Agents
Autonomous Systems Unleashed
What will it be like when machines make and execute decisions without any human intervention? Why would we make such systems and what are their implications for the future of human judgment and free will? Hundreds, if not thousands, of science fiction stories tell us it's a bad idea to build automated systems without "Human-in-the-loop" (HITL) processes for keeping them in check. In real life, the need for human intervention before executing an automated process is most obvious when it has serious, irreversible consequences: like killing a person with a drone. In high stakes situations like drone strikes, humans make the difficult judgment call before the weapon's deadly automation kicks in.
Differential Evolution with Nearest & Better Option for Function Optimization
Dong, Haozhen, Gao, Liang, Li, Xinyu, Zhong, Haoran, Zeng, Bing
Abstract--Differential evolution is the conventional algorithm with the fastest convergence speed, but it may be trapped local optimal solution easily, so many researchers devote themselves into improve DE. Whale swarm algorithm (WSA) is a new algorithm with niching strategy we proposed previously, it's featured with simple mutation strategy and powerful global search capability, but for functions with high dimensions, it converges slower than conventional algorithms. Based on this fact, we proposed a new DE algorithm, called DE with nearest & better option (NbDE). In order to evaluate the performance of NbDE, we compare NbDE with several meta-heuristic algorithms in nine classical benchmark functions with different dimensions. The result have shown that NbDE outperforms other algorithms in convergence speed and accuracy.
BabyAI: First Steps Towards Grounded Language Learning With a Human In the Loop
Chevalier-Boisvert, Maxime, Bahdanau, Dzmitry, Lahlou, Salem, Willems, Lucas, Saharia, Chitwan, Nguyen, Thien Huu, Bengio, Yoshua
Allowing humans to interactively train artificial agents to understand language instructions is desirable for both practical and scientific reasons, but given the poor data efficiency of the current learning methods, this goal may require substantial research efforts. Here, we introduce the BabyAI research platform to support investigations towards including humans in the loop for grounded language learning. The BabyAI platform comprises an extensible suite of 19 levels of increasing difficulty. The levels gradually lead the agent towards acquiring a combinatorially rich synthetic language which is a proper subset of English. The platform also provides a heuristic expert agent for the purpose of simulating a human teacher. We report baseline results and estimate the amount of human involvement that would be required to train a neural network-based agent on some of the BabyAI levels. We put forward strong evidence that current deep learning methods are not yet sufficiently sample efficient when it comes to learning a language with compositional properties. How can a human train an intelligent agent to understand natural language instructions? We believe that this research question is important from both technological and scientific perspectives. No matter how advanced AI technology becomes, human users may want to customize their intelligent helpers to be able to better understand their desires and needs.
How to Use AI, Starting With Distribution - Insurance Thought Leadership
Customer care powered by artificial intelligence gives insurers the opportunity to save 30% of their service costs. How can insurers meet increased customer expectations at a lower cost? AI-powered care delivers on a future vision of customer service with an opportunity for savings of 30% by, for example, driving customers to digital experiences. In this post, I will explore how to apply AI using an intelligent customer engagement (ICE) framework. In this blog series, I'm exploring the myriad ways in which AI adds value to financial services in general and the insurance value chain in particular. In my previous post, I defined the term AIQ and revealed and discussed three key ingredients to building a strong AIQ: technology, data and people.
TarMAC: Targeted Multi-Agent Communication
Das, Abhishek, Gervet, Thรฉophile, Romoff, Joshua, Batra, Dhruv, Parikh, Devi, Rabbat, Michael, Pineau, Joelle
We explore a collaborative multi-agent reinforcement learning setting where a team of agents attempts to solve cooperative tasks in partially-observable environments. In this scenario, learning an effective communication protocol is key. We propose a communication architecture that allows for targeted communication, where agents learn both what messages to send and who to send them to, solely from downstream task-specific reward without any communication supervision. Additionally, we introduce a multi-stage communication approach where the agents co-ordinate via multiple rounds of communication before taking actions in the environment. We evaluate our approach on a diverse set of cooperative multi-agent tasks, of varying difficulties, with varying number of agents, in a variety of environments ranging from 2D grid layouts of shapes and simulated traffic junctions to complex 3D indoor environments. We demonstrate the benefits of targeted as well as multi-stage communication. Moreover, we show that the targeted communication strategies learned by agents are both interpretable and intuitive.
Segmentation Analysis in Human Centric Cyber-Physical Systems using Graphical Lasso
Das, Hari Prasanna, Konstantakopoulos, Ioannis C., Manasawala, Aummul Baneen, Veeravalli, Tanya, Liu, Huihan, Spanos, Costas J.
