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Anytime Heuristic for Weighted Matching Through Altruism-Inspired Behavior

arXiv.org Artificial Intelligence

We present a novel anytime heuristic (ALMA), inspired by the human principle of altruism, for solving the assignment problem. ALMA is decentralized, completely uncoupled, and requires no communication between the participants. We prove an upper bound on the convergence speed that is polynomial in the desired number of resources and competing agents per resource; crucially, in the realistic case where the aforementioned quantities are bounded independently of the total number of agents/resources, the convergence time remains constant as the total problem size increases. We have evaluated ALMA under three test cases: (i) an anti-coordination scenario where agents with similar preferences compete over the same set of actions, (ii) a resource allocation scenario in an urban environment, under a constant-time constraint, and finally, (iii) an on-line matching scenario using real passenger-taxi data. In all of the cases, ALMA was able to reach high social welfare, while being orders of magnitude faster than the centralized, optimal algorithm. The latter allows our algorithm to scale to realistic scenarios with hundreds of thousands of agents, e.g., vehicle coordination in urban environments.


Marathon Environments: Multi-Agent Continuous Control Benchmarks in a Modern Video Game Engine

arXiv.org Artificial Intelligence

Recent advances in deep reinforcement learning in the paradigm of locomotion using continuous control have raised the interest of game makers for the potential of digital actors using active ragdoll. Currently, the available options to develop these ideas are either researchers' limited codebase or proprietary closed systems. We present Marathon Environments, a suite of open source, continuous control benchmarks implemented on the Unity game engine, using the Unity ML- Agents Toolkit. We demonstrate through these benchmarks that continuous control research is transferable to a commercial game engine. Furthermore, we exhibit the robustness of these environments by reproducing advanced continuous control research, such as learning to walk, run and backflip from motion capture data; learning to navigate complex terrains; and by implementing a video game input control system. We show further robustness by training with alternative algorithms found in OpenAI.Baselines. Finally, we share strategies for significantly reducing the training time.


A Sampling Approach for Proactive Project Scheduling under Generalized Time-dependent Workability Uncertainty

Journal of Artificial Intelligence Research

In real-world project scheduling applications, activity durations are often uncertain. Proactive scheduling can effectively cope with the duration uncertainties, by generating robust baseline solutions according to a priori stochastic knowledge. However, most of the existing proactive approaches assume that the duration uncertainty of an activity is not related to its scheduled start time, which may not hold in many real-world scenarios. In this paper, we relax this assumption by allowing the duration uncertainty to be time-dependent, which is caused by the uncertainty of whether the activity can be executed on each time slot. We propose a stochastic optimization model to find an optimal Partial-order Schedule (POS) that minimizes the expected makespan. This model can cover both the time-dependent uncertainty studied in this paper and the traditional time-independent duration uncertainty. To circumvent the underlying complexity in evaluating a given solution, we approximate the stochastic optimization model based on Sample Average Approximation (SAA). Finally, we design two efficient branch-and-bound algorithms to solve the NP-hard SAA problem. Empirical evaluation confirms that our approach can generate high-quality proactive solutions for a variety of uncertainty distributions.


Embedded Agency

arXiv.org Artificial Intelligence

Traditional models of rational action treat the agent as though it is cleanly separated from its environment, and can act on that environment from the outside. Such agents have a known functional relationship with their environment, can model their environment in every detail, and do not need to reason about themselves or their internal parts. We provide an informal survey of obstacles to formalizing good reasoning for agents embedded in their environment. Such agents must optimize an environment that is not of type ``function''; they must rely on models that fit within the modeled environment; and they must reason about themselves as just another physical system, made of parts that can be modified and that can work at cross purposes.


Testing Preferential Domains Using Sampling

arXiv.org Artificial Intelligence

A preferential domain is a collection of sets of preferences which are linear orders over a set of alternatives. These domains have been studied extensively in social choice theory due to both its practical importance and theoretical elegance. Examples of some extensively studied preferential domains include single peaked, single crossing, Euclidean, etc. In this paper, we study the sample complexity of testing whether a given preference profile is close to some specific domain. We consider two notions of closeness: (a) closeness via preferences, and (b) closeness via alternatives. We further explore the effect of assuming that the {\em outlier} preferences/alternatives to be random (instead of arbitrary) on the sample complexity of the testing problem. In most cases, we show that the above testing problem can be solved with high probability for all commonly used domains by observing only a small number of samples (independent of the number of preferences, $n$, and often the number of alternatives, $m$). In the remaining few cases, we prove either impossibility results or $\Omega(n)$ lower bound on the sample complexity. We complement our theoretical findings with extensive simulations to figure out the actual constant factors of our asymptotic sample complexity bounds.


