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Event-triggered Learning for Resource-efficient Networked Control

arXiv.org Machine Learning

Networked control systems (NCSs) are rapidly gaining in popularity, both in academia and industry. Advancements in control strategies and network technologies enable the systems to closely interact with their environment and share data. Treating communication as a shared resource, as suggested in [1], is an important step to scale NCSs to problems involving many agents. In this paper, we consider NCSs with multiple spatially distributed agents, whose dynamics are independent, but that are coupled through a joint control objective and communicate via a shared network. Figure 1 depicts two agents representative for one communication link in such an NCS. While communication between agents is beneficial or even necessary for coordination (e.g., formation control [2], or multi-agent balancing [3]), the network constitutes a shared and scarce resource and, hence, its usage shall be limited. Event-triggered state estimation (ETSE) [4]-[8] has been proposed to reliably exchange sensor or state data between agents, but with limited inter-agent communication. Many ETSE methods utilize dynamics models to predict other agents' states or measurements (see Figure 1), in order to anticipate their behavior without the need for continuous data transmissions.


Naomi Ehrich Leonard: Bio-inspired dynamics for multi-agent decision-making CMU RI Seminar

Robohub

Abstract: "I will present distributed decision-making dynamics for multi-agent systems, motivated by studies of animal groups, such as house-hunting honeybees, and their extraordinary ability to make collective decisions that are both robust to disturbance and adaptable to change. The dynamics derive from principles of symmetry, consensus, and bifurcation in networked systems, exploiting instability as a means to flexibly transition from one stable solution to another. Feedback dynamics are derived for the bifurcation control, a variable representing social effort, such that flexible transition is made a controlled adaptive response."


Opinion: AI development needs global cooperation, not China-phobia - Xinhua

#artificialintelligence

Sophia, a life-like humanoid robot, is pictured at the UN headquarters in New York, Oct. 11, 2017. Sophia was here attending a meeting on "The Future of Everything - Sustainable Development in the Age of Rapid Technological Change". WASHINGTON, March 1 (Xinhua) -- China is gaining momentum in the artificial intelligence (AI) industry, which has been translating its huge market size into commercialized innovations. This is a boon instead of a threat. The cry-wolf alarms that America is losing a race for supremacy in the AI industry by comparing China's catching-up to America's Sputnik panic in the late 1950s, have, in a sense, misinterpreted or misrepresented the true AI story. A typical misinterpretation goes to the "global tech cold war," which was put forward by Eurasia Group, a New York-headquartered think tank, arguing that the winner in AI and super-computing between the United States and China will dominate the coming decades, both economically and geopolitically.


A video game-playing AI beat Q*bert in a way no one's ever seen before

#artificialintelligence

AI research and video games are a match made in heaven. Researchers get a ready-made virtual environment with predefined goals they can control completely, and the AI agent gets to romp around without doing any damage. Sometimes, though, they do break things. Case in point is a paper published this week by a trio of machine learning researchers from the University of Freiburg in Germany. They were exploring a particular method of teaching AI agents to navigate video games (in this case, desktop ports of old Atari titles from the 1980s) when they discovered something odd.


Consequentialist conditional cooperation in social dilemmas with imperfect information

arXiv.org Artificial Intelligence

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 (ie. 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.


NY Mom and Federal Agents Team up to Plan Beeping Egg Hunt

U.S. News

Holly Bonner, of Staten Island, says she lost most of her eyesight five years ago and it has made annual holiday egg hunts difficult to do with her children. WCBS-TV reports she heard of a "beeping egg hunt" in Alabama, and asked her regional ATF office for help in bringing the concept to Staten Island.


Stochastic Dynamic Programming Heuristics for Influence Maximization-Revenue Optimization

arXiv.org Machine Learning

The well-known Influence Maximization (IM) problem has been actively studied by researchers over the past decade, with emphasis on marketing and social networks. Existing research have obtained solutions to the IM problem by obtaining the influence spread and utilizing the property of submodularity. This paper is based on a novel approach to the IM problem geared towards optimizing clicks and consequently revenue within anOnline Social Network (OSN). Our approach diverts from existing approaches by adopting a novel, decision-making perspective through implementing Stochastic Dynamic Programming (SDP). Thus, we define a new problem Influence Maximization-Revenue Optimization (IM-RO) and propose SDP as a method in which this problem can be solved. The SDP method has lucrative gains for an advertiser in terms of optimizing clicks and generating revenue however, one drawback to the method is its associated "curse of dimensionality" particularly for problems involving a large state space. Thus, we introduce the Lawrence Degree Heuristic (LDH), Adaptive Hill-Climbing (AHC) and Multistage Particle Swarm Optimization (MPSO) heuristics as methods which are orders of magnitude faster than the SDP method whilst achieving near-optimal results. Through a comparative analysis on various synthetic and real-world networks we present the AHC and LDH as heuristics well suited to to the IM-RO problem in terms of their accuracy, running times and scalability under ideal model parameters. In this paper we present a compelling survey on the SDP method as a practical and lucrative method for spreading information and optimizing revenue within the context of OSNs.


