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Characterizing the Social Interactions in the Artificial Bee Colony Algorithm

arXiv.org Machine Learning

Computational swarm intelligence consists of multiple artificial simple agents exchanging information while exploring a search space. Despite a rich literature in the field, with works improving old approaches and proposing new ones, the mechanism by which complex behavior emerges in these systems is still not well understood. This literature gap hinders the researchers' ability to deal with known problems in swarms intelligence such as premature convergence, and the balance of coordination and diversity among agents. Recent advances in the literature, however, have proposed to study these systems via the network that emerges from the social interactions within the swarm (i.e., the interaction network). In our work, we propose a definition of the interaction network for the Artificial Bee Colony (ABC) algorithm. With our approach, we captured striking idiosyncrasies of the algorithm. We uncovered the different patterns of social interactions that emerge from each type of bee, revealing the importance of the bees variations throughout the iterations of the algorithm. We found that ABC exhibits a dynamic information flow through the use of different bees but lacks continuous coordination between the agents.


Monte Carlo Neural Fictitious Self-Play: Approach to Approximate Nash equilibrium of Imperfect-Information Games

arXiv.org Artificial Intelligence

Researchers on artificial intelligence have achieved human-level intelligence in large-scale perfect-information games, but it is still a challenge to achieve (nearly) optimal results (in other words, an approximate Nash Equilibrium) in large-scale imperfect-information games (i.e. war games, football coach or business strategies). Neural Fictitious Self Play (NFSP) is an effective algorithm for learning approximate Nash equilibrium of imperfect-information games from self-play without prior domain knowledge. However, it relies on Deep Q-Network, which is off-line and is hard to converge in online games with changing opponent strategy, so it can't approach approximate Nash equilibrium in games with large search scale and deep search depth. In this paper, we propose Monte Carlo Neural Fictitious Self Play (MC-NFSP), an algorithm combines Monte Carlo tree search with NFSP, which greatly improves the performance on large-scale zero-sum imperfect-information games. Experimentally, we demonstrate that the proposed Monte Carlo Neural Fictitious Self Play can converge to approximate Nash equilibrium in games with large-scale search depth while the Neural Fictitious Self Play can't. Furthermore, we develop Asynchronous Neural Fictitious Self Play (ANFSP). It use asynchronous and parallel architecture to collect game experience. In experiments, we show that parallel actor-learners have a further accelerated and stabilizing effect on training.


Domain Authoring Assistant for Intelligent Virtual Agents

arXiv.org Artificial Intelligence

Developing intelligent virtual characters has attracted a lot of attention in the recent years. The process of creating such characters often involves a team of creative authors who describe different aspects of the characters in natural language, and planning experts that translate this description into a planning domain. This can be quite challenging as the team of creative authors should diligently define every aspect of the character especially if it contains complex human-like behavior. Also a team of engineers has to manually translate the natural language description of a character's personality into the planning domain knowledge. This can be extremely time and resource demanding and can be an obstacle to author's creativity. The goal of this paper is to introduce an authoring assistant tool to automate the process of domain generation from natural language description of virtual characters, thus bridging between the creative authoring team and the planning domain experts. Moreover, the proposed tool also identifies possible missing information in the domain description and iteratively makes suggestions to the author.


Collaborative Learning with Limited Interaction: Tight Bounds for Distributed Exploration in Multi-Armed Bandits

arXiv.org Machine Learning

Best arm identification (or, pure exploration) in multi-armed bandits is a fundamental problem in machine learning. In this paper we study the distributed version of this problem where we have multiple agents, and they want to learn the best arm collaboratively. We want to quantify the power of collaboration under limited interaction (or, communication steps), as interaction is expensive in many settings. We measure the running time of a distributed algorithm as the speedup over the best centralized algorithm where there is only one agent. We give almost tight round-speedup tradeoffs for this problem, along which we develop several new techniques for proving lower bounds on the number of communication steps under time or confidence constraints.


Nicolas de Condorcet and the First Intelligence Explosion Hypothesis

AI Magazine

The intelligence explosion hypothesis (for example, a technological singularity) is roughly the hypothesis that accelerating knowledge or technological growth radically changes humanity. While 20th-century figures are commonly credited as the first discoverers of the hypothesis, I assert that Nicolas de Condorcet, the 18th-century mathematician, is the earliest to (1) mathematically model an intelligence explosion, and (2) present an accelerating historical worldview, and (3) make intelligence explosion predictions that were restated centuries later. Condorcet provides insights on how ontology and social choice can help resolve value alignment.


