker, Thayne T. (University of Denver) | Sturtevant, Nathan R. (University of Alberta) | Felner, Ariel (Ben-Gurion University of the Negev)
Conflict-Based Search (CBS) is a state of the art algorithm for multi-agent pathfinding (MAPF). CBS has been studied in many domains, however, most research has focused on classic domains with point agents that move with unit time steps and unit costs. In this work, we are interested in MAPF solutions for classic domains and complex domains, that is, domains which include shaped agents, actions with non-unit costs, non-uniform action durations and/or non-holonomic or kinodynamic movement constraints. Prior work on sub-optimal formulations of CBS has focused on heuristics. Instead, our work introduces new types of constraints. We show that certain constraint formulations have properties that can cause CBS to run orders of magnitude faster, but may cause the algorithm to be incomplete and yield sub-optimal results. We introduce new conditional constraints which allow CBS to exploit constraint properties which cause it to run faster and still retain algorithmic completeness. We additionally formulate a new constraint accumulation technique called constraint overloading which utilizes conditional constraints in order to achieve further performance gains.