Agents
Training an Interactive Helper
Woodward, Mark, Finn, Chelsea, Hausman, Karol
Developing agents that can quickly adapt their behavior to new tasks remains a challenge. Meta-learning has been applied to this problem, but previous methods require either specifying a reward function which can be tedious or providing demonstrations which can be inefficient. In this paper, we investigate if, and how, a "helper" agent can be trained to interactively adapt their behavior to maximize the reward of another agent, whom we call the "prime" agent, without observing their reward or receiving explicit demonstrations. To this end, we propose to meta-learn a helper agent along with a prime agent, who, during training, observes the reward function and serves as a surrogate for a human prime. We introduce a distribution of multi-agent cooperative foraging tasks, in which only the prime agent knows the objects that should be collected. We demonstrate that, from the emerged physical communication, the trained helper rapidly infers and collects the correct objects.
Collaboration of AI Agents via Cooperative Multi-Agent Deep Reinforcement Learning
Balachandar, Niranjan, Dieter, Justin, Ramachandran, Govardana Sachithanandam
There are many AI tasks involving multiple interacting agents where agents should learn to cooperate and collaborate to effectively perform the task. Here we develop and evaluate various multi-agent protocols to train agents to collaborate with teammates in grid soccer. We train and evaluate our multi-agent methods against a team operating with a smart hand-coded policy. As a baseline, we train agents concurrently and independently, with no communication. Our collaborative protocols were parameter sharing, coordinated learning with communication, and counterfactual policy gradients. Against the hand-coded team, the team trained with parameter sharing and the team trained with coordinated learning performed the best, scoring on 89.5% and 94.5% of episodes respectively when playing against the hand-coded team. Against the parameter sharing team, with adversarial training the coordinated learning team scored on 75% of the episodes, indicating it is the most adaptable of our methods. The insights gained from our work can be applied to other domains where multi-agent collaboration could be beneficial.
FVA: Modeling Perceived Friendliness of Virtual Agents Using Movement Characteristics
Randhavane, Tanmay, Bera, Aniket, Kapsaskis, Kyra, Gray, Kurt, Manocha, Dinesh
We present a new approach for improving the friendliness and warmth of a virtual agent in an AR environment by generating appropriate movement characteristics. Our algorithm is based on a novel data-driven friendliness model that is computed using a user-study and psychological characteristics. We use our model to control the movements corresponding to the gaits, gestures, and gazing of friendly virtual agents (FVAs) as they interact with the user's avatar and other agents in the environment. We have integrated FVA agents with an AR environment using with a Microsoft HoloLens. Our algorithm can generate plausible movements at interactive rates to increase the social presence. We also investigate the perception of a user in an AR setting and observe that an FVA has a statistically significant improvement in terms of the perceived friendliness and social presence of a user compared to an agent without the friendliness modeling. We observe an increment of 5.71% in the mean responses to a friendliness measure and an improvement of 4.03% in the mean responses to a social presence measure.
State of AI Report 2019
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
Stephenson, Matthew, Piette, รric, Soemers, Dennis J. N. J., Browne, Cameron
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
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
Farquhar, Gregory, Gustafson, Laura, Lin, Zeming, Whiteson, Shimon, Usunier, Nicolas, Synnaeve, Gabriel
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
Vckay, Esh, Aneja, Mansimar, Deodhare, Dipti
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
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
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].