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For more than half a century, U.S. government officials have considered disaster scenarios, such as the consequences of a nuclear bomb going off in Washington, D.C. Only now, instead of following fixed story lines and predictions assembled ahead of time, they are using computers to play what-if with an entire artificial society: an advanced type of computer simulation called an agent-based model. Today's version of the nuclear attack model includes a digital simulation of every building in the area affected by the bomb, as well as every road, power line, hospital, and even cell tower. The model includes weather data to simulate the fallout plume. And the scenario is peopled with some 730,000 agents.


DORA The Explorer: Directed Outreaching Reinforcement Action-Selection

arXiv.org Machine Learning

Exploration is a fundamental aspect of Reinforcement Learning, typically implemented using stochastic action-selection. Exploration, however, can be more efficient if directed toward gaining new world knowledge. Visit-counters have been proven useful both in practice and in theory for directed exploration. However, a major limitation of counters is their locality. While there are a few model-based solutions to this shortcoming, a model-free approach is still missing. We propose $E$-values, a generalization of counters that can be used to evaluate the propagating exploratory value over state-action trajectories. We compare our approach to commonly used RL techniques, and show that using $E$-values improves learning and performance over traditional counters. We also show how our method can be implemented with function approximation to efficiently learn continuous MDPs. We demonstrate this by showing that our approach surpasses state of the art performance in the Freeway Atari 2600 game.


Cognition in Dynamical Systems, Second Edition

arXiv.org Artificial Intelligence

Cognition is the process of knowing. As carried out by a dynamical system, it is the process by which the system absorbs information into its state. A complex network of agents cognizes knowledge about its environment, internal dynamics and initial state by forming emergent, macro-level patterns. Such patterns require each agent to find its place while partially aware of the whole pattern. Such partial awareness can be achieved by separating the system dynamics into two parts by timescale: the propagation dynamics and the pattern dynamics. The fast propagation dynamics describe the spread of signals across the network. If they converge to a fixed point for any quasi-static state of the slow pattern dynamics, that fixed point represents an aggregate of macro-level information. On longer timescales, agents coordinate via positive feedback to form patterns, which are defined using closed walks in the graph of agents. Patterns can be coherent, in that every part of the pattern depends on every other part for context. Coherent patterns are acausal, in that (a) they cannot be predicted and (b) no part of the stored knowledge can be mapped to any part of the pattern, or vice versa. A cognitive network's knowledge is encoded or embodied by the selection of patterns which emerge. The theory of cognition summarized here can model autocatalytic reaction-diffusion systems, artificial neural networks, market economies and ant colony optimization, among many other real and virtual systems. This theory suggests a new understanding of complexity as a lattice of contexts rather than a single measure.


Simple Reinforcement Learning with Tensorflow: Part 2 - Policy-based Agents

#artificialintelligence

After a weeklong break, I am back again with part 2 of my Reinforcement Learning tutorial series. In Part 1, I had shown how to put together a basic agent that learns to choose the more rewarding of two possible options. In this post, I am going to describe how we get from that simple agent to one that is capable of taking in an observation of the world, and taking actions which provide the optimal reward not just in the present, but over the long run. With these additions, we will have a full reinforcement agent. Environments which pose the full problem to an agent are referred to as Markov Decision Processes (MDPs).


Tourist Navigation in Android Smartphone by using Emotion Generating Calculations and Mental State Transition Networks

arXiv.org Artificial Intelligence

Mental State Transition Network which consists of mental states connected to each other is a basic concept of approximating to human psychological and mental responses. It can represent transition from an emotional state to other one with stimulus by calculating Emotion Generating Calculations method. A computer agent can transit a mental state in MSTN based on analysis of emotion by EGC method. In this paper, the Andorid EGC which the agent works in Android smartphone can evaluate the feelings in the conversation. The tourist navigation system with the proposed technique in this paper will be expected to be an emotional oriented interface in Android smartphone.


