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Rise of the machines: AI thrashes humans in multiplayer shooter 'Quake III Arena'

The Japan Times

WASHINGTON - It's official: the machines are going to destroy you (if, that is, you're a professional gamer). A team of programmers at a British artificial intelligence company has designed automated "agents" that taught themselves how to play the seminal first-person shooter "Quake III Arena," and became so good they consistently beat human opponents. The work of the researchers from DeepMind, which is owned by Google's parent company, Alphabet Inc., was described in a paper published in Science on Thursday and marks the first time the feat has ever been accomplished. To be sure, computers have been proving their dominance over humans in one-on-one turn-based games such as chess ever since IBM's Deep Blue beat Garry Kasparov in 1997. More recently, a Google AI agent beat the world's No. 1 go player in 2017.


Standardizing Ethical Design For Artificial Intelligence And Autonomous Systems - Liwaiwai

#artificialintelligence

While there is a wide expanse of applications artificial intelligence (AI) brings to the table, some are still concerned about how the technology can be an equally powerful tool to cause harm. In line with this, the Institute of Electrical and Electronics Engineers (IEEE) Society Standards and Activities Board proposed some standards for the use and development of AI. The implications of the said standardization were intensively discussed in the paper, "Standardizing Ethical Design for Artificial Intelligence and Autonomous Systems" by Joanna Bryson and Alan Winfield. A common fear about AI is that the technology will be advanced enough to transcend the ability of humans. This will then enable them to predate the human race to extinction.


Dynamic Service Composition Orchestrated by Cognitive Agents in Mobile & Pervasive Computing

arXiv.org Artificial Intelligence

Automatic service composition in mobile and pervasive computing faces many challenges due to the complex nature of the environment. Common approaches address service composition from optimization perspectives which are not feasible in practice due to the intractability of the problem, limited computational resources of smart devices, service host's mobility, and time constraints. Our main contribution is the development of a cognitively-inspired agent-based service composition model focused on bounded rationality rather than optimality, which allows the system to compensate for limited resources by selectively filtering out continuous streams of data. The evaluation of our approach shows promising results when compared against state-of-the-art service composition models.


Attentional Policies for Cross-Context Multi-Agent Reinforcement Learning

arXiv.org Machine Learning

Many potential applications of reinforcement learning in the real world involve interacting with other agents whose numbers vary over time. We propose new neural policy architectures for these multi-agent problems. In contrast to other methods of training an individual, discrete policy for each agent and then enforcing cooperation through some additional inter-policy mechanism, we follow the spirit of recent work on the power of relational inductive biases in deep networks by learning multi-agent relationships at the policy level via an attentional architecture. In our method, all agents share the same policy, but independently apply it in their own context to aggregate the other agents' state information when selecting their next action. The structure of our architectures allow them to be applied on environments with varying numbers of agents. We demonstrate our architecture on a benchmark multi-agent autonomous vehicle coordination problem, obtaining superior results to a full-knowledge, fully-centralized reference solution, and significantly outperforming it when scaling to large numbers of agents.


Exploring Computational User Models for Agent Policy Summarization

arXiv.org Machine Learning

AI agents are being developed to support high stakes decision-making processes from driving cars to prescribing drugs, making it increasingly important for human users to understand their behavior. Policy summarization methods aim to convey strengths and weaknesses of such agents by demonstrating their behavior in a subset of informative states. Some policy summarization methods extract a summary that optimizes the ability to reconstruct the agent's policy under the assumption that users will deploy inverse reinforcement learning. In this paper, we explore the use of different models for extracting summaries. We introduce an imitation learning-based approach to policy summarization; we demonstrate through computational simulations that a mismatch between the model used to extract a summary and the model used to reconstruct the policy results in worse reconstruction quality; and we demonstrate through a human-subject study that people use different models to reconstruct policies in different contexts, and that matching the summary extraction model to these can improve performance. Together, our results suggest that it is important to carefully consider user models in policy summarization.