An Influence Network Model to Study Discrepancies in Expressed and Private Opinions

arXiv.org Artificial Intelligence

In many social situations, a discrepancy arises between an individual's private and expressed opinions on a given topic. Motivated by Solomon Asch's seminal experiments on social conformity and other related socio-psychological works, we propose a novel opinion dynamics model to study how such a discrepancy can arise in general social networks of interpersonal influence. Each individual in the network has both a private and an expressed opinion: an individual's private opinion evolves under social influence from the expressed opinions of the individual's neighbours, while the individual determines his or her expressed opinion under a pressure to conform to the average expressed opinion of his or her neighbours, termed the local public opinion. General conditions on the network that guarantee exponentially fast convergence of the opinions to a limit are obtained. Further analysis of the limit yields several semi-quantitative conclusions, which have insightful social interpretations, including the establishing of conditions that ensure every individual in the network has such a discrepancy. Last, we show the generality and validity of the model by using it to explain and predict the results of Solomon Asch's seminal experiments.


Emergent Coordination Through Competition

arXiv.org Artificial Intelligence

We study the emergence of cooperative behaviors in reinforcement learning agents by introducing a challenging competitive multi-agent soccer environment with continuous simulated physics. We demonstrate that decentralized, population-based training with co-play can lead to a progression in agents' behaviors: from random, to simple ball chasing, and finally showing evidence of cooperation. Our study highlights several of the challenges encountered in large scale multi-agent training in continuous control. In particular, we demonstrate that the automatic optimization of simple shaping rewards, not themselves conducive to co-operative behavior, can lead to long-horizon team behavior. We further apply an evaluation scheme, grounded by game theoretic principals, that can assess agent performance in the absence of pre-defined evaluation tasks or human baselines.


Resolving Conflicts in Clinical Guidelines using Argumentation

arXiv.org Artificial Intelligence

Automatically reasoning with conflicting generic clinical guidelines is a burning issue in patient-centric medical reasoning where patient-specific conditions and goals need to be taken into account. It is even more challenging in the presence of preferences such as patient's wishes and clinician's priorities over goals. We advance a structured argumentation formalism for reasoning with conflicting clinical guidelines, patient-specific information and preferences. Our formalism integrates assumption-based reasoning and goal-driven selection among reasoning outcomes. Specifically, we assume applicability of guideline recommendations concerning the generic goal of patient well-being, resolve conflicts among recommendations using patient's conditions and preferences, and then consider prioritised patient-centered goals to yield non-conflicting, goal-maximising and preference-respecting recommendations. We rely on the state-of-the-art Transition-based Medical Recommendation model for representing guideline recommendations and augment it with context given by the patient's conditions, goals, as well as preferences over recommendations and goals. We establish desirable properties of our approach in terms of sensitivity to recommendation conflicts and patient context.


Artificial intelligence -- and a few jokes -- will help keep future Mars crews sane

#artificialintelligence

When the first human explorers head for Mars, they're likely to have a non-human judging their performance and tweaking their interpersonal relationships when necessary. NASA and outside researchers are already working on artificial intelligence agents to monitor how future long-duration space crews interact, sort of like the holographic doctor on "Star Trek: Voyager." But there'll also be a need for the human touch -- in the form of crew members who could serve the roles of social directors or easygoing jokesters. That's the upshot of research initiatives discussed over the weekend here at the annual meeting of the American Association for the Advancement of Science. Using AI to assess astronauts' mental state is the focus of a NASA program known as Human Capabilities Assessments for Autonomous Missions, or H-CAAM, said Tom Williams, a researcher at NASA's Johnson Space Center who concentrates on human factors and performance for the space agency's Human Research Program.


Measuring Compositionality in Representation Learning

arXiv.org Machine Learning

Many machine learning algorithms represent input data with vector embeddings or discrete codes. When inputs exhibit compositional structure (e.g. objects built from parts or procedures from subroutines), it is natural to ask whether this compositional structure is reflected in the the inputs' learned representations. While the assessment of compositionality in languages has received significant attention in linguistics and adjacent fields, the machine learning literature lacks general-purpose tools for producing graded measurements of compositional structure in more general (e.g. vector-valued) representation spaces. We describe a procedure for evaluating compositionality by measuring how well the true representation-producing model can be approximated by a model that explicitly composes a collection of inferred representational primitives. We use the procedure to provide formal and empirical characterizations of compositional structure in a variety of settings, exploring the relationship between compositionality and learning dynamics, human judgments, representational similarity, and generalization.