DIPD: Gaze-Based Intention Inference in Dynamic Environments

AAAI Conferences

The ability of an autonomous system to understand something about a human's intent is important to the success of many systems that involve both humans and autonomous agents. In this work, we consider the specific setting of a human passenger riding in an autonomous vehicle, where the passenger intends to go to or learn about a specific point of interest along the vehicle's route. In this setting, we seek to provide the vehicle with the ability to infer this point of interest using real-time gaze information. This is a difficult problem in that the inference must be designed in the context of the moving vehicle, i.e., in a dynamic environment with dynamic interest points. We propose here a solution to this problem via a novel methodology called Dynamic Interest Point Detection (DIPD) for inferring the point of interest corresponding to the human's intent using gaze tracking data and a dynamic Markov Random Field (MRF) model. The energy function we develop allows the algorithm to successfully filter out noise from the eye tracker, such as eye blinks, high-speed tracking misalignment, and other sources of error. We demonstrate the success of this DIPD technique experimentally and show that it achieves up to a 28% increase in inference success compared to a nearest-neighbor approach.


Consequentialist Conditional Cooperation in Social Dilemmas with Imperfect Information (Short Workshop Version)

AAAI Conferences

Social dilemmas, where mutual cooperation can lead to high payoffs but participants face incentives to cheat, are ubiquitous in multi-agent interaction. We wish to construct agents that cooperate with pure cooperators, avoid exploitation by pure defectors, and incentivize cooperation from the rest. However, often the actions taken by a partner are (partially) unobserved or the consequences of individual actions are hard to predict. We show that in a large class of games good strategies can be constructed by conditioning one's behavior solely on outcomes (i.e. one's past rewards). We call this consequentialist conditional cooperation. We show how to construct such strategies using deep reinforcement learning techniques and demonstrate, both analytically and experimentally, that they are effective in social dilemmas beyond simple matrix games. We also show the limitations of relying purely on consequences and discuss the need for understanding both the consequences of and the intentions behind an action.


Planning and Learning for Decentralized MDPs with Event Driven Rewards

AAAI Conferences

Decentralized (PO)MDPs provide a rigorous framework for sequential multiagent decision making under uncertainty. However, their high computational complexity limits the practical impact. To address scalability and real-world impact, we focus on settings where a large number of agents primarily interact through complex joint-rewards that depend on their entire histories of states and actions. Such history-based rewards encapsulate the notion of events or tasks such that the team reward is given only when the joint-task is completed. Algorithmically, we contribute โ€” 1) A nonlinear programming (NLP) formulation for such event-based planning model; 2) A probabilistic inference based approach that scales much better than NLP solvers for aย large number of agents; 3) A policy gradient based multiagent reinforcement learning approach that scales well even for exponential state- spaces.


ITSM's next wave: AI and machine learning - ITOps Times

#artificialintelligence

IT help desk technicians and administrators can't move fast enough to keep up with the flood of tickets that are coming their way these days. The good news is that help is on the way. Thanks to advances in artificial intelligence (AI), machine learning and predictive analytics, the ability to automate the resolution of IT service issues with little or no human intervention is now surfacing. Bringing AI and machine learning to facilitate self-service IT Service Management (ITSM) driven by bots, virtual agents and even using conversational computing capabilities is a common focus of the leading providers including ServiceNow, BMC Software, Micro Focus, Samanage, Atlassian and Ivanti, among many others. Several factors are now bringing AI into the ITSM equation, notably the availability of cloud-scale services, new programmable machine learning APIs that are now commercially viable and the introduction of virtual agents and bots into other customer service tools.


Wikipedia is used to give AI Common Sense Knowledge QPT

#artificialintelligence

Researchers from BYU (Brigham Young University) were successful in giving common sense to the artificial intelligence agents with the help of Wikipedia. Walk into a room, see a chair, and your brain will tell you that you can sit in it, tip it over or lift it up, but you wouldn't even consider drinking it, promoting it or unlocking it. As humans, we know intuitively that certain verbs pair naturally with certain nouns, and we also know that most verbs don't make sense when paired with random nouns. Consider the monitor on your desk: you can look at it, you can turn it on, you can even pick it up or throw it, but you cannot impeach it, transpose it, justify it or correct it That intuition, for the most part, doesn't exist with computer artificial intelligence agents, who are good at identifying objects but less so in knowing what to do with them. So the BYU Research Team developed a method for teaching agents about affordances -- the set of actions that can be done with an object.