Agents
Reports on the 2018 AAAI Spring Symposium Series
Amato, Christopher (Northeastern University) | Ammar, Haitham Bou (PROWLER.io) | Churchill, Elizabeth (Google) | Karpas, Erez (Technion - Israel Institute of Technology) | Kido, Takashi (Stanford University) | Kuniavsky, Mike (Parc) | Lawless, W. F. (Paine College) | Rossi, Francesca (IBM T. J. Watson Research Center and University of Padova) | Oliehoek, Frans A. (TU Delft) | Russell, Stephen (US Army Research Laboratory) | Takadama, Keiki (University of Electro-Communications) | Srivastava, Siddharth (Arizona State University) | Tuyls, Karl (Google DeepMind) | Allen, Philip Van (Art Center College of Design) | Venable, K. Brent (Tulane University and IHMC) | Vrancx, Peter (PROWLER.io) | Zhang, Shiqi (Cleveland State University)
The Association for the Advancement of Artificial Intelligence, in cooperation with Stanford Universityโs Department of Computer Science, presented the 2018 Spring Symposium Series, held Monday through Wednesday, March 26โ28, 2018, on the campus of Stanford University. The seven symposia held were AI and Society: Ethics, Safety and Trustworthiness in Intelligent Agents; Artificial Intelligence for the Internet of Everything; Beyond Machine Intelligence: Understanding Cognitive Bias and Humanity for Well-Being AI; Data Efficient Reinforcement Learning; The Design of the User Experience for Artificial Intelligence (the UX of AI); Integrated Representation, Reasoning, and Learning in Robotics; Learning, Inference, and Control of Multi-Agent Systems. This report, compiled from organizers of the symposia, summarizes the research of five of the symposia that took place.
An IoT Analytics Embodied Agent Model based on Context-Aware Machine Learning
Nascimento, Nathalia, Alencar, Paulo, Lucena, Carlos, Cowan, Donald
Agent-based Internet of Things (IoT) applications have recently emerged as applications that can involve sensors, wireless devices, machines and software that can exchange data and be accessed remotely. Such applications have been proposed in several domains including health care, smart cities and agriculture. However, despite their increased adoption, deploying these applications in specific settings has been very challenging because of the complex static and dynamic variability of the physical devices such as sensors and actuators, the software application behavior and the environment in which the application is embedded. In this paper, we propose a modeling approach for IoT analytics based on learning embodied agents (i.e. situated agents). The approach involves: (i) a variability model of IoT embodied agents; (ii) feedback evaluative machine learning; and (iii) reconfiguration of a group of agents in accordance with environmental context. The proposed approach advances the state of the art in that it facilitates the development of Agent-based IoT applications by explicitly capturing their complex and dynamic variabilities and supporting their self-configuration based on an context-aware and machine learning-based approach.
Representation, Justification and Explanation in a Value Driven Agent: An Argumentation-Based Approach
Liao, Beishui, Anderson, Michael, Anderson, Susan Leigh
For an autonomous system, the ability to justify and explain its decision making is crucial to improve its transparency and trustworthiness. This paper proposes an argumentation-based approach to represent, justify and explain the decision making of a value driven agent (VDA). By using a newly defined formal language, some implicit knowledge of a VDA is made explicit. The selection of an action in each situation is justified by constructing and comparing arguments supporting different actions. In terms of a constructed argumentation framework and its extensions, the reasons for explaining an action are defined in terms of the arguments for or against the action, by exploiting their defeat relation, as well as their premises and conclusions.
Consensus and Disagreement of Heterogeneous Belief Systems in Influence Networks
Ye, Mengbin, Liu, Ji, Wang, Lili, Anderson, Brian D. O., Cao, Ming
Recently, an opinion dynamics model has been proposed to describe a network of individuals discussing a set of logically interdependent topics. For each individual, the set of topics and the logical interdependencies between the topics (captured by a logic matrix) form a belief system. We investigate the role the logic matrix and its structure plays in determining the final opinions, including existence of the limiting opinions, of a strongly connected network of individuals. We provide a set of results that, given a set of individuals' belief systems, allow a systematic determination of which topics will reach a consensus, and which topics will disagreement in arise. For irreducible logic matrices, each topic reaches a consensus. For reducible logic matrices, which indicates a cascade interdependence relationship, conditions are given on whether a topic will reach a consensus or not. It turns out that heterogeneity among the individuals' logic matrices, including especially differences in the signs of the off-diagonal entries, can be a key determining factor. This paper thus attributes, for the first time, a strong diversity of limiting opinions to heterogeneity of belief systems in influence networks, in addition to the more typical explanation that strong diversity arises from individual stubbornness.
Vision-based Navigation with Language-based Assistance via Imitation Learning with Indirect Intervention
Nguyen, Khanh, Dey, Debadeepta, Brockett, Chris, Dolan, Bill
We present Vision-based Navigation with Language-based Assistance (VNLA), a grounded vision-language task where an agent with visual perception is guided via language to find objects in photorealistic indoor environments. The task emulates a real-world scenario in that (a) the requester may not know how to navigate to the target objects and thus makes requests by only specifying high-level endgoals, and (b) the agent is capable of sensing when it is lost and querying an advisor, who is more qualified at the task, to obtain language subgoals to make progress. To model language-based assistance, we develop a general framework termed Imitation Learning with Indirect Intervention (I3L), and propose a solution that is effective on the VNLA task. Empirical results show that this approach significantly improves the success rate of the learning agent over other baselines on both seen and unseen environments.
