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Interactive Reinforcement Learning with Dynamic Reuse of Prior Knowledge from Human/Agent's Demonstration

arXiv.org Artificial Intelligence

Reinforcement learning has enjoyed multiple successes in recent years. However, these successes typically require very large amounts of data before an agent achieves acceptable performance. This paper introduces a novel way of combating such requirements by leveraging existing (human or agent) knowledge. In particular, this paper uses demonstrations from agents and humans, allowing an untrained agent to quickly achieve high performance. We empirically compare with, and highlight the weakness of, HAT and CHAT, methods of transferring knowledge from a source agent/human to a target agent. This paper introduces an effective transfer approach, DRoP, combining the offline knowledge (demonstrations recorded before learning) with online confidence-based performance analysis. DRoP dynamically involves the demonstrator's knowledge, integrating it into the reinforcement learning agent's online learning loop to achieve efficient and robust learning.


Behavioral Cloning from Observation

arXiv.org Artificial Intelligence

Humans often learn how to perform tasks via imitation: they observe others perform a task, and then very quickly infer the appropriate actions to take based on their observations. While extending this paradigm to autonomous agents is a well-studied problem in general, there are two particular aspects that have largely been overlooked: (1) that the learning is done from observation only (i.e., without explicit action information), and (2) that the learning is typically done very quickly. In this work, we propose a two-phase, autonomous imitation learning technique called behavioral cloning from observation (BCO), that aims to provide improved performance with respect to both of these aspects. First, we allow the agent to acquire experience in a self-supervised fashion. This experience is used to develop a model which is then utilized to learn a particular task by observing an expert perform that task without the knowledge of the specific actions taken. We experimentally compare BCO to imitation learning methods, including the state-of-the-art, generative adversarial imitation learning (GAIL) technique, and we show comparable task performance in several different simulation domains while exhibiting increased learning speed after expert trajectories become available.


To shorten flights and lower emissions, scientists are discussing the birds and the bees

Popular Science

When bees leave their hive hoping to find a better location for their nest, they often first settle nearby, usually on a tree branch, and cluster around the queen while several dozen scouts go off in search of a new home. Each scout then returns and starts to dance, indicating the direction and distance of the site it found. The more excited they become, the more frantically they dance, signaling the others to have a look. Ultimately, a favorite location emerges from all this swarming and buzzing about -- and they all depart and fly to it. In computer science, this behavior is known as particle swarm optimization, which holds that each particle's movement not only is influenced by its own position but is guided to other good positions, all of which are updated as other particles find better positions.


Synthesizing Efficient Solutions for Patrolling Problems in the Internet Environment

arXiv.org Artificial Intelligence

We propose an algorithm for constructing efficient patrolling strategies in the Internet environment, where the protected targets are nodes connected to the network and the patrollers are software agents capable of detecting/preventing undesirable activities on the nodes. The algorithm is based on a novel compositional principle designed for a special class of strategies, and it can quickly construct (sub)optimal solutions even if the number of targets reaches hundreds of millions.


Solving Sudoku with Ant Colony Optimisation

arXiv.org Artificial Intelligence

Sudoku is a well-known logic-based puzzle game that was first published in 1979 under the name of "Number Place". It was popularised in Japan in 1984 by the puzzle company Nikoli, and later named "Sudoku", which roughly translates to "single digits". The puzzle gained attention in the West in 2004, after The Times published its first Sudoku grid (at the instigation of Hong Kong-based judge Wayne Gould, who first encountered the puzzle in 1997, and developed a computer program to automatically generate instances). Sudoku is now a global phenomenon, and many newspapers now carry it alongside their existing crosswords (see [4] for a general history of the puzzle). The simplest variant of Sudoku uses a 9 9 grid of cells divided into nine 3 3 subgrids (Figure 1 (left)). The aim of the puzzle is to fill the grid with digits such that each row, each column, and each 3 3 subgrid contains all of the digits 1-9 (Figure 1 (right)). An instance of Sudoku provides, at the outset, a partially-completed grid, but the difficulty of any grid derives more from the range of techniques required to solve it than the number of cell values that are provided for the player. Sudoku is an NPcomplete problem [12], as first shown in [35] (via a reduction from the Latin Square Completion problem [2]).