Actively Estimating Crowd Annotation Consensus

Journal of Artificial Intelligence Research

The rapid growth of storage capacity and processing power has caused machine learning applications to increasingly rely on using immense amounts of labeled data. It has become more important than ever to have fast and inexpensive ways to annotate vast amounts of data. With the emergence of crowdsourcing services, the research direction has gravitated toward putting the wisdom of crowds to better use. Unfortunately, spammers and inattentive annotators pose a threat to the quality and trustworthiness of the consensus. Thus, high quality consensus estimation from crowd annotated data requires a meticulous choice of the candidate annotator and the sample in need of a new annotation. Due to time and budget limitations, it is of utmost importance that this choice is carried out while the annotation collection is in progress. We call this process active crowd-labeling. To this end, we propose an active crowd-labeling approach for actively estimating consensus from continuous-valued crowd annotations. Our method is based on annotator models with unknown parameters, and Bayesian inference is employed to reach a consensus in the form of ordinal, binary, or continuous values. We introduce ranking functions for choosing the candidate annotator and sample pair for requesting an annotation. In addition, we propose a penalizing method for preventing annotator domination, investigate the explore-exploit trade-off for incorporating new annotators into the system, and study the effects of inducing a stopping criterion based on consensus quality. We also introduce the crowd-labeled Head Pose Annotations datasets. Experimental results on the benchmark datasets used in the literature and the Head Pose Annotations datasets suggest that our method provides high-quality consensus by using as few as one fifth of the annotations (~80% cost reduction), thereby providing a budget and time-sensitive solution to the crowd-labeling problem.


Lenient Multi-Agent Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Much of the success of single agent deep reinforcement learning (DRL) in recent years can be attributed to the use of experience replay memories (ERM), which allow Deep Q-Networks (DQNs) to be trained efficiently through sampling stored state transitions. However, care is required when using ERMs for multi-agent deep reinforcement learning (MA-DRL), as stored transitions can become outdated because agents update their policies in parallel [11]. In this work we apply leniency [23] to MA-DRL. Lenient agents map state-action pairs to decaying temperature values that control the amount of leniency applied towards negative policy updates that are sampled from the ERM. This introduces optimism in the value-function update, and has been shown to facilitate cooperation in tabular fully-cooperative multi-agent reinforcement learning problems. We evaluate our Lenient-DQN (LDQN) empirically against the related Hysteretic-DQN (HDQN) algorithm [22] as well as a modified version we call scheduled-HDQN, that uses average reward learning near terminal states. Evaluations take place in extended variations of the Coordinated Multi-Agent Object Transportation Problem (CMOTP) [8] which include fully-cooperative sub-tasks and stochastic rewards. We find that LDQN agents are more likely to converge to the optimal policy in a stochastic reward CMOTP compared to standard and scheduled-HDQN agents.


Real-Time Bidding with Multi-Agent Reinforcement Learning in Display Advertising

arXiv.org Artificial Intelligence

Real-time advertising allows advertisers to bid for each impression for a visiting user. To optimize a specific goal such as maximizing the revenue led by ad placements, advertisers not only need to estimate the relevance between the ads and user's interests, but most importantly require a strategic response with respect to other advertisers bidding in the market. In this paper, we formulate bidding optimization with multi-agent reinforcement learning. To deal with a large number of advertisers, we propose a clustering method and assign each cluster with a strategic bidding agent. A practical Distributed Coordinated Multi-Agent Bidding (DCMAB) has been proposed and implemented to balance the tradeoff between the competition and cooperation among advertisers. The empirical study on our industry-scaled real-world data has demonstrated the effectiveness of our modeling methods. Our results show that a cluster based bidding would largely outperform single-agent and bandit approaches, and the coordinated bidding achieves better overall objectives than the purely self-interested bidding agents.