Agents
Approximation and Parameterized Complexity of Minimax Approval Voting
Cygan, Marek, Kowalik, Łukasz, Socała, Arkadiusz, Sornat, Krzysztof
We present three results on the complexity of Minimax Approval Voting. First, we study Minimax Approval Voting parameterized by the Hamming distance d from the solution to the votes. We show Minimax Approval Voting admits no algorithm running in time O*(2o(d log d)), unless the Exponential Time Hypothesis (ETH) fails. This means that the O*(d2d) algorithm of Misra, Nabeel and Singh is essentially optimal. Motivated by this, we then show a parameterized approximation scheme, running in time O*((3/ε)2d), which is essentially tight assuming ETH. Finally, we get a new polynomial-time randomized approximation scheme for Minimax Approval Voting, which runs in time nO(1/ε2⋅log(1/ε))⋅poly(m), where n is a number of voters and m is a number of alternatives. It almost matches the running time of the fastest known PTAS for Closest String due to Ma and Sun.
An Empirical Assessment of the Complexity and Realism of Synthetic Social Contact Networks
Karra, Kiran, Swarup, Samarth, Graham, Justus
Abstract-- We use multiple measures of graph complexity to evaluate the realism of synthetically-generated networks of human activity, in comparison with several stylized network models as well as a collection of empirical networks from the literature. The synthetic networks are generated by integrating data about human populations from several sources, including the Census, transportation surveys, and geographical data. The resulting networks represent an approximation of daily or weekly human interaction. Our results indicate that the synthetically generated graphs according to our methodology are closer to the real world graphs, as measured across multiple structural measures, than a range of stylized graphs generated using common network models from the literature. I. INTRODUCTION Artificially generated graphs benefit from high demand in several application domains, wherever the phenomena of interest are driven by interactions between people, including health and medicine, communications, the economy, and national security. Lack of access to appropriate network data hampers the research community's ability to develop algorithms toanalyze and gain insight from these transactional graph datasets. Due to the access restrictions to real network data, there is value in crafting methods of synthetically generated data which faithfully represent behaviors of real world processes. As such, many stylized methods for creating graphs with rigorously understood structural properties have been established, making collective steady progress towards better approximating structures of real world processes. Despite this progress, these relatively simple stylized methods aren't universally applicable and suffer from lack of realism for some applications. We are particularly interested in creating realistic graphs which represent a complex set of interrelated processes involving a common subset of actors (i.e., the coherent alignment of disparate subgraphs which have many vertices in common and which represent different types of underlying activity).
Stable Opponent Shaping in Differentiable Games
Letcher, Alistair, Foerster, Jakob, Balduzzi, David, Rocktäschel, Tim, Whiteson, Shimon
A growing number of learning methods are actually \emph{games} which optimise multiple, interdependent objectives in parallel -- from GANs and intrinsic curiosity to multi-agent RL. Opponent shaping is a powerful approach to improve learning dynamics in such games, accounting for the fact that the 'environment' includes agents adapting to one another's updates. Learning with Opponent-Learning Awareness (LOLA) is a recent algorithm which exploits this dynamic response and encourages cooperation in settings like the Iterated Prisoner's Dilemma. Although experimentally successful, we show that LOLA can exhibit 'arrogant' behaviour directly at odds with convergence. In fact, remarkably few algorithms have theoretical guarantees applying across all differentiable games. In this paper we present Stable Opponent Shaping (SOS), a new method that interpolates between LOLA and a stable variant named LookAhead. We prove that LookAhead locally converges and avoids strict saddles in \emph{all differentiable games}, the strongest results in the field so far. SOS inherits these desirable guarantees, while also shaping the learning of opponents and consistently either matching or outperforming LOLA experimentally.
Self Organizing Classifiers and Niched Fitness
Vargas, Danilo Vasconcellos, Takano, Hirotaka, Murata, Junichi
Learning classifier systems are adaptive learning systems which have been widely applied in a multitude of application domains. However, there are still some generalization problems unsolved. The hurdle is that fitness and niching pressures are difficult to balance. Here, a new algorithm called Self Organizing Classifiers is proposed which faces this problem from a different perspective. Instead of balancing the pressures, both pressures are separated and no balance is necessary. In fact, the proposed algorithm possesses a dynamical population structure that self-organizes itself to better project the input space into a map. The niched fitness concept is defined along with its dynamical population structure, both are indispensable for the understanding of the proposed method. Promising results are shown on two continuous multi-step problems. One of which is yet more challenging than previous problems of this class in the literature.
