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Microsoft to acquire Bonsai in move to build 'brains' for autonomous systems - The Official Microsoft Blog

#artificialintelligence

With AI's meteoric rise, autonomous systems have been projected to grow to more than 800 million in operation by 2025. However, while envisioned in science fiction for a long time, truly intelligent autonomous systems are still elusive and remain a holy grail. The reality today is that training autonomous systems that function amidst the many unforeseen situations in the real world is very hard and requires deep expertise in AI -- essentially making it unscalable. To achieve this inflection point in AI's growth, traditional machine learning methodologies aren't enough. Bringing intelligence to autonomous systems at scale will require a unique combination of the new practice of machine teaching, advances in deep reinforcement learning and leveraging simulation for training.


How techies would design an AI agent for support at work

#artificialintelligence

I'm recently back from ServiceNow's Knowledge 18 conference, where teammates and I found a way to break up the isolation of booth detail: we walked the expo floor to poll people about using work tools powered by artificial intelligence (AI). The poll results offer a sliver of insight about how today's tech workforce views AI technology. Sure, given the nature of the event, one may suggest the crowd was biased. Anticipating that would be the case, we steered the dialogue toward design. To be clear, we polled a total of 70 people.


Expanding the Active Inference Landscape: More Intrinsic Motivations in the Perception-Action Loop

arXiv.org Artificial Intelligence

Active inference is an ambitious theory that treats perception, inference and action selection of autonomous agents under the heading of a single principle. It suggests biologically plausible explanations for many cognitive phenomena, including consciousness. In active inference, action selection is driven by an objective function that evaluates possible future actions with respect to current, inferred beliefs about the world. Active inference at its core is independent from extrinsic rewards, resulting in a high level of robustness across e.g.\ different environments or agent morphologies. In the literature, paradigms that share this independence have been summarised under the notion of intrinsic motivations. In general and in contrast to active inference, these models of motivation come without a commitment to particular inference and action selection mechanisms. In this article, we study if the inference and action selection machinery of active inference can also be used by alternatives to the originally included intrinsic motivation. The perception-action loop explicitly relates inference and action selection to the environment and agent memory, and is consequently used as foundation for our analysis. We reconstruct the active inference approach, locate the original formulation within, and show how alternative intrinsic motivations can be used while keeping many of the original features intact. Furthermore, we illustrate the connection to universal reinforcement learning by means of our formalism. Active inference research may profit from comparisons of the dynamics induced by alternative intrinsic motivations. Research on intrinsic motivations may profit from an additional way to implement intrinsically motivated agents that also share the biological plausibility of active inference.


Solving Multi-agent Path Finding on Strongly Biconnected Digraphs

Journal of Artificial Intelligence Research

Much of the literature on suboptimal, polynomial-time algorithms for multi-agent path finding focuses on undirected graphs, where motion is permitted in both directions along a graph edge. Despite this, traveling on directed graphs is relevant in navigation domains, such as path finding in games, and asymmetric communication networks.We consider multi-agent path finding on strongly biconnected directed graphs. We show that all instances with at least two unoccupied positions have a solution, except for a particular, degenerate subclass where the graph has a cyclic shape. We present diBOX, an algorithm for multi-agent path finding on strongly biconnected directed graphs. diBOX runs in polynomial time, computes suboptimal solutions and is complete for instances on strongly biconnected digraphs with at least two unoccupied positions. We theoretically analyze properties of the algorithm and properties of strongly biconnected directed graphs that are relevant to our approach. We perform a detailed empirical analysis of diBOX, showing a good scalability. To our knowledge, our work is the first study of multi-agent path finding focused on directed graphs.


