Agents
On the Tour Towards DPLL(MAPF) and Beyond
We discuss milestones on the tour towards DPLL(MAPF), a multi-agent path finding (MAPF) solver fully integrated with the Davis-Putnam-Logemann-Loveland (DPLL) propositional satisfiability testing algorithm through satisfiability modulo theories (SMT). The task in MAPF is to navigate agents in an undirected graph in a non-colliding way so that each agent eventually reaches its unique goal vertex. At most one agent can reside in a vertex at a time. Agents can move instantaneously by traversing edges provided the movement does not result in a collision. Recently attempts to solve MAPF optimally w.r.t. the sum-of-costs or the makespan based on the reduction of MAPF to propositional satisfiability (SAT) have appeared. The most successful methods rely on building the propositional encoding for the given MAPF instance lazily by a process inspired in the SMT paradigm. The integration of satisfiability testing by the SAT solver and the high-level construction of the encoding is however relatively loose in existing methods. Therefore the ultimate goal of research in this direction is to build the DPLL(MAPF) algorithm, a MAPF solver where the construction of the encoding is fully integrated with the underlying SAT solver. We discuss the current state-of-the-art in MAPF solving and what steps need to be done to get DPLL(MAPF). The advantages of DPLL(MAPF) in terms of its potential to be alternatively parametrized with MAPF$^R$, a theory of continuous MAPF with geometric agents, are also discussed.
General Board Game Playing for Education and Research in Generic AI Game Learning
We present a new general board game (GBG) playing and learning framework. GBG defines the common interfaces for board games, game states and their AI agents. It allows one to run competitions of different agents on different games. It standardizes those parts of board game playing and learning that otherwise would be tedious and repetitive parts in coding. GBG is suitable for arbitrary 1-, 2-, ..., N-player board games. It makes a generic TD($\lambda$)-n-tuple agent for the first time available to arbitrary games. On various games, TD($\lambda$)-n-tuple is found to be superior to other generic agents like MCTS. GBG aims at the educational perspective, where it helps students to start faster in the area of game learning. GBG aims as well at the research perspective by collecting a growing set of games and AI agents to assess their strengths and generalization capabilities in meaningful competitions. Initial successful educational and research results are reported.
A CSP implementation of the bigraph embedding problem
Miculan, Marino, Peressotti, Marco
Bigraphical Reactive Systems (BRSs) [14, 20] are a flexible and expressive meta-model for ubiquitous computation. System states are represented by bigraphs, which are compositional data structures describing at once both the locations and the logical connections of (possibly nested) components of a system. Like graph rewriting [25], the dynamic behaviour of a system is defined by a set of (parametric) reaction rules, which can modify a bigraph by replacing a redex with a reactum, possibly changing agents' positions and connections. BRSs have been successfully applied to the formalization of a broad variety of domain-specific calculi and models, from traditional programming languages to process calculi for concurrency and mobility, from context-aware systems to web-service orchestration languages, from business processes to systems biology; a non exhaustive list is [2,4,5,8,16,19]. Very recently bigraphs have been used in structure-aware agent-based computing for modelling the structure of the (physical) world where the agents operates (e.g., drones, robots, etc.) [21]. Beside their normative and expressive power, BRSs are appealing because they provide a range of interesting general results and tools, which can be readily instantiated with the specific model under scrutiny: simulation tools, systematic construction of compositional bisimulations [14], graphical editors [9], general model checkers [24], modular composition [23], stochastic extensions [15], etc. In this paper, we give an implementation for a crucial problem that virtually all these tools have to deal with, i.e., the matching a bigraph inside an agent. Roughly, this can be stated as follows: given R and A, we have to find (all, or some) C,D such that A C R D. Clearly this is required by any simulation tool (in order to apply a reaction rule, we have to match the redex inside the agent, and then replace it with the reactum), but also in other tools, e.g., for implementing "find&replace" in graphical editors, for occurrence checks in sortings [1] and model checkers, for refinements in architectural design tools, etc. 1
