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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.


Robust Multi-agent Counterfactual Prediction

arXiv.org Artificial Intelligence

We consider the problem of using logged data to make predictions about what would happen if we changed the `rules of the game' in a multi-agent system. This task is difficult because in many cases we observe actions individuals take but not their private information or their full reward functions. In addition, agents are strategic, so when the rules change, they will also change their actions. Existing methods (e.g. structural estimation, inverse reinforcement learning) make counterfactual predictions by constructing a model of the game, adding the assumption that agents' behavior comes from optimizing given some goals, and then inverting observed actions to learn agent's underlying utility function (a.k.a. type). Once the agent types are known, making counterfactual predictions amounts to solving for the equilibrium of the counterfactual environment. This approach imposes heavy assumptions such as rationality of the agents being observed, correctness of the analyst's model of the environment/parametric form of the agents' utility functions, and various other conditions to make point identification possible. We propose a method for analyzing the sensitivity of counterfactual conclusions to violations of these assumptions. We refer to this method as robust multi-agent counterfactual prediction (RMAC). We apply our technique to investigating the robustness of counterfactual claims for classic environments in market design: auctions, school choice, and social choice. Importantly, we show RMAC can be used in regimes where point identification is impossible (e.g. those which have multiple equilibria or non-injective maps from type distributions to outcomes).


Augmented Utilitarianism for AGI Safety

arXiv.org Artificial Intelligence

In the light of ongoing progresses of research on artificial intelligent systems exhibiting a steadily increasing problem-solving ability, the identification of practicable solutions to the value alignment problem in AGI Safety is becoming a matter of urgency. In this context, one preeminent challenge that has been addressed by multiple researchers is the adequate formulation of utility functions or equivalents reliably capturing human ethical conceptions. However, the specification of suitable utility functions harbors the risk of "perverse instantiation" for which no final consensus on responsible proactive countermeasures has been achieved so far. Amidst this background, we propose a novel socio-technological ethical framework denoted Augmented Utilitarianism which directly alleviates the perverse instantiation problem. We elaborate on how augmented by AI and more generally science and technology, it might allow a society to craft and update ethical utility functions while jointly undergoing a dynamical ethical enhancement. Further, we elucidate the need to consider embodied simulations in the design of utility functions for AGIs aligned with human values. Finally, we discuss future prospects regarding the usage of the presented scientifically grounded ethical framework and mention possible challenges.


What you get is what you see: Decomposing Epistemic Planning using Functional STRIPS

arXiv.org Artificial Intelligence

Epistemic planning --- planning with knowledge and belief --- is essential in many multi-agent and human-agent interaction domains. Most state-of-the-art epistemic planners solve this problem by compiling to propositional classical planning, for example, generating all possible knowledge atoms, or compiling epistemic formula to normal forms. However, these methods become computationally infeasible as problems grow. In this paper, we decompose epistemic planning by delegating reasoning about epistemic formula to an external solver. We do this by modelling the problem using \emph{functional STRIPS}, which is more expressive than standard STRIPS and supports the use of external, black-box functions within action models. Exploiting recent work that demonstrates the relationship between what an agent `sees' and what it knows, we allow modellers to provide new implementations of externals functions. These define what agents see in their environment, allowing new epistemic logics to be defined without changing the planner. As a result, it increases the capability and flexibility of the epistemic model itself, and avoids the exponential pre-compilation step. We ran evaluations on well-known epistemic planning benchmarks to compare with an existing state-of-the-art planner, and on new scenarios based on different external functions. The results show that our planner scales significantly better than the state-of-the-art planner against which we compared, and can express problems more succinctly.


Habitat: A Platform for Embodied AI Research

arXiv.org Artificial Intelligence

We present Habitat, a new platform for research in embodied artificial intelligence (AI). Habitat enables training embodied agents (virtual robots) in highly efficient photorealistic 3D simulation, before transferring the learned skills to reality. Specifically, Habitat consists of the following: 1. Habitat-Sim: a flexible, high-performance 3D simulator with configurable agents, multiple sensors, and generic 3D dataset handling (with built-in support for SUNCG, Matterport3D, Gibson datasets). Habitat-Sim is fast -- when rendering a scene from the Matterport3D dataset, Habitat-Sim achieves several thousand frames per second (fps) running single-threaded, and can reach over 10,000 fps multi-process on a single GPU, which is orders of magnitude faster than the closest simulator. 2. Habitat-API: a modular high-level library for end-to-end development of embodied AI algorithms -- defining embodied AI tasks (e.g. navigation, instruction following, question answering), configuring and training embodied agents (via imitation or reinforcement learning, or via classic SLAM), and benchmarking using standard metrics. These large-scale engineering contributions enable us to answer scientific questions requiring experiments that were till now impracticable or `merely' impractical. Specifically, in the context of point-goal navigation (1) we revisit the comparison between learning and SLAM approaches from two recent works and find evidence for the opposite conclusion -- that learning outperforms SLAM, if scaled to total experience far surpassing that of previous investigations, and (2) we conduct the first cross-dataset generalization experiments {train, test} x {Matterport3D, Gibson} for multiple sensors {blind, RGB, RGBD, D} and find that only agents with depth (D) sensors generalize across datasets. We hope that our open-source platform and these findings will advance research in embodied AI.


Cooperative Multi-Agent Reinforcement Learning Framework for Scalping Trading

arXiv.org Artificial Intelligence

We explore deep Reinforcement Learning(RL) algorithms for scalping trading and knew that there is no appropriate trading gym and agent examples. Thus we propose gym and agent like Open AI gym in finance. Not only that, we introduce new RL framework based on our hybrid algorithm which leverages between supervised learning and RL algorithm and uses meaningful observations such order book and settlement data from experience watching scalpers trading. That is very crucial information for traders behavior to be decided. To feed these data into our model, we use spatio-temporal convolution layer, called Conv3D for order book data and temporal CNN, called Conv1D for settlement data. Those are preprocessed by episode filter we developed. Agent consists of four sub agents divided to clarify their own goal to make best decision. Also, we adopted value and policy based algorithm to our framework. With these features, we could make agent mimic scalpers as much as possible. In many fields, RL algorithm has already begun to transcend human capabilities in many domains. This approach could be a starting point to beat human in the financial stock market, too and be a good reference for anyone who wants to design RL algorithm in real world domain. Finally, weexperiment our framework and gave you experiment progress.