Nash Stable Outcomes in Fractional Hedonic Games: Existence, Efficiency and Computation

Journal of Artificial Intelligence Research

We consider fractional hedonic games, a subclass of coalition formation games that can be succinctly modeled by means of a graph in which nodes represent agents and edge weights the degree of preference of the corresponding endpoints. The happiness or utility of an agent for being in a coalition is the average value she ascribes to its members. We adopt Nash stable outcomes as the target solution concept; that is we focus on states in which no agent can improve her utility by unilaterally changing her own group. We provide existence, efficiency and complexity results for games played on both general and specific graph topologies. As to the efficiency results, we mainly study the quality of the best Nash stable outcome and refer to the ratio between the social welfare of an optimal coalition structure and the one of such an equilibrium as to the price of stability. In this respect, we remark that a best Nash stable outcome has a natural meaning of stability, since it is the optimal solution among the ones which can be accepted by selfish agents. We provide upper and lower bounds on the price of stability for different topologies, both in case of weighted and unweighted edges. Beside the results for general graphs, we give refined bounds for various specific cases, such as triangle-free, bipartite graphs and tree graphs. For these families, we also show how to efficiently compute Nash stable outcomes with provable good social welfare.


Bonsai joins Microsoft to cultivate our common vision: BRAINs for Autonomous Systems

#artificialintelligence

Keen and I founded Bonsai in 2014 with the vision of putting AI in the hands of every developer. Over the past four years our team has worked tirelessly to make this vision a reality by combining the power of machine teaching and deep reinforcement learning into an end-to-end platform that is accessible not only to data scientists but software engineers and subject matter experts. The strongest initial commercial traction for this platform has been in the industrial verticals where customers are improving the operations of dynamic control systems across applications including robotics, HVAC, engines, wind turbines and machine tuning. The 30x performance improvement Siemens recently realized auto-calibrating CNC machines powered by a Bonsai BRAIN is just scratching the surface of the significant business impact deep reinforcement learning can bring to these real world systems. Going forward, we see a massive opportunity to empower enterprises & developers globally with the tools and technology needed to build and operate the BRAINs that power these intelligent autonomous systems.


Representing and Planning with Interacting Actions and Privacy

AAAI Conferences

Interacting actions โ€” actions whose joint effect differs from the union of their individual effects โ€” are challenging both to represent and to plan with due to their combinatorial nature. So far, there have been few attempts to provide a succinct language for representing them that can also support efficient centralized and distributed privacy preserving planning. In this paper we suggest an approach for representing interacting actions succinctly and show how such a domain model can be compiled into a standard single-agent planning problem as well as to privacy preserving multi-agent planning. We test the performance of our method on a number of novel domains involving interacting actions and privacy.


Adding Heuristics to Conflict-Based Search for Multi-Agent Path Finding

AAAI Conferences

Conflict-Based Search (CBS) and its enhancements are among the strongest algorithms for the multi-agent path-finding problem. However,existing variants of CBS do not use any heuristics that estimate future work. In this paper, we introduce different admissible heuristics for CBS by aggregating cardinal conflicts among agents. In our experiments, CBS with these heuristics outperforms previous state-of-the-art CBS variants by up to a factor of five.


Towards a Grounded Dialog Model for Explainable Artificial Intelligence

arXiv.org Artificial Intelligence

To generate trust with their users, Explainable Artificial Intelligence (XAI) systems need to include an explanation model that can communicate the internal decisions, behaviours and actions to the interacting humans. Successful explanation involves both cognitive and social processes. In this paper we focus on the challenge of meaningful interaction between an explainer and an explainee and investigate the structural aspects of an explanation in order to propose a human explanation dialog model. We follow a bottom-up approach to derive the model by analysing transcripts of 398 different explanation dialog types. We use grounded theory to code and identify key components of which an explanation dialog consists. We carry out further analysis to identify the relationships between components and sequences and cycles that occur in a dialog. We present a generalized state model obtained by the analysis and compare it with an existing conceptual dialog model of explanation.


A Reputation System for Artificial Societies

arXiv.org Artificial Intelligence

One approach to achieving artificial general intelligence (AGI) is through the emergence of complex structures and dynamic properties arising from decentralized networks of interacting artificial intelligence (AI) agents. Understanding the principles of consensus in societies and finding ways to make consensus more reliable becomes critically important as connectivity and interaction speed increase in modern distributed systems of hybrid collective intelligences, which include both humans and computer systems. We propose a new form of reputation-based consensus with greater resistance to reputation gaming than current systems have. We discuss options for its implementation, and provide initial practical results.