Goto

Collaborating Authors

 Agents


Hedging Algorithms and Repeated Matrix Games

arXiv.org Machine Learning

Playing repeated matrix games (RMG) while maximizing the cumulative returns is a basic method to evaluate multi-agent learning (MAL) algorithms. Previous work has shown that UCB, M3, S or Exp3 algorithms have good behaviours on average in RMG. Besides, hedging algorithms have been shown to be effective on prediction problems. An hedging algorithm is made up with a top-level algorithm and a set of basic algorithms. To make its decision, an hedging algorithm uses its top-level algorithm to choose a basic algorithm, and the chosen algorithm makes the decision. This paper experimentally shows that well-selected hedging algorithms are better on average than all previous MAL algorithms on the task of playing RMG against various players. S is a very good top-level algorithm, and UCB and M3 are very good basic algorithms. Furthermore, two-level hedging algorithms are more effective than one-level hedging algorithms, and three levels are not better than two levels.


Machine Self-Confidence in Autonomous Systems via Meta-Analysis of Decision Processes

arXiv.org Artificial Intelligence

Algorithmic assurances from advanced autonomous systems assist human users in understanding, trusting, and using such systems appropriately. Designing these systems with the capacity of assessing their own capabilities is one approach to creating an algorithmic assurance. The idea of `machine self-confidence' is introduced for autonomous systems. Using a factorization based framework for self-confidence assessment, one component of self-confidence, called `solver-quality', is discussed in the context of Markov decision processes for autonomous systems. Markov decision processes underlie much of the theory of reinforcement learning, and are commonly used for planning and decision making under uncertainty in robotics and autonomous systems. A `solver quality' metric is formally defined in the context of decision making algorithms based on Markov decision processes. A method for assessing solver quality is then derived, drawing inspiration from empirical hardness models. Finally, numerical experiments for an unmanned autonomous vehicle navigation problem under different solver, parameter, and environment conditions indicate that the self-confidence metric exhibits the desired properties. Discussion of results, and avenues for future investigation are included.


Towards Formal Definitions of Blameworthiness, Intention, and Moral Responsibility

arXiv.org Artificial Intelligence

We provide formal definitions of degree of blameworthiness and intention relative to an epistemic state (a probability over causal models and a utility function on outcomes). These, together with a definition of actual causality, provide the key ingredients for moral responsibility judgments. We show that these definitions give insight into commonsense intuitions in a variety of puzzling cases from the literature.


A Decentralized Mobile Computing Network for Multi-Robot Systems Operations

arXiv.org Artificial Intelligence

Collective animal behaviors are paradigmatic examples of fully decentralized operations involving complex collective computations such as collective turns in flocks of birds or collective harvesting by ants. These systems offer a unique source of inspiration for the development of fault-tolerant and self-healing multi-robot systems capable of operating in dynamic environments. Specifically, swarm robotics emerged and is significantly growing on these premises. However, to date, most swarm robotics systems reported in the literature involve basic computational tasks---averages and other algebraic operations. In this paper, we introduce a novel Collective computing framework based on the swarming paradigm, which exhibits the key innate features of swarms: robustness, scalability and flexibility. Unlike Edge computing, the proposed Collective computing framework is truly decentralized and does not require user intervention or additional servers to sustain its operations. This Collective computing framework is applied to the complex task of collective mapping, in which multiple robots aim at cooperatively map a large area. Our results confirm the effectiveness of the cooperative strategy, its robustness to the loss of multiple units, as well as its scalability. Furthermore, the topology of the interconnecting network is found to greatly influence the performance of the collective action.


Tentacular Artificial Intelligence, and the Architecture Thereof, Introduced

arXiv.org Artificial Intelligence

We briefly introduce herein a new form of distributed, multi-agent artificial intelligence, which we refer to as "tentacular." Tentacular AI is distinguished by six attributes, which among other things entail a capacity for reasoning and planning based in highly expressive calculi (logics), and which enlists subsidiary agents across distances circumscribed only by the reach of one or more given networks.


Is multiagent deep reinforcement learning the answer or the question? A brief survey

arXiv.org Artificial Intelligence

Deep reinforcement learning (DRL) has achieved outstanding results in recent years. This has led to a dramatic increase in the number of applications and methods. Recent works have explored learning beyond single-agent scenarios and have considered multiagent scenarios. Initial results report successes in complex multiagent domains, although there are several challenges to be addressed. In this context, first, this article provides a clear overview of current multiagent deep reinforcement learning (MDRL) literature. Second, it provides guidelines to complement this emerging area by (i) showcasing examples on how methods and algorithms from DRL and multiagent learning (MAL) have helped solve problems in MDRL and (ii) providing general lessons learned from these works. We expect this article will help unify and motivate future research to take advantage of the abundant literature that exists in both areas (DRL and MAL) in a joint effort to promote fruitful research in the multiagent community.