AVEC 2019 Workshop and Challenge: State-of-Mind, Detecting Depression with AI, and Cross-Cultural Affect Recognition
Ringeval, Fabien, Schuller, Bjรถrn, Valstar, Michel, Cummins, NIcholas, Cowie, Roddy, Tavabi, Leili, Schmitt, Maximilian, Alisamir, Sina, Amiriparian, Shahin, Messner, Eva-Maria, Song, Siyang, Liu, Shuo, Zhao, Ziping, Mallol-Ragolta, Adria, Ren, Zhao, Soleymani, Mohammad, Pantic, Maja
The Audio/Visual Emotion Challenge and Workshop (AVEC 2019) "State-of-Mind, Detecting Depression with AI, and Cross-cultural Affect Recognition" is the ninth competition event aimed at the comparison of multimedia processing and machine learning methods for automatic audiovisual health and emotion analysis, with all participants competing strictly under the same conditions. The goal of the Challenge is to provide a common benchmark test set for multimodal information processing and to bring together the health and emotion recognition communities, as well as the audiovisual processing communities, to compare the relative merits of various approaches to health and emotion recognition from real-life data. This paper presents the major novelties introduced this year, the challenge guidelines, the data used, and the performance of the baseline systems on the three proposed tasks: state-of-mind recognition, depression assessment with AI, and cross-cultural affect sensing, respectively.
An Empirical Study on the Practical Impact of Prior Beliefs over Policy Types
Albrecht, Stefano V., Crandall, Jacob W., Ramamoorthy, Subramanian
Many multiagent applications require an agent to learn quickly how to interact with previously unknown other agents. To address this problem, researchers have studied learning algorithms which compute posterior beliefs over a hypothesised set of policies, based on the observed actions of the other agents. The posterior belief is complemented by the prior belief, which specifies the subjective likelihood of policies before any actions are observed. In this paper, we present the first comprehensive empirical study on the practical impact of prior beliefs over policies in repeated interactions. We show that prior beliefs can have a significant impact on the long-term performance of such methods, and that the magnitude of the impact depends on the depth of the planning horizon. Moreover, our results demonstrate that automatic methods can be used to compute prior beliefs with consistent performance effects. This indicates that prior beliefs could be eliminated as a manual parameter and instead be computed automatically.
Informative Path Planning with Local Penalization for Decentralized and Asynchronous Swarm Robotic Search
Ghassemi, Payam, Chowdhury, Souma
Decentralized swarm robotic solutions to searching for targets that emit a spatially varying signal promise task parallelism, time efficiency, and fault tolerance. It is, however, challenging for swarm algorithms to offer scalability and efficiency, while preserving mathematical insights into the exhibited behavior. A new decentralized search method (called Bayes-Swarm), founded on batch Bayesian Optimization (BO) principles, is presented here to address these challenges. Unlike swarm heuristics approaches, Bayes-Swarm decouples the knowledge generation and task planning process, thus preserving insights into the emergent behavior. Key contributions lie in: 1) modeling knowledge extraction over trajectories, unlike in BO; 2) time-adaptively balancing exploration/exploitation and using an efficient local penalization approach to account for potential interactions among different robots' planned samples; and 3) presenting an asynchronous implementation of the algorithm. This algorithm is tested on case studies with bimodal and highly multimodal signal distributions. Up to 76 times better efficiency is demonstrated compared to an exhaustive search baseline. The benefits of exploitation/exploration balancing, asynchronous planning, and local penalization, and scalability with swarm size, are also demonstrated.