Learning to Communicate: A Machine Learning Framework for Heterogeneous Multi-Agent Robotic Systems
Yoon, Hyung-Jin, Chen, Huaiyu, Long, Kehan, Zhang, Heling, Gahlawat, Aditya, Lee, Donghwan, Hovakimyan, Naira
We present a machine learning framework for multi-agent systems to learn both the optimal policy for maximizing the rewards and the encoding of the high dimensional visual observation. The encoding is useful for sharing local visual observations with other agents under communication resource constraints. The actor-encoder encodes the raw images and chooses an action based on local observations and messages sent by the other agents. The machine learning agent generates not only an actuator command to the physical device, but also a communication message to the other agents. We formulate a reinforcement learning problem, which extends the action space to consider the communication action as well. The feasibility of the reinforcement learning framework is demonstrated using a 3D simulation environment with two collaborating agents. The environment provides realistic visual observations to be used and shared between the two agents.
On the potential for open-endedness in neural networks
Guttenberg, Nicholas, Virgo, Nathaniel, Penn, Alexandra
Natural evolution gives the impression of leading to an open-ended process of increasing diversity and complexity. If our goal is to produce such open-endedness artificially, this suggests an approach driven by evolutionary metaphor. On the other hand, techniques from machine learning and artificial intelligence are often considered too narrow to provide the sort of exploratory dynamics associated with evolution. In this paper, we hope to bridge that gap by reviewing common barriers to open-endedness in the evolution-inspired approach and how they are dealt with in the evolutionary case - collapse of diversity, saturation of complexity, and failure to form new kinds of individuality. We then show how these problems map onto similar issues in the machine learning approach, and discuss how the same insights and solutions which alleviated those barriers in evolutionary approaches can be ported over. At the same time, the form these issues take in the machine learning formulation suggests new ways to analyze and resolve barriers to open-endedness. Ultimately, we hope to inspire researchers to be able to interchangeably use evolutionary and gradient-descent-based machine learning methods to approach the design and creation of open-ended systems.
Building Jiminy Cricket: An Architecture for Moral Agreements Among Stakeholders
Liao, Beishui, Slavkovik, Marija, van der Torre, Leendert
An autonomous system is constructed by a manufacturer, operates in a society subject to norms and laws, and is interacting with end-users. We address the challenge of how the moral values and views of all stakeholders can be integrated and reflected in the moral behaviour of the autonomous system. We propose an artificial moral agent architecture that uses techniques from normative systems and formal argumentation to reach moral agreements among stakeholders. We show how our architecture can be used not only for ethical practical reasoning and collaborative decision-making, but also for the explanation of such moral behavior.
Metrics for Explainable AI: Challenges and Prospects
Hoffman, Robert R., Mueller, Shane T., Klein, Gary, Litman, Jordan
The question addressed in this paper is: If we present to a user an AI system that explains how it works, how do we know whether the explanation works and the user has achieved a pragmatic understanding of the AI? In other words, how do we know that an explanainable AI system (XAI) is any good? Our focus is on the key concepts of measurement. We discuss specific methods for evaluating: (1) the goodness of explanations, (2) whether users are satisfied by explanations, (3) how well users understand the AI systems, (4) how curiosity motivates the search for explanations, (5) whether the user's trust and reliance on the AI are appropriate, and finally, (6) how the human-XAI work system performs. The recommendations we present derive from our integration of extensive research literatures and our own psychometric evaluations.
Solving Pictorial Jigsaw Puzzle by Stigmergy-inspired Internet-based Human Collective Intelligence
Shen, Bo, Zhang, Wei, Zhao, Haiyan, Jin, Zhi, Wu, Yanhong
The pictorial jigsaw (PJ) puzzle is a well-known leisure game for humans. Usually, a PJ puzzle game is played by one or several human players face-to-face in the physical space. In this paper, we focus on how to solve PJ puzzles in the cyberspace by a group of physically distributed human players. We propose an approach to solving PJ puzzle by stigmergy-inspired Internet-based human collective intelligence. The core of the approach is a continuously executing loop, named the EIF loop, which consists of three activities: exploration, integration, and feedback. In exploration, each player tries to solve the PJ puzzle alone, without direct interactions with other players. At any time, the result of a player's exploration is a partial solution to the PJ puzzle, and a set of rejected neighboring relation between pieces. The results of all players' exploration are integrated in real time through integration, with the output of a continuously updated collective opinion graph (COG). And through feedback, each player is provided with personalized feedback information based on the current COG and the player's exploration result, in order to accelerate his/her puzzle-solving process. Exploratory experiments show that: (1) supported by this approach, the time to solve PJ puzzle is nearly linear to the reciprocal of the number of players, and shows better scalability to puzzle size than that of face-to-face collaboration for 10-player groups; (2) for groups with 2 to 10 players, the puzzle-solving time decreases 31.36%-64.57% on average, compared with the best single players in the experiments.