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The Convergence of Iterative Delegations in Liquid Democracy

arXiv.org Artificial Intelligence

Liquid democracy is a collective decision making paradigm which lies between direct and representative democracy. One main feature of liquid democracy is the concept of transitive delegations. Indeed, in this setting each voter may decide to vote directly or to delegate her vote to a representative, also called proxy. In liquid democracy this proxy can in turn delegate her vote and the votes that have been delegated to her to another proxy. As a result, a voter who decides to vote has a weight corresponding to the number of people she represents, i.e., herself and the voters who directly or indirectly delegated to her.


Coordinated Heterogeneous Distributed Perception based on Latent Space Representation

arXiv.org Artificial Intelligence

Abstract-- We investigate a reinforcement approach for distributed sensing based on the latent space derived from multimodal deep generative models. Our contribution provides insights to the following benefits: Detections can be exchanged effectively between robots equipped with unimodal sensors due to a shared latent representation of information that is trained by a Variational Auto Encoder (VAE). Sensor-fusion can be applied asynchronously due to the generative feature of the VAE. Deep Q-Networks (DQNs) are trained to minimize uncertainty in latent space by coordinating robots to a Point-of- Interest (PoI) where their sensor modality can provide beneficial information about the PoI. Additionally, we show that the decrease in uncertainty can be defined as the direct reward signal for training the DQN.


Detecting Intentions of Vulnerable Road Users Based on Collective Intelligence

arXiv.org Artificial Intelligence

Vulnerable road users (VRUs, i.e. cyclists and pedestrians) will play an important role in future traffic. To avoid accidents and achieve a highly efficient traffic flow, it is important to detect VRUs and to predict their intentions. In this article a holistic approach for detecting intentions of VRUs by cooperative methods is presented. The intention detection consists of basic movement primitive prediction, e.g. standing, moving, turning, and a forecast of the future trajectory. Vehicles equipped with sensors, data processing systems and communication abilities, referred to as intelligent vehicles, acquire and maintain a local model of their surrounding traffic environment, e.g. crossing cyclists. Heterogeneous, open sets of agents (cooperating and interacting vehicles, infrastructure, e.g. cameras and laser scanners, and VRUs equipped with smart devices and body-worn sensors) exchange information forming a multi-modal sensor system with the goal to reliably and robustly detect VRUs and their intentions under consideration of real time requirements and uncertainties. The resulting model allows to extend the perceptual horizon of the individual agent beyond their own sensory capabilities, enabling a longer forecast horizon. Concealments, implausibilities and inconsistencies are resolved by the collective intelligence of cooperating agents. Novel techniques of signal processing and modelling in combination with analytical and learning based approaches of pattern and activity recognition are used for detection, as well as intention prediction of VRUs. Cooperation, by means of probabilistic sensor and knowledge fusion, takes place on the level of perception and intention recognition. Based on the requirements of the cooperative approach for the communication a new strategy for an ad hoc network is proposed.


A Continuous Information Gain Measure to Find the Most Discriminatory Problems for AI Benchmarking

arXiv.org Artificial Intelligence

This paper introduces an information-theoretic method for selecting a small subset of problems which gives us the most information about a group of problem-solving algorithms. This method was tested on the games in the General Video Game AI (GVGAI) framework, allowing us to identify a smaller set of games that still gives a large amount of information about the game-playing agents. This approach can be used to make agent testing more efficient in the future. We can achieve almost as good discriminatory accuracy when testing on only a handful of games as when testing on more than a hundred games, something which is often computationally infeasible. Furthermore, this method can be extended to study the dimensions of effective variance in game design between these games, allowing us to identify which games differentiate between agents in the most complementary ways. As a side effect of this investigation, we provide an up-to-date comparison on agent performance for all GVGAI games, and an analysis of correlations between scores and win-rates across both games and agents.


Resource-driven Substructural Defeasible Logic

arXiv.org Artificial Intelligence

Linear Logic and Defeasible Logic have been adopted to formalise different features relevant to agents: consumption of resources, and reasoning with exceptions. We propose a framework to combine sub-structural features, corresponding to the consumption of resources, with defeasibility aspects, and we discuss the design choices for the framework.


Decentralized Cooperative Planning for Automated Vehicles with Continuous Monte Carlo Tree Search

arXiv.org Artificial Intelligence

Urban traffic scenarios often require a high degree of cooperation between traffic participants to ensure safety and efficiency. Observing the behavior of others, humans infer whether or not others are cooperating. This work aims to extend the capabilities of automated vehicles, enabling them to cooperate implicitly in heterogeneous environments. Continuous actions allow for arbitrary trajectories and hence are applicable to a much wider class of problems than existing cooperative approaches with discrete action spaces. Based on cooperative modeling of other agents, Monte Carlo Tree Search (MCTS) in conjunction with Decoupled-UCT evaluates the action-values of each agent in a cooperative and decentralized way, respecting the interdependence of actions among traffic participants. The extension to continuous action spaces is addressed by incorporating novel MCTS-specific enhancements for efficient search space exploration. The proposed algorithm is evaluated under different scenarios, showing that the algorithm is able to achieve effective cooperative planning and generate solutions egocentric planning fails to identify.


