Agents
Towards Empathetic Planning
Shvo, Maayan, McIlraith, Sheila A.
Critical to successful human interaction is a capacity for empathy - the ability to understand and share the thoughts and feelings of another. As Artificial Intelligence (AI) systems are increasingly required to interact with humans in a myriad of settings, it is important to enable AI to wield empathy as a tool to benefit those it interacts with. In this paper, we work towards this goal by bringing together a number of important concepts: empathy, AI planning, and reasoning in the presence of knowledge and belief. We formalize the notion of Empathetic Planning which is informed by the beliefs and affective state of the empathizee. We appeal to an epistemic logic framework to represent the beliefs of the empathizee and propose AI planning-based computational approaches to compute empathetic solutions. We illustrate the potential benefits of our approach by conducting a study where we evaluate participants' perceptions of the agent's empathetic abilities and assistive capabilities.
Empowering swarm-based optimizers by multi-scale search to enhance Gradient Descent initialization performance
Moattari, Mojtaba, Moradi, Mohammad Hassan, Boostani, Reza
Swarm-based optimizers like Particle Swarm Optimization or Imperialistic Competitive Algorithm that act under influences of cooperation or competition among groups, are unable to search in multiple volumes of locality or globality and do not have nested localities. As hybrid optimizers, they may not give satisfactory results as initializers in Gradient Descent approximators used in plenty of multimodal problems like nonlinear subspace learning and neural network training, which have hierarchies of convex spaces due to nonlinearity and multi-layer nature of these models. To search in various levels of scale in a homogenous way, a framework is proposed to equip PSO and ICA a multi-scale search capability. Then, the resulted optimizers are evaluated in single and GD-hybridized mode. Hybrid evaluation as GD randomizer is implemented with the help of a nonlinear subspace filtering objective function over EEG data and optimization loss and validation data accuracy is compared with other hybrids containing GD. A single evaluation is also taken place between the proposed ones, PSO, ICA, CLPSO, and CICA, which are used more in hybrid learning-based approaches. Evaluations were with respect to solution error. Before concluding the paper, it is shown and analyzed that proposed optimizers outperform algorithms of related context both in single and hybrid-GD mode.
Multi-type Resource Allocation with Partial Preferences
Wang, Haibin, Sikdar, Sujoy, Guo, Xiaoxi, Xia, Lirong, Cao, Yongzhi, Wang, Hanpin
We propose multi-type probabilistic serial (MPS) and multi-type random priority (MRP) as extensions of the well known PS and RP mechanisms to the multi-type resource allocation problem (MTRA) with partial preferences. In our setting, there are multiple types of divisible items, and a group of agents who have partial order preferences over bundles consisting of one item of each type. We show that for the unrestricted domain of partial order preferences, no mechanism satisfies both sd-efficiency and sd-envy-freeness. Notwithstanding this impossibility result, our main message is positive: When agents' preferences are represented by acyclic CP-nets, MPS satisfies sd-efficiency, sd-envy-freeness, ordinal fairness, and upper invariance, while MRP satisfies ex-post-efficiency, sd-strategy-proofness, and upper invariance, recovering the properties of PS and RP.
Curriculum Learning for Cumulative Return Maximization
Foglino, Francesco, Christakou, Christiano Coletto, Gutierrez, Ricardo Luna, Leonetti, Matteo
Curriculum learning has been successfully used in reinforcement learning to accelerate the learning process, through knowledge transfer between tasks of increasing complexity. Critical tasks, in which suboptimal exploratory actions must be minimized, can benefit from curriculum learning, and its ability to shape exploration through transfer. We propose a task sequencing algorithm maximizing the cumulative return, that is, the return obtained by the agent across all the learning episodes. By maximizing the cumulative return, the agent not only aims at achieving high rewards as fast as possible, but also at doing so while limiting suboptimal actions. We experimentally compare our task sequencing algorithm to several popular metaheuristic algorithms for combinatorial optimization, and show that it achieves significantly better performance on the problem of cumulative return maximization. Furthermore, we validate our algorithm on a critical task, optimizing a home controller for a micro energy grid.
Competing Bandits in Matching Markets
Liu, Lydia T., Mania, Horia, Jordan, Michael I.