Deception in Optimal Control

arXiv.org Artificial Intelligence

In this paper, we consider an adversarial scenario where one agent seeks to achieve an objective and its adversary seeks to learn the agent's intentions and prevent the agent from achieving its objective. The agent has an incentive to try to deceive the adversary about its intentions, while at the same time working to achieve its objective. The primary contribution of this paper is to introduce a mathematically rigorous framework for the notion of deception within the context of optimal control. The central notion introduced in the paper is that of a belief-induced reward: a reward dependent not only on the agent's state and action, but also adversary's beliefs. Design of an optimal deceptive strategy then becomes a question of optimal control design on the product of the agent's state space and the adversary's belief space. The proposed framework allows for deception to be defined in an arbitrary control system endowed with a reward function, as well as with additional specifications limiting the agent's control policy. In addition to defining deception, we discuss design of optimally deceptive strategies under uncertainties in agent's knowledge about the adversary's learning process. In the latter part of the paper, we focus on a setting where the agent's behavior is governed by a Markov decision process, and show that the design of optimally deceptive strategies under lack of knowledge about the adversary naturally reduces to previously discussed problems in control design on partially observable or uncertain Markov decision processes. Finally, we present two examples of deceptive strategies: a "cops and robbers" scenario and an example where an agent may use camouflage while moving. We show that optimally deceptive strategies in such examples follow the intuitive idea of how to deceive an adversary in the above settings.


What game are we playing? End-to-end learning in normal and extensive form games

arXiv.org Machine Learning

Although recent work in AI has made great progress in solving large, zero-sum, extensive-form games, the underlying assumption in most past work is that the parameters of the game itself are known to the agents. This paper deals with the relatively under-explored but equally important "inverse" setting, where the parameters of the underlying game are not known to all agents, but must be learned through observations. We propose a differentiable, end-to-end learning framework for addressing this task. In particular, we consider a regularized version of the game, equivalent to a particular form of quantal response equilibrium, and develop 1) a primal-dual Newton method for finding such equilibrium points in both normal and extensive form games; and 2) a backpropagation method that lets us analytically compute gradients of all relevant game parameters through the solution itself. This ultimately lets us learn the game by training in an end-to-end fashion, effectively by integrating a "differentiable game solver" into the loop of larger deep network architectures. We demonstrate the effectiveness of the learning method in several settings including poker and security game tasks.


Verisimilar Percept Sequences Tests for Autonomous Driving Intelligent Agent Assessment

arXiv.org Artificial Intelligence

The autonomous car technology promises to replace human drivers with safer driving systems. But although autonomous cars can become safer than human drivers this is a long process that is going to be refined over time. Before these vehicles are deployed on urban roads a minimum safety level must be assured. Since the autonomous car technology is still under development there is no standard methodology to evaluate such systems. It is important to completely understand the technology that is being developed to design efficient means to evaluate it. In this paper we assume safety-critical systems reliability as a safety measure. We model an autonomous road vehicle as an intelligent agent and we approach its evaluation from an artificial intelligence perspective. Our focus is the evaluation of perception and decision making systems and also to propose a systematic method to evaluate their integration in the vehicle. We identify critical aspects of the data dependency from the artificial intelligence state of the art models and we also propose procedures to reproduce them.



Acquisition and use of knowledge over a restricted domain by intelligent agents

arXiv.org Artificial Intelligence

This short paper provides a description of an architecture to acquisition and use of knowledge by intelligent agents over a restricted domain of the Internet Infrastructure. The proposed architecture is added to an intelligent agent deployment model over a very useful server for Internet Autonomous System administrators. Such servers, which are heavily dependent on arbitrary and eventual updates of human beings, become unreliable. This is a position paper that proposes three research questions that are still in progress.