Agents
AI Dominates Human Professional Players in StarCraft II
An artificial intelligence has defeated two top-ranked human players in the computer game StarCraft II, using some strategies rarely encountered before. On Thursday, gamers were able to watch the AI agent, called AlphaStar, expertly command armies of "Protoss" units against the professional players. The result: The AI beat the humans 10 out of the 11 matches. "I was surprised by how strong the agent was," said Dario "TLO" Wünsch, one of the human players. "AlphaStar takes well-known strategies and turns them on their head."
A simple blueprint for building AI-powered customer service on GCP Google Cloud Blog
As a Google Cloud customer engineer based in Amsterdam, I work with a lot of banks and insurance companies in the Netherlands. All of them have this common requirement: to help customer service agents (many of whom are poorly trained interns due to the expense of hiring) handle large numbers of customer calls, especially at the end of the year when many consumers want to change or update their insurance plan. Most of these requests are predictable and easily resolved with the exchange of a small amount of information, which is a perfect use case for an AI-powered customer service agent. Virtual agents can provide non-queued service around the clock, and can easily be programmed to handle simple requests as well as do a hand-off to well-trained live agents for more complicated issues. Furthermore, a well-designed solution can help ensure that consumer requests, regardless of the channel in which they are received (phone, chat, IoT), are routed to the correct resource.
Identifying artificial intelligence 'blind spots'
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.
Self-driving cars, robots: Identifying AI 'blind spots'
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. If the car is cruising down the highway and an ambulance flicks on its sirens, the car may not know to slow down and pull over, because it does not perceive the ambulance as different from a big white car. In a pair of papers -- presented at last year's Autonomous Agents and Multiagent Systems conference and the upcoming Association for the Advancement of Artificial Intelligence conference -- the researchers describe a model that uses human input to uncover these training "blind spots."
Communication-Efficient and Decentralized Multi-Task Boosting while Learning the Collaboration Graph
Zantedeschi, Valentina, Bellet, Aurélien, Tommasi, Marc
In the era of big data, the classical paradigm is to build huge data centers to collect and process users' data. This centralized access to resources and datasets simplifies some procedures, such as building predictive models with machine learning, but also comes with important drawbacks. From the company point of view, the need to gather and analyze the data centrally induces high infrastructure costs. As the server represents a single point of entry, it must also be secure enough to prevent attacks that could put the entire user database in jeopardy. On the user end, disadvantages include limited control over one's personal data as well as possible privacy risks, which may come from the aforementioned attacks but also from potentially loose data governance policies on the part of the companies.
Distributed Policy Iteration for Scalable Approximation of Cooperative Multi-Agent Policies
Phan, Thomy, Schmid, Kyrill, Belzner, Lenz, Gabor, Thomas, Feld, Sebastian, Linnhoff-Popien, Claudia
Decision making in multi-agent systems (MAS) is a great challenge due to enormous state and joint action spaces as well as uncertainty, making centralized control generally infeasible. Decentralized control offers better scalability and robustness but requires mechanisms to coordinate on joint tasks and to avoid conflicts. Common approaches to learn decentralized policies for cooperative MAS suffer from non-stationarity and lacking credit assignment, which can lead to unstable and uncoordinated behavior in complex environments. In this paper, we propose Strong Emergent Policy approximation (STEP), a scalable approach to learn strong decentralized policies for cooperative MAS with a distributed variant of policy iteration. For that, we use function approximation to learn from action recommendations of a decentralized multi-agent planning algorithm. STEP combines decentralized multi-agent planning with centralized learning, only requiring a generative model for distributed black box optimization. We experimentally evaluate STEP in two challenging and stochastic domains with large state and joint action spaces and show that STEP is able to learn stronger policies than standard multi-agent reinforcement learning algorithms, when combining multi-agent open-loop planning with centralized function approximation. The learned policies can be reintegrated into the multi-agent planning process to further improve performance.
Emergent Linguistic Phenomena in Multi-Agent Communication Games
Graesser, Laura, Cho, Kyunghyun, Kiela, Douwe
In this work, we propose a computational framework in which agents equipped with communication capabilities simultaneously play a series of referential games, where agents are trained using deep reinforcement learning. We demonstrate that the framework mirrors linguistic phenomena observed in natural language: i) the outcome of contact between communities is a function of inter- and intra-group connectivity; ii) linguistic contact either converges to the majority protocol, or in balanced cases leads to novel creole languages of lower complexity; and iii) a linguistic continuum emerges where neighboring languages are more mutually intelligible than farther removed languages. We conclude that intricate properties of language evolution need not depend on complex evolved linguistic capabilities, but can emerge from simple social exchanges between perceptually-enabled agents playing communication games.
On Finding Local Nash Equilibria (and Only Local Nash Equilibria) in Zero-Sum Games
Mazumdar, Eric V., Jordan, Michael I., Sastry, S. Shankar
We propose local symplectic surgery, a two-timescale procedure for finding local Nash equilibria in two-player zero-sum games. We first show that previous gradient-based algorithms cannot guarantee convergence to local Nash equilibria due to the existence of non-Nash stationary points. By taking advantage of the differential structure of the game, we construct an algorithm for which the local Nash equilibria are the only attracting fixed points. We also show that the algorithm exhibits no oscillatory behaviors in neighborhoods of equilibria and show that it has the same per-iteration complexity as other recently proposed algorithms. We conclude by validating the algorithm on two numerical examples: a toy example with multiple Nash equilibria and a non-Nash equilibrium, and the training of a small generative adversarial network (GAN).
Feudal Multi-Agent Hierarchies for Cooperative Reinforcement Learning
Ahilan, Sanjeevan, Dayan, Peter
We investigate how reinforcement learning agents can learn to cooperate. Drawing inspiration from human societies, in which successful coordination of many individuals is often facilitated by hierarchical organisation, we introduce Feudal Multi-agent Hierarchies (FMH). In this framework, a 'manager' agent, which is tasked with maximising the environmentally-determined reward function, learns to communicate subgoals to multiple, simultaneously-operating, 'worker' agents. Workers, which are rewarded for achieving managerial subgoals, take concurrent actions in the world. We outline the structure of FMH and demonstrate its potential for decentralised learning and control. We find that, given an adequate set of subgoals from which to choose, FMH performs, and particularly scales, substantially better than cooperative approaches that use a shared reward function.
The Multi-Agent Reinforcement Learning in Malm\"O (MARL\"O) Competition
Perez-Liebana, Diego, Hofmann, Katja, Mohanty, Sharada Prasanna, Kuno, Noburu, Kramer, Andre, Devlin, Sam, Gaina, Raluca D., Ionita, Daniel
Learning in multi-agent scenarios is a fruitful research direction, but current approaches still show scalability problems in multiple games with general reward settings and different opponent types. The Multi-Agent Reinforcement Learning in Malm\"O (MARL\"O) competition is a new challenge that proposes research in this domain using multiple 3D games. The goal of this contest is to foster research in general agents that can learn across different games and opponent types, proposing a challenge as a milestone in the direction of Artificial General Intelligence.