Stable matching, a classical model for two-sided markets, has long been studied with little consideration for how each side's preferences are learned. With the advent of massive online markets powered by data-driven matching platforms, it has become necessary to better understand the interplay between learning and market objectives. We propose a statistical learning model in which one side of the market does not have a priori knowledge about its preferences for the other side and is required to learn these from stochastic rewards. Our model extends the standard multi-armed bandits framework to multiple players, with the added feature that arms have preferences over players. We study both centralized and decentralized approaches to this problem and show surprising exploration-exploitation trade-offs compared to the single player multi-armed bandits setting.
Dealing with Non-Stationarity in Multi-Agent Deep Reinforcement Learning
Papoudakis, Georgios, Christianos, Filippos, Rahman, Arrasy, Albrecht, Stefano V.
Recent developments in deep reinforcement learning are concerned with creating decision-making agents which can perform well in various complex domains. A particular approach which has received increasing attention is multi-agent reinforcement learning, in which multiple agents learn concurrently to coordinate their actions. In such multi-agent environments, additional learning problems arise due to the continually changing decision-making policies of agents. This paper surveys recent works that address the non-stationarity problem in multi-agent deep reinforcement learning. The surveyed methods range from modifications in the training procedure, such as centralized training, to learning representations of the opponent's policy, meta-learning, communication, and decentralized learning. The survey concludes with a list of open problems and possible lines of future research.
"Did You Hear That?" Learning to Play Video Games from Audio Cues
Gaina, Raluca D., Stephenson, Matthew
Game-playing AI research has focused for a long time on learning to play video games from visual input or symbolic information. However, humans benefit from a wider array of sensors which we utilise in order to navigate the world around us. In particular, sounds and music are key to how many of us perceive the world and influence the decisions we make. In this paper, we present initial experiments on game-playing agents learning to play video games solely from audio cues. We expand the Video Game Description Language to allow for audio specification, and the General Video Game AI framework to provide new audio games and an API for learning agents to make use of audio observations. We analyse the games and the audio game design process, include initial results with simple Q~Learning agents, and encourage further research in this area.
Understanding artificial intelligence ethics and safety
A remarkable time of human promise has been ushered in by the convergence of the ever-expanding availability of big data, the soaring speed and stretch of cloud computing platforms, and the advancement of increasingly sophisticated machine learning algorithms. Innovations in AI are already leaving a mark on government by improving the provision of essential social goods and services from healthcare, education, and transportation to food supply, energy, and environmental management. These bounties are likely just the start. The prospect that progress in AI will help government to confront some of its most urgent challenges is exciting, but legitimate worries abound. As with any new and rapidly evolving technology, a steep learning curve means that mistakes and miscalculations will be made and that both unanticipated and harmful impacts will occur. This guide, written for department and delivery leads in the UK public sector and adopted by the British Government in its publication, 'Using AI in the Public Sector,' identifies the potential harms caused by AI systems and proposes concrete, operationalisable measures to counteract them. It stresses that public sector organisations can anticipate and prevent these potential harms by stewarding a culture of responsible innovation and by putting in place governance processes that support the design and implementation of ethical, fair, and safe AI systems. It also highlights the need for algorithmically supported outcomes to be interpretable by their users and made understandable to decision subjects in clear, non-technical, and accessible ways. Finally, it builds out a vision of human-centred and context-sensitive implementation that gives a central role to communication, evidence-based reasoning, situational awareness, and moral justifiability.
Survey of Artificial Intelligence for Card Games and Its Application to the Swiss Game Jass
Niklaus, Joel, Alberti, Michele, Pondenkandath, Vinaychandran, Ingold, Rolf, Liwicki, Marcus
In the last decades we have witnessed the success of applications of Artificial Intelligence to playing games. In this work we address the challenging field of games with hidden information and card games in particular. Jass is a very popular card game in Switzerland and is closely connected with Swiss culture. To the best of our knowledge, performances of Artificial Intelligence agents in the game of Jass do not outperform top players yet. Our contribution to the community is two-fold. First, we provide an overview of the current state-of-the-art of Artificial Intelligence methods for card games in general. Second, we discuss their application to the use-case of the Swiss card game Jass. This paper aims to be an entry point for both seasoned researchers and new practitioners who want to join in the Jass challenge.