Interaction-aware Multi-agent Tracking and Probabilistic Behavior Prediction via Adversarial Learning

arXiv.org Artificial Intelligence

In order to enable high-quality decision making and motion planning of intelligent systems such as robotics and autonomous vehicles, accurate probabilistic predictions for surrounding interactive objects is a crucial prerequisite. Although many research studies have been devoted to making predictions on a single entity, it remains an open challenge to forecast future behaviors for multiple interactive agents simultaneously. In this work, we take advantage of the Generative Adversarial Network (GAN) due to its capability of distribution learning and propose a generic multi-agent probabilistic prediction and tracking framework which takes the interactions among multiple entities into account, in which all the entities are treated as a whole. However, since GAN is very hard to train, we make an empirical research and present the relationship between training performance and hyperparameter values with a numerical case study. The results imply that the proposed model can capture both the mean, variance and multi-modalities of the groundtruth distribution. Moreover, we apply the proposed approach to a real-world task of vehicle behavior prediction to demonstrate its effectiveness and accuracy. The results illustrate that the proposed model trained by adversarial learning can achieve a better prediction performance than other state-of-the-art models trained by traditional supervised learning which maximizes the data likelihood. The well-trained model can also be utilized as an implicit proposal distribution for particle filtered based Bayesian state estimation.


AAAI News

AI Magazine

Submissions for HCOMP-19 Are Due in June! The Seventh AAAI Conference on Human Computation and Crowdsourcing (HCOMP 2019) will be held October 28-30 at Skamania Lodge in Washington State near the Columbia Gorge River, just 45 minutes from Portland, Oregon. This year is the 10-year anniversary of the very first HCOMP workshop in Paris, and to celebrate, there will be special events, talks, and panels throughout the conference. HCOMP is the premier venue for disseminating the latest research findings on crowdsourcing and human computation. While artificial intelligence (AI) and human-computer interaction (HCI) represent traditional mainstays of the conference, HCOMP believes strongly in inviting, fostering, and promoting broad, interdisciplinary research.


Byzantine Fault Tolerant Distributed Linear Regression

arXiv.org Machine Learning

This paper considers the problem of Byzantine fault tolerance in distributed linear regression in a multi-agent system. However, the proposed algorithms are given for a more general class of distributed optimization problems, of which distributed linear regression is a special case. The system comprises of a server and multiple agents, where each agent is holding a certain number of data points and responses that satisfy a linear relationship (could be noisy). The objective of the server is to determine this relationship, given that some of the agents in the system (up to a known number) are Byzantine faulty (aka. actively adversarial). We show that the server can achieve this objective, in a deterministic manner, by robustifying the original distributed gradient descent method using norm based filters, namely 'norm filtering' and 'norm-cap filtering', incurring an additional log-linear computation cost in each iteration. The proposed algorithms improve upon the existing methods on three levels: i) no assumptions are required on the probability distribution of data points, ii) system can be partially asynchronous, and iii) the computational overhead (in order to handle Byzantine faulty agents) is log-linear in number of agents and linear in dimension of data points. The proposed algorithms differ from each other in the assumptions made for their correctness, and the gradient filter they use.


Software Agents with Concerns of their Own

arXiv.org Artificial Intelligence

We claim that it is possible to have artificial software agents for which their actions and the world they inhabit have first-person or intrinsic meanings. The first-person or intrinsic meaning of an entity to a system is defined as its relation with the system's goals and capabilities, given the properties of the environment in which it operates. Therefore, for a system to develop first-person meanings, it must see itself as a goal-directed actor, facing limitations and opportunities dictated by its own capabilities, and by the properties of the environment. The first part of the paper discusses this claim in the context of arguments against and proposals addressing the development of computer programs with first-person meanings. A set of definitions is also presented, most importantly the concepts of cold and phenomenal first-person meanings. The second part of the paper presents preliminary proposals and achievements, resulting of actual software implementations, within a research approach that aims to develop software agents that intrinsically understand their actions and what happens to them. As a result, an agent with no a priori notion of its goals and capabilities, and of the properties of its environment acquires all these notions by observing itself in action. The cold first-person meanings of the agent's actions and of what happens to it are defined using these acquired notions. Although not solving the full problem of first-person meanings, the proposed approach and preliminary results allow us some confidence to address the problems yet to be considered, in particular the phenomenal aspect of first-person meanings.


Rinascimento: Optimising Statistical Forward Planning Agents for Playing Splendor

arXiv.org Artificial Intelligence

Game-based benchmarks have been playing an essential role in the development of Artificial Intelligence (AI) techniques. Providing diverse challenges is crucial to push research toward innovation and understanding in modern techniques. Rinascimento provides a parameterised partially-observable multiplayer card-based board game, these parameters can easily modify the rules, objectives and items in the game. We describe the framework in all its features and the game-playing challenge providing baseline game-playing AIs and analysis of their skills. We reserve to agents' hyper-parameter tuning a central role in the experiments highlighting how it can heavily influence the performance. The base-line agents contain several additional contribution to Statistical Forward Planning algorithms.