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Interactive Language Acquisition with One-shot Visual Concept Learning through a Conversational Game

arXiv.org Artificial Intelligence

Building intelligent agents that can communicate with and learn from humans in natural language is of great value. Supervised language learning is limited by the ability of capturing mainly the statistics of training data, and is hardly adaptive to new scenarios or flexible for acquiring new knowledge without inefficient retraining or catastrophic forgetting. We highlight the perspective that conversational interaction serves as a natural interface both for language learning and for novel knowledge acquisition and propose a joint imitation and reinforcement approach for grounded language learning through an interactive conversational game. The agent trained with this approach is able to actively acquire information by asking questions about novel objects and use the just-learned knowledge in subsequent conversations in a one-shot fashion. Results compared with other methods verified the effectiveness of the proposed approach.


To Improve Customer Service Robots Enable Humans - InformationWeek

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Companies today have a customer service problem, and fixing it is more complicated than flashing an eager smile. Consumer-facing businesses are grappling with how best to meet the fickle expectations of real people in an increasingly automated and digital world. At the center of the issue are automated customer service systems, also called "virtual agents." These agents are software programs designed to help customers answer questions, perform basic tasks, or solve problems without talking to an actual person. We've all used them, and in many cases they work great. By answering a few questions from a computer with a friendly voice, you can pay your bill, order a new service, reset your password, process a return, or complete dozens of other tasks without having to "hold for the next available representative."


Action Categorization for Computationally Improved Task Learning and Planning

arXiv.org Artificial Intelligence

This paper explores the problem of task learning and planning, contributing the Action-Category Representation (ACR) to improve computational performance of both Planning and Reinforcement Learning (RL). ACR is an algorithm-agnostic, abstract data representation that maps objects to action categories (groups of actions), inspired by the psychological concept of action codes. We validate our approach in StarCraft and Lightworld domains; our results demonstrate several benefits of ACR relating to improved computational performance of planning and RL, by reducing the action space for the agent.


An ASP Methodology for Understanding Narratives about Stereotypical Activities

arXiv.org Artificial Intelligence

We describe an application of Answer Set Programming to the understanding of narratives about stereotypical activities, demonstrated via question answering. Substantial work in this direction was done by Erik Mueller, who modeled stereotypical activities as scripts. His systems were able to understand a good number of narratives, but could not process texts describing exceptional scenarios. We propose addressing this problem by using a theory of intentions developed by Blount, Gelfond, and Balduccini. We present a methodology in which we substitute scripts by activities (i.e., hierarchical plans associated with goals) and employ the concept of an intentional agent to reason about both normal and exceptional scenarios. We exemplify the application of this methodology by answering questions about a number of restaurant stories. This paper is under consideration for acceptance in TPLP.


Multiagent Soft Q-Learning

arXiv.org Artificial Intelligence

Policy gradient methods are often applied to reinforcement learning in continuous multiagent games. These methods perform local search in the joint-action space, and as we show, they are susceptable to a game-theoretic pathology known as relative overgeneralization. To resolve this issue, we propose Multiagent Soft Q-learning, which can be seen as the analogue of applying Q-learning to continuous controls. We compare our method to MADDPG, a state-of-the-art approach, and show that our method achieves better coordination in multiagent cooperative tasks, converging to better local optima in the joint action space.


Fair Division Under Cardinality Constraints

arXiv.org Artificial Intelligence

We consider the problem of fairly allocating indivisible goods, among agents, under cardinality constraints and additive valuations. In this setting, we are given a partition of the entire set of goods---i.e., the goods are categorized---and a limit is specified on the number of goods that can be allocated from each category to any agent. The objective here is to find a fair allocation in which the subset of goods assigned to any agent satisfies the given cardinality constraints. This problem naturally captures a number of resource-allocation applications, and is a generalization of the well-studied (unconstrained) fair division problem. The two central notions of fairness, in the context of fair division of indivisible goods, are envy freeness up to one good (EF1) and the (approximate) maximin share guarantee (MMS). We show that the existence and algorithmic guarantees established for these solution concepts in the unconstrained setting can essentially be achieved under cardinality constraints. Specifically, we develop efficient algorithms which compute EF1 and approximately MMS allocations in the constrained setting. Furthermore, focusing on the case wherein all the agents have the same additive valuation, we establish that EF1 locations exist even under matroid constraints.


