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Unity: A General Platform for Intelligent Agents

arXiv.org Machine Learning

Recent advances in Deep Reinforcement Learning and Robotics have been driven by the presence of increasingly realistic and complex simulation environments. Many of the existing platforms, however, provide either unrealistic visuals, inaccurate physics, low task complexity, or a limited capacity for interaction among artificial agents. Furthermore, many platforms lack the ability to flexibly configure the simulation, hence turning the simulation environment into a black-box from the perspective of the learning system. Here we describe a new open source toolkit for creating and interacting with simulation environments using the Unity platform: Unity ML-Agents Toolkit. By taking advantage of Unity as a simulation platform, the toolkit enables the development of learning environments which are rich in sensory and physical complexity, provide compelling cognitive challenges, and support dynamic multi-agent interaction. We detail the platform design, communication protocol, set of example environments, and variety of training scenarios made possible via the toolkit.


A Summary Description of the A2RD Project

arXiv.org Artificial Intelligence

This paper describes the Autonomous Architecture Over Restricted Domains project. It begins with the description of the context upon which the project is focused, and in the sequence describes the project and implementation models. It finish by presenting the environment conceptual model, showing where stand the components, inputs and facilities required to interact among the intelligent agents of the various implementations in their respective and restricted, routing domains (Autonomous Systems) which together make the Internet work.


A tutorial on Particle Swarm Optimization Clustering

arXiv.org Artificial Intelligence

This paper proposes a tutorial on the Data Clustering technique using the Particle Swarm Optimization approach. Following the work proposed by Merwe et al. [1] here we present an in-deep analysis of the algorithm together with a Matlab implementation and a short tutorial that explains how to modify the proposed implementation and the effect of the parameters of the original algorithm. Moreover, we provide a comparison against the results obtained using the well known K-Means approach. All the source code presented in this paper is publicly available under the GPL-v2 license.


Community Regularization of Visually-Grounded Dialog

arXiv.org Artificial Intelligence

The task of conducting visually grounded dialog involves learning goal-oriented cooperative dialog between autonomous agents who exchange information about a scene through several rounds of questions and answers in natural language. We posit that requiring artificial agents to adhere to the rules of human language, while also requiring them to maximize information exchange through dialog is an ill-posed problem. We observe that humans do not stray from a common language because they are social creatures who live in communities, and have to communicate with many people everyday, so it is far easier to stick to a common language even at the cost of some efficiency loss. Using this as inspiration, we propose and evaluate a multi-agent community-based dialog framework where each agent interacts with, and learns from, multiple agents, and show that this community-enforced regularization results in more relevant and coherent dialog (as judged by human evaluators) without sacrificing task performance (as judged by quantitative metrics).


Planning with Arithmetic and Geometric Attributes

arXiv.org Artificial Intelligence

A desirable property of an intelligent agent is its ability to understand its environment to quickly generalize to novel tasks and compose simpler tasks into more complex ones. If the environment has geometric or arithmetic structure, the agent should exploit these for faster generalization. Building on recent work that augments the environment with user-specified attributes, we show that further equipping these attributes with the appropriate geometric and arithmetic structure brings substantial gains in sample complexity.


A Roadmap for the Value-Loading Problem

arXiv.org Artificial Intelligence

We analyze the value-loading problem. This is the problem of encoding moral values into an AI agent interacting with a complex environment. Like many before, we argue that this is both a major concern and an extremely challenging problem. Solving it will likely require years, if not decades, of multidisciplinary work by teams of top scientists and experts. Given how uncertain the timeline of human-level AI research is, we thus argue that a pragmatic partial solution should be designed as soon as possible. To this end, we propose a preliminary research program. This roadmap identifies several key steps. We hope that this will allow scholars, engineers and decision-makers to better grasp the upcoming difficulties, and to foresee how they can best contribute to the global effort.


Changing Observations in Epistemic Temporal Logic

arXiv.org Artificial Intelligence

We study dynamic changes of agents' observational power in logics of knowledge and time. We consider CTL*K, the extension of CTL* with knowledge operators, and enrich it with a new operator that models a change in an agent's way of observing the system. We extend the classic semantics of knowledge for perfect-recall agents to account for changes of observation, and we show that this new operator strictly increases the expressivity of CTL*K. We reduce the model-checking problem for our logic to that for CTL*K, which is known to be decidable. This provides a solution to the model-checking problem for our logic, but its complexity is not optimal. Indeed we provide a direct decision procedure with better complexity.


Emergence of Communication in an Interactive World with Consistent Speakers

arXiv.org Artificial Intelligence

Training agents to communicate with one another given task-based supervision only has attracted considerable attention recently, due to the growing interest in developing models for human-agent interaction. Prior work on the topic focused on simple environments, where training using policy gradient was feasible despite the non-stationarity of the agents during training. In this paper, we present a more challenging environment for testing the emergence of communication from raw pixels, where training using policy gradient fails. We propose a new model and training algorithm, that utilizes the structure of a learned representation space to produce more consistent speakers at the initial phases of training, which stabilizes learning. We empirically show that our algorithm substantially improves performance compared to policy gradient. We also propose a new alignment-based metric for measuring context-independence in emerged communication and find our method increases context-independence compared to policy gradient and other competitive baselines.


Gibson Env: Real-World Perception for Embodied Agents

arXiv.org Artificial Intelligence

Developing visual perception models for active agents and sensorimotor control are cumbersome to be done in the physical world, as existing algorithms are too slow to efficiently learn in real-time and robots are fragile and costly. This has given rise to learning-in-simulation which consequently casts a question on whether the results transfer to real-world. In this paper, we are concerned with the problem of developing real-world perception for active agents, propose Gibson Virtual Environment for this purpose, and showcase sample perceptual tasks learned therein. Gibson is based on virtualizing real spaces, rather than using artificially designed ones, and currently includes over 1400 floor spaces from 572 full buildings. The main characteristics of Gibson are: I. being from the real-world and reflecting its semantic complexity, II. having an internal synthesis mechanism, "Goggles", enabling deploying the trained models in real-world without needing further domain adaptation, III. embodiment of agents and making them subject to constraints of physics and space.


The Price of Diversity in Assignment Problems

arXiv.org Artificial Intelligence

We introduce and analyze an extension to the matching problem on a weighted bipartite graph: Assignment with Type Constraints. The two parts of the graph are partitioned into subsets called types and blocks; we seek a matching with the largest sum of weights under the constraint that there is a pre-specified cap on the number of vertices matched in every type-block pair. Our primary motivation stems from the public housing program of Singapore, accounting for over 70\% of its residential real estate. To promote ethnic diversity within its housing projects, Singapore imposes ethnicity quotas: each new housing development comprises blocks of flats and each ethnicity-based group in the population must not own more than a certain percentage of flats in a block. Other domains using similar hard capacity constraints include matching prospective students to schools or medical residents to hospitals. Limiting agents' choices for ensuring diversity in this manner naturally entails some welfare loss. One of our goals is to study the trade-off between diversity and social welfare in such settings. We first show that, while the classic assignment program is polynomial-time computable, adding diversity constraints makes it computationally intractable; however, we identify a $\tfrac{1}{2}$-approximation algorithm, as well as reasonable assumptions on the weights that permit poly-time algorithms. Next, we provide two upper bounds on the {\em price of diversity} -- a measure of the loss in welfare incurred by imposing diversity constraints -- as functions of natural problem parameters. We conclude the paper with simulations based on publicly available data from two diversity-constrained allocation problems -- Singapore Public Housing and Chicago School Choice -- which shed light on how the constrained maximization as well as lottery-based variants perform in practice.