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New Approximations for Coalitional Manipulation in Scoring Rules

Journal of Artificial Intelligence Research

We study the problem of coalitional manipulation---where k manipulators try to manipulate an election on m candidates---for any scoring rule, with focus on the Borda protocol. We do so in both the weighted and unweighted settings. For these problems, recent approximation approaches have tried to minimize k, the number of manipulators needed to make some preferred candidate p win (thus assuming that the number of manipulators is not limited in advance). In contrast, we focus on minimizing the score margin of p which is the difference between the maximum score of a candidate and the score of p. We provide algorithms that approximate the optimum score margin, which are applicable to any scoring rule. For the specific case of the Borda protocol in the unweighted setting, our algorithm provides a superior approximation factor for lower values of k.Our methods are novel and adapt techniques from multiprocessor scheduling by carefully rounding an exponentially-large configuration linear program that is solved by using the ellipsoid method with an efficient separation oracle. We believe that such methods could be beneficial in other social choice settings as well.


Unity and Google Cloud Platform launch challenge to push limits of game AI

#artificialintelligence

Unity Technologies has teamed up with Google Cloud Platform to create the Obstacle Tower Challenge, which will test the limits of artificial intelligence in games. In the first-of-its-kind contest, Google will offer a prize of cash, travel vouchers, and Google Cloud Platform credits, valued at more than $100,000. Unity, the maker of the Unity game engine, is creating the contest to test the capabilities of intelligent agents and accelerate the research and development of AI. (Unity recently got in a spat with Improbable over a licensing dispute.) The Obstacle Tower Challenge will be a new benchmark aimed at testing the vision, control, planning, and generalization abilities of AI systems -- capabilities that no other benchmark has tested together before. Above: The Obstacle Tower Challenge offers $100,000 in prizes.


An algorithm that mimics our tribal instincts could help AI learn to socialize

#artificialintelligence

Humans are instinctively tribal creatures. When we observe the interactions of people around us, we can intuitively infer whom we should get along with and whom we shouldn't. This might sound like a negative instinct, but it's actually what makes teamwork possible. Researchers at MIT believe this skill may be an important prerequisite for creating sociable AI systems that can cooperate with us in our day-to-day lives. Game-playing AI agents also require an understanding of the relationship landscape to know whom to cooperate and compete with.


Correcting and identifying the blind spots in Artificial Intelligence - Express Computer

#artificialintelligence

A novel model developed by MIT and Microsoft researchers identifies instances in which autonomous systems have "learned" from training examples that don't match what's actually happening in the real world. Engineers could use this model to improve the safety of artificial intelligence systems, such as driverless vehicles and autonomous robots. The AI systems powering driverless cars, for example, are trained extensively in virtual simulations to prepare the vehicle for nearly every event on the road. But sometimes the car makes an unexpected error in the real world because an event occurs that should, but doesn't, alter the car's behavior. Consider a driverless car that wasn't trained, and more importantly doesn't have the sensors necessary, to differentiate between distinctly different scenarios, such as large, white cars and ambulances with red, flashing lights on the road.


Value Propagation for Decentralized Networked Deep Multi-agent Reinforcement Learning

arXiv.org Machine Learning

We consider the networked multi-agent reinforcement learning (MARL) problem in a fully decentralized setting, where agents learn to coordinate to achieve the joint success. This problem is widely encountered in many areas including traffic control, distributed control, and smart grids. We assume that the reward function for each agent can be different and observed only locally by the agent itself. Furthermore, each agent is located at a node of a communication network and can exchanges information only with its neighbors. Using softmax temporal consistency and a decentralized optimization method, we obtain a principled and data-efficient iterative algorithm. In the first step of each iteration, an agent computes its local policy and value gradients and then updates only policy parameters. In the second step, the agent propagates to its neighbors the messages based on its value function and then updates its own value function. Hence we name the algorithm value propagation. We prove a non-asymptotic convergence rate 1/T with the nonlinear function approximation. To the best of our knowledge, it is the first MARL algorithm with convergence guarantee in the control, off-policy and non-linear function approximation setting. We empirically demonstrate the effectiveness of our approach in experiments.