Identification of Invariant Sensorimotor Structures as a Prerequisite for the Discovery of Objects

arXiv.org Artificial Intelligence

Perceiving the surrounding environment in terms of objects is useful for any general purpose intelligent agent. In this paper, we investigate a fundamental mechanism making object perception possible, namely the identification of spatio-temporally invariant structures in the sensorimotor experience of an agent. We take inspiration from the Sensorimotor Contingencies Theory to define a computational model of this mechanism through a sensorimotor, unsupervised and predictive approach. Our model is based on processing the unsupervised interaction of an artificial agent with its environment. We show how spatio-temporally invariant structures in the environment induce regularities in the sensorimotor experience of an agent, and how this agent, while building a predictive model of its sensorimotor experience, can capture them as densely connected subgraphs in a graph of sensory states connected by motor commands. Our approach is focused on elementary mechanisms, and is illustrated with a set of simple experiments in which an agent interacts with an environment. We show how the agent can build an internal model of moving but spatio-temporally invariant structures by performing a Spectral Clustering of the graph modeling its overall sensorimotor experiences. We systematically examine properties of the model, shedding light more globally on the specificities of the paradigm with respect to methods based on the supervised processing of collections of static images.


MOANOFS: Multi-Objective Automated Negotiation based Online Feature Selection System for Big Data Classification

arXiv.org Artificial Intelligence

Abstract-- Feature Selection (FS) plays an important role in learning and classification tasks. The object of FS is to select the relevant and non-redundant features. Considering the huge amount number of features in real-world applications, FS methods using batch learning technique can't resolve big data problem especially when data arrive sequentially. In this paper, we propose an online feature selection system which resolves this problem. More specifically, we treat the problem of online supervised feature selection for binary classification as a decision-making problem. A philosophical vision to this problem leads to a hybridization between two important domains: feature selection using online learning technique (OFS) and automated negotiation (AN). The proposed OFS system called MOANOFS (Multi-Objective Automated Negotiation based Online Feature Selection) uses two levels of decision. In the first level, from n learners (or OFS methods), we decide which are the k trustful ones (with high confidence or trust value). These elected k learners will participate in the second level. In this level, we integrate our proposed Multilateral Automated Negotiation based OFS (MANOFS) method to decide finally which is the best solution or which are relevant features. We show that MOANOFS system is applicable to different domains successfully and achieves high accuracy with several real-world applications. Index Terms-- Feature selection, online learning, multi-objective automated negotiation, trust, classification, big data. URING the last three decades, Feature Selection (FS) has been extensively studied in Data Mining [1], [2], Pattern Classification [3], [4] and Machine Learning [5], [6]. FS is defined as the process of selecting a subset of relevant features and removing the redundant ones from a dataset for building effective prediction models. In recent years, an enormous increase in data (news, medical imaging) has been observed which allows an increase in redundant information. Even worse, the redundancy of irrelevant data has a negative impact on the performance of classification methods associated. With the rapid development of the Internet, current tremendous amounts of data up to millions or billions, can be collected for training machine learning models.


Automata for Infinite Argumentation Structures

arXiv.org Artificial Intelligence

The theory of abstract argumentation frameworks (afs) has, in the main, focused on finite structures, though there are many significant contexts where argumentation can be regarded as a process involving infinite objects. To address this limitation, in this paper we propose a novel approach for describing infinite afs using tools from formal language theory. In particular, the possibly infinite set of arguments is specified through the language recognized by a deterministic finite automaton while a suitable formalism, called attack expression, is introduced to describe the relation of attack between arguments. The proposed approach is shown to satisfy some desirable properties which can not be achieved through other "naive" uses of formal languages. In particular, the approach is shown to be expressive enough to capture (besides any arbitrary finite structure) a large variety of infinite afs including two major examples from previous literature and two sample cases from the domains of multi-agent negotiation and ambient intelligence. On the computational side, we show that several decision and construction problems which are known to be polynomial time solvable in finite afs are decidable in the context of the proposed formalism and we provide the relevant algorithms. Moreover we obtain additional results concerning the case of finitary afs.


Efficient Computation of Semivalues for Game-Theoretic Network Centrality

Journal of Artificial Intelligence Research

Some game-theoretic solution concepts such as the Shapley value and the Banzhaf index have recently gained popularity as measures of node centrality in networks. While this direction of research is promising, the computational problems that surround it are challenging and have largely been left open. To date there are only a few positive results in the literature, which show that some game-theoretic extensions of degree-, closeness- and betweenness-centrality measures are computable in polynomial time, i.e., without the need to enumerate the exponential number of all possible coalitions. In this article, we show that these results can be extended to a much larger class of centrality measures that are based on a family of solution concepts known as semivalues. The family of semivalues includes, among others, the Shapley value and the Banzhaf index. To this end, we present a generic framework for defining game-theoretic network centralities and prove that all centrality measures that can be expressed in this framework are computable in polynomial time. Using our framework, we present a number of new and polynomial-time computable game-theoretic centrality measures.