Using Restart Heuristics to Improve Agent Performance in Angry Birds

arXiv.org Artificial Intelligence

Over the past few years the Angry Birds AI competition has been held in an attempt to develop intelligent agents that can successfully and efficiently solve levels for the video game Angry Birds. Many different agents and strategies have been developed to solve the complex and challenging physical reasoning problems associated with such a game. However none of these agents attempt one of the key strategies which humans employ to solve Angry Birds levels, which is restarting levels. Restarting is important in Angry Birds because sometimes the level is no longer solvable or some given shot made has little to no benefit towards the ultimate goal of the game. This paper proposes a framework and experimental evaluation for when to restart levels in Angry Birds. We demonstrate that restarting is a viable strategy to improve agent performance in many cases.


Convergence Analysis of Gradient-Based Learning with Non-Uniform Learning Rates in Non-Cooperative Multi-Agent Settings

arXiv.org Artificial Intelligence

Considering a class of gradient-based multi-agent learning algorithms in non-cooperative settings, we provide local convergence guarantees to a neighborhood of a stable local Nash equilibrium. In particular, we consider continuous games where agents learn in (i) deterministic settings with oracle access to their gradient and (ii) stochastic settings with an unbiased estimator of their gradient. Utilizing the minimum and maximum singular values of the game Jacobian, we provide finite-time convergence guarantees in the deterministic case. On the other hand, in the stochastic case, we provide concentration bounds guaranteeing that with high probability agents will converge to a neighborhood of a stable local Nash equilibrium in finite time. Different than other works in this vein, we also study the effects of non-uniform learning rates on the learning dynamics and convergence rates. We find that much like preconditioning in optimization, non-uniform learning rates cause a distortion in the vector field which can, in turn, change the rate of convergence and the shape of the region of attraction. The analysis is supported by numerical examples that illustrate different aspects of the theory. We conclude with discussion of the results and open questions.


Quantifying consensus of rankings based on q-support patterns

arXiv.org Artificial Intelligence

Rankings, representing preferences over a set of candidates, are widely used in many information systems, e.g., group decision making. It is of great importance to evaluate the consensus of the obtained rankings from multiple agents. There is often no ground truth available for a ranking task. An overall measure of the consensus degree enables us to have a clear cognition about the ranking data. Moreover, it could provide a quantitative indicator for consensus comparison between groups and further improvement of a ranking system. In this paper, a novel consensus quantifying approach, without the need for any correlation or distance functions, is proposed based on a concept of q-support patterns of rankings. The q-support patterns represent the commonality embedded in a set of rankings. A method for detecting outliers in a set of rankings is naturally derived from the proposed consensus quantifying approach. Experimental studies are conducted to demonstrate the effectiveness of the proposed approach.


A Simulation Study of Social-Networking-Driven Smart Recommendations for Internet of Vehicles

arXiv.org Artificial Intelligence

Social aspects of connectivity and information dispersion are often ignored while weighing the potential of Internet of Things (IoT). In the specialized domain of Internet of Vehicles (IoV), Social IoV (SIoV) is introduced realization its importance. Assuming a more commonly acceptable standardization of Big Data generated by IoV, the social dimensions enabling its fruitful usage remains a challenge. In this paper, an agent-based model of information sharing between vehicles for context-aware recommendations is presented. The model adheres to social dimensions as that of human society. Some important hypotheses are tested under reasonable connectivity and data constraints. The simulation results reveal that closure of social ties and its timing impacts dispersion of novel information (necessary for a recommender system) substantially. It was also observed that as the network evolves as a result of incremental interactions, recommendations guaranteeing a fair distribution of vehicles across equally good competitors is not possible.


A Value-based Trust Assessment Model for Multi-agent Systems

arXiv.org Artificial Intelligence

An agent's assessment of its trust in another agent is commonly taken to be a measure of the reliability/predictability of the latter's actions. It is based on the trustor's past observations of the behaviour of the trustee and requires no knowledge of the inner-workings of the trustee. However, in situations that are new or unfamiliar, past observations are of little help in assessing trust. In such cases, knowledge about the trustee can help. A particular type of knowledge is that of values - things that are important to the trustor and the trustee. In this paper, based on the premise that the more values two agents share, the more they should trust one another, we propose a simple approach to trust assessment between agents based on values, taking into account if agents trust cautiously or boldly, and if they depend on others in carrying out a task.