Guiding Policies with Language via Meta-Learning
Co-Reyes, John D., Gupta, Abhishek, Sanjeev, Suvansh, Altieri, Nick, DeNero, John, Abbeel, Pieter, Levine, Sergey
Behavioral skills or policies for autonomous agents are conventionally learned from reward functions, via reinforcement learning, or from demonstrations, via imitation learning. However, both modes of task specification have their disadvantages: reward functions require manual engineering, while demonstrations require a human expert to be able to actually perform the task in order to generate the demonstration. Instruction following from natural language instructions provides an appealing alternative: in the same way that we can specify goals to other humans simply by speaking or writing, we would like to be able to specify tasks for our machines. However, a single instruction may be insufficient to fully communicate our intent or, even if it is, may be insufficient for an autonomous agent to actually understand how to perform the desired task. In this work, we propose an interactive formulation of the task specification problem, where iterative language corrections are provided to an autonomous agent, guiding it in acquiring the desired skill. Our proposed language-guided policy learning algorithm can integrate an instruction and a sequence of corrections to acquire new skills very quickly. In our experiments, we show that this method can enable a policy to follow instructions and corrections for simulated navigation and manipulation tasks, substantially outperforming direct, non-interactive instruction following.
Self-Organizing Maps for Storage and Transfer of Knowledge in Reinforcement Learning
Karimpanal, Thommen George, Bouffanais, Roland
The idea of reusing or transferring information from previously learned tasks (source tasks) for the learning of new tasks (target tasks) has the potential to significantly improve the sample efficiency of a reinforcement learning agent. In this work, we describe a novel approach for reusing previously acquired knowledge by using it to guide the exploration of an agent while it learns new tasks. In order to do so, we employ a variant of the growing self-organizing map algorithm, which is trained using a measure of similarity that is defined directly in the space of the vectorized representations of the value functions. In addition to enabling transfer across tasks, the resulting map is simultaneously used to enable the efficient storage of previously acquired task knowledge in an adaptive and scalable manner. We empirically validate our approach in a simulated navigation environment, and also demonstrate its utility through simple experiments using a mobile micro-robotics platform. In addition, we demonstrate the scalability of this approach, and analytically examine its relation to the proposed network growth mechanism. Further, we briefly discuss some of the possible improvements and extensions to this approach, as well as its relevance to real world scenarios in the context of continual learning.
Economics of Human-AI Ecosystem: Value Bias and Lost Utility in Multi-Dimensional Gaps
In recent years, artificial intelligence (AI) decision-making and autonomous systems became an integrated part of the economy, industry, and society. The evolving economy of the human-AI ecosystem raising concerns regarding the risks and values inherited in AI systems. This paper investigates the dynamics of creation and exchange of values and points out gaps in perception of cost-value, knowledge, space and time dimensions. It shows aspects of value bias in human perception of achievements and costs that encoded in AI systems. It also proposes rethinking hard goals definitions and cost-optimal problem-solving principles in the lens of effectiveness and efficiency in the development of trusted machines. The paper suggests a value-driven with cost awareness strategy and principles for problem-solving and planning of effective research progress to address real-world problems that involve diverse forms of achievements, investments, and survival scenarios.
Parameter Sharing Reinforcement Learning Architecture for Multi Agent Driving Behaviors
Kaushik, Meha, S, Phaniteja, Krishna, K. Madhava
Multi-agent learning provides a potential framework for learning and simulating traffic behaviors. This paper proposes a novel architecture to learn multiple driving behaviors in a traffic scenario. The proposed architecture can learn multiple behaviors independently as well as simultaneously. We take advantage of the homogeneity of agents and learn in a parameter sharing paradigm. To further speed up the training process asynchronous updates are employed into the architecture. While learning different behaviors simultaneously, the given framework was also able to learn cooperation between the agents, without any explicit communication. We applied this framework to learn two important behaviors in driving: 1) Lane-Keeping and 2) Over-Taking. Results indicate faster convergence and learning of a more generic behavior, that is scalable to any number of agents. When compared the results with existing approaches, our results indicate equal and even better performance in some cases.
On Human Robot Interaction using Multiple Modes
Humanoid robots have apparently similar body structure like human beings. Due to their technical design, they are sharing the same workspace with humans. They are placed to clean things, to assist old age people, to entertain us and most importantly to serve us. To be acceptable in the household, they must have higher level of intelligence than industrial robots and they must be social and capable of interacting people around it, who are not supposed to be robot specialist. All these come under the field of human robot interaction (HRI). There are various modes like speech, gesture, behavior etc. through which human can interact with robots. To solve all these challenges, a multimodel technique has been introduced where gesture as well as speech is used as a mode of interaction.
The Barbados 2018 List of Open Issues in Continual Learning
Schaul, Tom, van Hasselt, Hado, Modayil, Joseph, White, Martha, White, Adam, Bacon, Pierre-Luc, Harb, Jean, Mourad, Shibl, Bellemare, Marc, Precup, Doina
We want to make progress toward artificial general intelligence, namely general-purpose agents that autonomously learn how to competently act in complex environments. The purpose of this report is to sketch a research outline, share some of the most important open issues we are facing, and stimulate further discussion in the community. The content is based on some of our discussions during a weeklong workshop held in Barbados in February 2018. We adopt the reinforcement learning (RL) formulation, where an agent interacts sequentially with an environment, and the agent is provided a reward signal that unambiguously defines success. We want to explicitly consider some of the most challenging dimensions for a developing intelligence.