Probabilistic Planning with Reduced Models
Pineda, Luis, Zilberstein, Shlomo
Reduced models are simplified versions of a given domain, designed to accelerate the planning process. Interest in reduced models has grown since the surprising success of determinization in the first international probabilistic planning competition, leading to the development of several enhanced determinization techniques. To address the drawbacks of previous determinization methods, we introduce a family of reduced models in which probabilistic outcomes are classified as one of two types: primary and exceptional. In each model that belongs to this family of reductions, primary outcomes can occur an unbounded number of times per trajectory, while exceptions can occur at most a finite number of times, specified by a parameter. Distinct reduced models are characterized by two parameters: the maximum number of primary outcomes per action, and the maximum number of occurrences of exceptions per trajectory. This family of reductions generalizes the well-known most-likely-outcome determinization approach, which includes one primary outcome per action and zero exceptional outcomes per plan. We present a framework to determine the benefits of planning with reduced models, and develop a continual planning approach that handles situations where the number of exceptions exceeds the specified bound during plan execution. Using this framework, we compare the performance of various reduced models and consider the challenge of generating good ones automatically. We show that each one of the dimensions---allowing more than one primary outcome or planning for some limited number of exceptions---could improve performance relative to standard determinization. The results place previous work on determinization in a broader context and lay the foundation for a systematic exploration of the space of model reductions.
Concept Combination and the Origins of Complex Cognition
At the core of our uniquely human cognitive abilities is the capacity to see things from different perspectives, or to place them in a new context. We propose that this was made possible by two cognitive transitions. First, the large brain of Homo erectus facilitated the onset of recursive recall: the ability to string thoughts together into a stream of potentially abstract or imaginative thought. This hypothesis is supported by a set of computational models where an artificial society of agents evolved to generate more diverse and valuable cultural outputs under conditions of recursive recall. We propose that the capacity to see things in context arose much later, following the appearance of anatomically modern humans. This second transition was brought on by the onset of contextual focus: the capacity to shift between a minimally contextual analytic mode of thought, and a highly contextual associative mode of thought, conducive to combining concepts in new ways and โbreaking out of a rut'. When contextual focus is implemented in an art-generating computer program, the resulting artworks are seen as more creative and appealing. We summarize how both transitions can be modeled using a theory of concepts which highlights the manner in which different contexts can lead to modern humans attributing very different meanings to the interpretation of one concept.
Policy-Gradient Algorithms Have No Guarantees of Convergence in Continuous Action and State Multi-Agent Settings
Mazumdar, Eric, Ratliff, Lillian J., Jordan, Michael I., Sastry, S. Shankar
We show by counterexample that policy-gradient algorithms have no guarantees of even local convergence to Nash equilibria in continuous action and state space multi-agent settings. To do so, we analyze gradient-play in $N$-player general-sum linear quadratic games. In such games the state and action spaces are continuous and the unique global Nash equilibrium can be found be solving coupled Ricatti equations. Further, gradient-play in LQ games is equivalent to multi-agent policy gradient. We first prove that the only critical point of the gradient dynamics in these games is the unique global Nash equilibrium. We then give sufficient conditions under which policy gradient will avoid the Nash equilibrium, and generate a large number of general-sum linear quadratic games that satisfy these conditions. The existence of such games indicates that one of the most popular approaches to solving reinforcement learning problems in the classic reinforcement learning setting has no guarantee of convergence in multi-agent settings. Further, the ease with which we can generate these counterexamples suggests that such situations are not mere edge cases and are in fact quite common.
Diverse Agents for Ad-Hoc Cooperation in Hanabi
Canaan, Rodrigo, Togelius, Julian, Nealen, Andy, Menzel, Stefan
In complex scenarios where a model of other actors is necessary to predict and interpret their actions, it is often desirable that the model works well with a wide variety of previously unknown actors. Hanabi is a card game that brings the problem of modeling other players to the forefront, but there is no agreement on how to best generate a pool of agents to use as partners in ad-hoc cooperation evaluation. This paper proposes Quality Diversity algorithms as a promising class of algorithms to generate populations for this purpose and shows an initial implementation of an agent generator based on this idea. We also discuss what metrics can be used to compare such generators, and how the proposed generator could be leveraged to help build adaptive agents for the game.