Identifying artificial intelligence 'blind spots'

#artificialintelligence

A novel model developed by MIT and Microsoft researchers identifies instances in which autonomous systems have "learned" from training examples that don't match what's actually happening in the real world. Engineers could use this model to improve the safety of artificial intelligence systems, such as driverless vehicles and autonomous robots. The AI systems powering driverless cars, for example, are trained extensively in virtual simulations to prepare the vehicle for nearly every event on the road. But sometimes the car makes an unexpected error in the real world because an event occurs that should, but doesn't, alter the car's behavior. Consider a driverless car that wasn't trained, and more importantly doesn't have the sensors necessary, to differentiate between distinctly different scenarios, such as large, white cars and ambulances with red, flashing lights on the road.


Google's AI, Chatbase Adds a New Service to Design More Versatile Virtual Agents Quicker

#artificialintelligence

Chatbase is a conversational AI platform that replaces the risky status quo approach with a data-driven one based on Google's world-class machine learning and search capabilities. The results include faster development (by up to 10x) of a more helpful and versatile virtual agent, and happier customers! Initially, Chatbase provided a free-to-use analytics service for measuring and optimizing any AI-powered chatbot. After analyzing hundreds of thousands of bots and billions of messages in the first 18 months of existence, Google had two revelations about how to help bot builders in a more impactful way: one, that customer service virtual agents would become the primary use case for the technology; and two, that using ML to glean insights from live-chat transcripts at scale would drastically shorten development time for those agents while creating a better consumer experience. With those lessons learned, Chatbase Virtual Agent Modeling (currently available via an EAP) was born.


AI bots team up to wrangle digital swine in Minecraft

#artificialintelligence

Wrangling a pig--even a virtual one--is much easier if you get a friend to help. This much seems clear from a contest organized by Microsoft researchers to test how artificially intelligent agents could cooperate to solve tricky problems. How best to cooperate with your pig-wrangling pal is another question. The competition addresses an area of artificial intelligence that has had relatively little attention so far. AI researchers often develop software capable of performing a specific human task, such as playing chess or Go, and then measure it according to its ability to defeat a human player.


Probabilistic Recursive Reasoning for Multi-Agent Reinforcement Learning

arXiv.org Machine Learning

Humans are capable of attributing latent mental contents such as beliefs, or intentions to others. The social skill is critical in everyday life to reason about the potential consequences of their behaviors so as to plan ahead. It is known that humans use this reasoning ability recursively, i.e. considering what others believe about their own beliefs. In this paper, we start from level-$1$ recursion and introduce a probabilistic recursive reasoning (PR2) framework for multi-agent reinforcement learning. Our hypothesis is that it is beneficial for each agent to account for how the opponents would react to its future behaviors. Under the PR2 framework, we adopt variational Bayes methods to approximate the opponents' conditional policy, to which each agent finds the best response and then improve their own policy. We develop decentralized-training-decentralized-execution algorithms, PR2-Q and PR2-Actor-Critic, that are proved to converge in the self-play scenario when there is one Nash equilibrium. Our methods are tested on both the matrix game and the differential game, which have a non-trivial equilibrium where common gradient-based methods fail to converge. Our experiments show that it is critical to reason about how the opponents believe about what the agent believes. We expect our work to contribute a new idea of modeling the opponents to the multi-agent reinforcement learning community.


Multi-Agent Generalized Recursive Reasoning

arXiv.org Artificial Intelligence

We propose a new reasoning protocol called generalized recursive reasoning (GR2), and embed it into the multi-agent reinforcement learning (MARL) framework. The GR2 model defines reasoning categories: level-$0$ agent acts randomly, and level-$k$ agent takes the best response to a mixed type of agents that are distributed over level $0$ to $k-1$. The GR2 leaners can take into account the bounded rationality, and it does not need the assumption that the opponent agents play Nash strategy in all stage games, which many MARL algorithms require. We prove that when the level $k$ is large, the GR2 learners will converge to at least one Nash Equilibrium (NE). In addition, if lower-level agents play the NE, high-level agents will surely follow as well. We evaluate the GR2 Soft Actor-Critic algorithms in a series of games and high-dimensional environment; results show that the GR2 methods have faster convergence speed than strong MARL baselines.