Influencing Flock Formation in Low-Density Settings

arXiv.org Artificial Intelligence

Flocking is a coordinated collective behavior that results from local sensing between individual agents that have a tendency to orient towards each other. Flocking is common among animal groups and might also be useful in robotic swarms. In the interest of learning how to control flocking behavior, recent work in the multiagent systems literature has explored the use of influencing agents for guiding flocking agents to face a target direction. The existing work in this domain has focused on simulation settings of small areas with toroidal shapes. In such settings, agent density is high, so interactions are common, and flock formation occurs easily. In our work, we study new environments with lower agent density, wherein interactions are more rare. We study the efficacy of placement strategies and influencing agent behaviors drawn from the literature, and find that the behaviors that have been shown to work well in high-density conditions tend to be much less effective in lower density environments. The source of this ineffectiveness is that the influencing agents explored in prior work tended to face directions optimized for maximal influence, but which actually separate the influencing agents from the flock. We find that in low-density conditions maintaining a connection to the flock is more important than rushing to orient towards the desired direction. We use these insights to propose new influencing agent behaviors, which we dub "follow-then-influence"; agents act like normal members of the flock to achieve positions that allow for control and then exert their influence. This strategy overcomes the difficulties posed by low density environments.


Customer service could start living up to its name

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"YOUR CALL IS important to us," a recorded voice tells resigned customers as they wait endlessly to speak to a human agent. AI is starting to help companies improve the quality and consistency of their service in order to persuade customers that they do in fact care about them. Ocado, a British online grocer, receives around 10,000 e-mails from customers every day and uses AI to detect the prevailing sentiment in them. It now replies to the most urgent ones first, and is planning to route complaints to agents with expertise in the relevant field. "Like other applications of AI, it's about trying to make humans more efficient, not take them out of the process entirely," says Paul Clarke, Ocado's chief technology officer.


Social Algorithms

arXiv.org Artificial Intelligence

To find solutions to problems commonly used in science and engineering, algorithms are required. An algorithm is a step-by-step computational procedure or a set of rules to be followed by a computer. One of the oldest algorithms is the Euclidean algorithm for finding the greatest common divisor (gcd) of two integers such as 12345 and 125, and this algorithm was first given in detail in Euclid's Elements about 2300 years ago (Chabert 1999). Modern computing involves a large set of different algorithms from fast Fourier transform (FFT) to image processing techniques and from conjugate gradient methods to finite element methods. Optimization problems in particular require specialized optimization techniques, ranging from the simple Newton-Raphson's method to more sophisticated simplex methods for linear programming. Modern trends tend to use a combination of traditional techniques in combination with contemporary stochastic metaheuristic algorithms such as genetic algorithms, firefly algorithm and particle swarm optimization.


Swarm robotics in wireless distributed protocol design for coordinating robots involved in cooperative tasks

arXiv.org Artificial Intelligence

The mine detection in an unexplored area is an optimization problem where multiple mines, randomly distributed throughout an area, need to be discovered and disarmed in a minimum amount of time. We propose a strategy to explore an unknown area, using a stigmergy approach based on ants behavior, and a novel swarm based protocol to recruit and coordinate robots for disarming the mines cooperatively. Simulation tests are presented to show the effectiveness of our proposed Ant-based Task Robot Coordination (ATRC) with only the exploration task and with both exploration and recruiting strategies. Multiple minimization objectives have been considered: the robots' recruiting time and the overall area exploration time. We discuss, through simulation, different cases under different network and field conditions, performed by the robots. The results have shown that the proposed decentralized approaches enable the swarm of robots to perform cooperative tasks intelligently without any central control.