A Multi-Agent Reinforcement Learning Method for Impression Allocation in Online Display Advertising

arXiv.org Artificial Intelligence

In online display advertising, guaranteed contracts and real-time bidding (RTB) are two major ways to sell impressions for a publisher. Despite the increasing popularity of RTB, there is still half of online display advertising revenue generated from guaranteed contracts. Therefore, simultaneously selling impressions through both guaranteed contracts and RTB is a straightforward choice for a publisher to maximize its yield. However, deriving the optimal strategy to allocate impressions is not a trivial task, especially when the environment is unstable in real-world applications. In this paper, we formulate the impression allocation problem as an auction problem where each contract can submit virtual bids for individual impressions. With this formulation, we derive the optimal impression allocation strategy by solving the optimal bidding functions for contracts. Since the bids from contracts are decided by the publisher, we propose a multi-agent reinforcement learning (MARL) approach to derive cooperative policies for the publisher to maximize its yield in an unstable environment. The proposed approach also resolves the common challenges in MARL such as input dimension explosion, reward credit assignment, and non-stationary environment. Experimental evaluations on large-scale real datasets demonstrate the effectiveness of our approach.


An empirical learning-based validation procedure for simulation workflow

arXiv.org Machine Learning

Simulation workflow is a top-level model for the design and control of simulation process. It connects multiple simulation components with time and interaction restrictions to form a complete simulation system. Before the construction and evaluation of the component models, the validation of upper-layer simulation workflow is of the most importance in a simulation system. However, the methods especially for validating simulation workflow is very limit. Many of the existing validation techniques are domain-dependent with cumbersome questionnaire design and expert scoring. Therefore, this paper present an empirical learning-based validation procedure to implement a semi-automated evaluation for simulation workflow. First, representative features of general simulation workflow and their relations with validation indices are proposed. The calculation process of workflow credibility based on Analytic Hierarchy Process (AHP) is then introduced. In order to make full use of the historical data and implement more efficient validation, four learning algorithms, including back propagation neural network (BPNN), extreme learning machine (ELM), evolving new-neuron (eNFN) and fast incremental gaussian mixture model (FIGMN), are introduced for constructing the empirical relation between the workflow credibility and its features. A case study on a landing-process simulation workflow is established to test the feasibility of the proposed procedure. The experimental results also provide some useful overview of the state-of-the-art learning algorithms on the credibility evaluation of simulation models.


Variance Reduction in Monte Carlo Counterfactual Regret Minimization (VR-MCCFR) for Extensive Form Games using Baselines

arXiv.org Artificial Intelligence

Learning strategies for imperfect information games from samples of interaction is a challenging problem. A common method for this setting, Monte Carlo Counterfactual Regret Minimization (MCCFR), can have slow long-term convergence rates due to high variance. In this paper, we introduce a variance reduction technique (VR-MCCFR) that applies to any sampling variant of MCCFR. Using this technique, per-iteration estimated values and updates are reformulated as a function of sampled values and state-action baselines, similar to their use in policy gradient reinforcement learning. The new formulation allows estimates to be bootstrapped from other estimates within the same episode, propagating the benefits of baselines along the sampled trajectory; the estimates remain unbiased even when bootstrapping from other estimates. Finally, we show that given a perfect baseline, the variance of the value estimates can be reduced to zero. Experimental evaluation shows that VR-MCCFR brings an order of magnitude speedup, while the empirical variance decreases by three orders of magnitude. The decreased variance allows for the first time CFR+ to be used with sampling, increasing the speedup to two orders of magnitude.


Online Convex Optimization for Sequential Decision Processes and Extensive-Form Games

arXiv.org Artificial Intelligence

Regret minimization is a powerful tool for solving large-scale extensive-form games. State-of-the-art methods rely on minimizing regret locally at each decision point. In this work we derive a new framework for regret minimization on sequential decision problems and extensive-form games with general compact convex sets at each decision point and general convex losses, as opposed to prior work which has been for simplex decision points and linear losses. We call our framework laminar regret decomposition. It generalizes the CFR algorithm to this more general setting. Furthermore, our framework enables a new proof of CFR even in the known setting, which is derived from a perspective of decomposing polytope regret, thereby leading to an arguably simpler interpretation of the algorithm. Our generalization to convex compact sets and convex losses allows us to develop new algorithms for several problems: regularized sequential decision making, regularized Nash equilibria in extensive-form games, and computing approximate extensive-form perfect equilibria. Our generalization also leads to the first regret-minimization algorithm for computing reduced-normal-form quantal response equilibria based on minimizing local regrets. Experiments show that our framework leads to algorithms that scale at a rate comparable to the fastest variants of counterfactual regret minimization for computing Nash equilibrium, and therefore our approach leads to the first algorithm for computing quantal response equilibria in extremely large games. Finally we show that our framework enables a new kind of scalable opponent exploitation approach.