A generalized gamification framework is introduced as a form of smart infrastructure with potential to improve sustainability and energy efficiency by leveraging humans-in-the-loop strategy. The proposed framework enables a Human-Centric Cyber-Physical System using an interface to allow building managers to interact with occupants. The interface is designed for occupant engagement-integration supporting learning of their preferences over resources in addition to understanding how preferences change as a function of external stimuli such as physical control, time or incentives. Towards intelligent and autonomous incentive design, a noble statistical learning algorithm performing occupants energy usage behavior segmentation is proposed. We apply the proposed algorithm, Graphical Lasso, on energy resource usage data by the occupants to obtain feature correlations--dependencies. Segmentation analysis results in characteristic clusters demonstrating different energy usage behaviors. The features--factors characterizing human decision-making are made explainable.
Finding Appropriate Traffic Regulations via Graph Convolutional Networks
Iwata, Tomoharu, Otsuka, Takuma, Shimizu, Hitoshi, Sawada, Hiroshi, Naya, Futoshi, Ueda, Naonori
Crowd simulators have been used to find appropriate regulations by simulating multiple scenarios with different regulations. However, this approach requires multiple simulation runs, which are time-consuming. In this paper, we propose a method to learn a function that outputs regulation effects given the current traffic situation as inputs. If the function is learned using the training data of many simulation runs in advance, we can obtain an appropriate regulation efficiently by bypassing simulations for the current situation. We use the graph convolutional networks for modeling the function, which enable us to find regulations even for unseen areas. With the proposed method, we construct a graph for each area, where a node represents a road, and an edge represents the road connection. By running crowd simulations with various regulations on various areas, we generate traffic situations and regulation effects. The graph convolutaional networks are trained to output the regulation effects given the graph with the traffic situation information as inputs. With experiments using real-world road networks and a crowd simulator, we demonstrate that the proposed method can find a road to close that reduces the average time needed to reach the destination.
A Review on Learning Planning Action Models for Socio-Communicative HRI
Arora, Ankuj, Fiorino, Humbert, Pellier, Damien, Pesty, Sylvie
For social robots to be brought more into widespread use in the fields of companionship, care taking and domestic help, they must be capable of demonstrating social intelligence. In order to be acceptable, they must exhibit socio-communicative skills. Classic approaches to program HRI from observed human-human interactions fails to capture the subtlety of multimodal interactions as well as the key structural differences between robots and humans. The former arises due to a difficulty in quantifying and coding multimodal behaviours, while the latter due to a difference of the degrees of liberty between a robot and a human. However, the notion of reverse engineering from multimodal HRI traces to learn the underlying behavioral blueprint of the robot given multimodal traces seems an option worth exploring. With this spirit, the entire HRI can be seen as a sequence of exchanges of speech acts between the robot and human, each act treated as an action, bearing in mind that the entire sequence is goal-driven. Thus, this entire interaction can be treated as a sequence of actions propelling the interaction from its initial to goal state, also known as a plan in the domain of AI planning. In the same domain, this action sequence that stems from plan execution can be represented as a trace. AI techniques, such as machine learning, can be used to learn behavioral models (also known as symbolic action models in AI), intended to be reusable for AI planning, from the aforementioned multimodal traces. This article reviews recent machine learning techniques for learning planning action models which can be applied to the field of HRI with the intent of rendering robots as socio-communicative.
Multi-Agent Actor-Critic with Generative Cooperative Policy Network
Ryu, Heechang, Shin, Hayong, Park, Jinkyoo
We propose an efficient multi-agent reinforcement learning approach to derive equilibrium strategies for multi-agents who are participating in a Markov game. Mainly, we are focused on obtaining decentralized policies for agents to maximize the performance of a collaborative task by all the agents, which is similar to solving a decentralized Markov decision process. We propose to use two different policy networks: (1) decentralized greedy policy network used to generate greedy action during training and execution period and (2) generative cooperative policy network (GCPN) used to generate action samples to make other agents improve their objectives during training period. We show that the samples generated by GCPN enable other agents to explore the policy space more effectively and favorably to reach a better policy in terms of achieving the collaborative tasks.
Graph Convolutional Reinforcement Learning for Multi-Agent Cooperation
Jiang, Jiechuan, Dun, Chen, Lu, Zongqing
Learning to cooperate is crucially important in multi-agent reinforcement learning. The key is to take the influence of other agents into consideration when performing distributed decision making. However, multi-agent environment is highly dynamic, which makes it hard to learn abstract representations of influences between agents by only low-order features that existing methods exploit. In this paper, we propose a graph convolutional model for multi-agent cooperation. The graph convolution architecture adapts to the dynamics of the underlying graph of the multi-agent environment, where the influence among agents is captured by their abstract relation representations. High-order features extracted by relation kernels of convolutional layers from gradually increased receptive fields are exploited to learn cooperative strategies. The gradient of an agent not only backpropagates to itself but also to other agents in its receptive fields to reinforce the learned cooperative strategies. Moreover, the relation representations are temporally regularized to make the cooperation more consistent. Empirically, we show that our model enables agents to develop more cooperative and sophisticated strategies than existing methods in jungle and battle games and routing in packet switching networks.