Agents
Two Body Problem: Collaborative Visual Task Completion
Jain, Unnat, Weihs, Luca, Kolve, Eric, Rastegari, Mohammad, Lazebnik, Svetlana, Farhadi, Ali, Schwing, Alexander, Kembhavi, Aniruddha
Collaboration is a necessary skill to perform tasks that are beyond one agent's capabilities. Addressed extensively in both conventional and modern AI, multi-agent collaboration has often been studied in the context of simple grid worlds. We argue that there are inherently visual aspects to collaboration which should be studied in visually rich environments. A key element in collaboration is communication that can be either explicit, through messages, or implicit, through perception of the other agents and the visual world. Learning to collaborate in a visual environment entails learning (1) to perform the task, (2) when and what to communicate, and (3) how to act based on these communications and the perception of the visual world. In this paper we study the problem of learning to collaborate directly from pixels in AI2-THOR and demonstrate the benefits of explicit and implicit modes of communication to perform visual tasks. Refer to our project page for more details: https://prior.allenai.org/projects/two-body-problem
Is Two Better than One? Effects of Multiple Agents on User Persuasion
Kantharaju, Reshmashree B., De Franco, Dominic, Pease, Alison, Pelachaud, Catherine
Virtual humans need to be persuasive in order to promote behaviour change in human users. While several studies have focused on understanding the numerous aspects that influence the degree of persuasion, most of them are limited to dyadic interactions. In this paper, we present an evaluation study focused on understanding the effects of multiple agents on user's persuasion. Along with gender and status (authoritative & peer), we also look at type of focus employed by the agent i.e., user-directed where the agent aims to persuade by addressing the user directly and vicarious where the agent aims to persuade the user, who is an observer, indirectly by engaging another agent in the discussion. Participants were randomly assigned to one of the 12 conditions and presented with a persuasive message by one or several virtual agents. A questionnaire was used to measure perceived interpersonal attitude, credibility and persuasion. Results indicate that credibility positively affects persuasion. In general, multiple agent setting, irrespective of the focus, was more persuasive than single agent setting. Although, participants favored user-directed setting and reported it to be persuasive and had an increased level of trust in the agents, the actual change in persuasion score reflects that vicarious setting was the most effective in inducing behaviour change. In addition to this, the study also revealed that authoritative agents were the most persuasive.
Learning Trajectory Prediction with Continuous Inverse Optimal Control via Langevin Sampling of Energy-Based Models
Xu, Yifei, Zhao, Tianyang, Baker, Chris, Zhao, Yibiao, Wu, Ying Nian
Autonomous driving is a challenging multiagent domain which requires optimizing complex, mixed cooperative-competitive interactions. Learning to predict contingent distributions over other vehicles' trajectories simplifies the problem, allowing approximate solutions by trajectory optimization with dynamic constraints. We take a model-based approach to prediction, in order to make use of structured prior knowledge of vehicle kinematics, and the assumption that other drivers plan trajectories to minimize an unknown cost function. We introduce a novel inverse optimal control (IOC) algorithm to learn other vehicles' cost functions in an energy-based generative model. Langevin Sampling, a Monte Carlo based sampling algorithm, is used to directly sample the control sequence. Our algorithm provides greater flexibility than standard IOC methods, and can learn higher-level, non-Markovian cost functions defined over entire trajectories. We extend weighted feature-based cost functions with neural networks to obtain NN-augmented cost functions, which combine the advantages of both model-based and model-free learning. Results show that model-based IOC can achieve state-of-the-art vehicle trajectory prediction accuracy, and naturally take scene information into account.
Artificial Intelligence I: Basics and Games in Java
This course is about the fundamental concepts of artificial intelligence. This topic is getting very hot nowadays because these learning algorithms can be used in several fields from software engineering to investment banking. Learning algorithms can recognize patterns which can help detecting cancer for example. We may construct algorithms that can have a very good guess about stock price movement in the market. In the first chapter we are going to talk about the basic graph algorithms.
Distributed stochastic optimization with gradient tracking over strongly-connected networks
Xin, Ran, Sahu, Anit Kumar, Khan, Usman A., Kar, Soummya
In this paper, we study distributed stochastic optimization to minimize a sum of smooth and strongly-convex local cost functions over a network of agents, communicating over a strongly-connected graph. Assuming that each agent has access to a stochastic first-order oracle ($\mathcal{SFO}$), we propose a novel distributed method, called $\mathcal{S}$-$\mathcal{AB}$, where each agent uses an auxiliary variable to asymptotically track the gradient of the global cost in expectation. The $\mathcal{S}$-$\mathcal{AB}$ algorithm employs row- and column-stochastic weights simultaneously to ensure both consensus and optimality. Since doubly-stochastic weights are not used, $\mathcal{S}$-$\mathcal{AB}$ is applicable to arbitrary strongly-connected graphs. We show that under a sufficiently small constant step-size, $\mathcal{S}$-$\mathcal{AB}$ converges linearly (in expected mean-square sense) to a neighborhood of the global minimizer. We present numerical simulations based on real-world data sets to illustrate the theoretical results.
Characterizing the Social Interactions in the Artificial Bee Colony Algorithm
Taw, Lydia, Gurrapadi, Nishant, Macedo, Mariana, Oliveira, Marcos, Pinheiro, Diego, Bastos-Filho, Carmelo, Menezes, Ronaldo
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
Zhang, Li, Wang, Wei, Li, Shijian, Pan, Gang
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
Janghorbani, Sepehr, Modi, Ashutosh, Buhmann, Jakob, Kapadia, Mubbasir
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
Tao, Chao, Zhang, Qin, Zhou, Yuan
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
Prasad, Mahendra (University of California, Berkeley)
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.