Agents
How linguistic descriptions of data can help to the teaching-learning process in higher education, case of study: artificial intelligence
Rubio-Manzano, Clemente, Senoceain, Tomas Lermanda
Artificial Intelligence is a central topic in the computer science curriculum. From the year 2011 a project-based learning methodology based on computer games has been designed and implemented into the intelligence artificial course at the University of the Bio-Bio. The project aims to develop software-controlled agents (bots) which are programmed by using heuristic algorithms seen during the course. This methodology allows us to obtain good learning results, however several challenges have been founded during its implementation. In this paper we show how linguistic descriptions of data can help to provide students and teachers with technical and personalized feedback about the learned algorithms. Algorithm behavior profile and a new Turing test for computer games bots based on linguistic modelling of complex phenomena are also proposed in order to deal with such challenges. In order to show and explore the possibilities of this new technology, a web platform has been designed and implemented by one of authors and its incorporation in the process of assessment allows us to improve the teaching learning process.
Game-theory insights into asymmetric multi-agent games DeepMind
Game theory is a field of mathematics that is used to analyse the strategies used by decision makers in competitive situations. It can apply to humans, animals, and computers in various situations but is commonly used in AI research to study "multi-agent" environments where there is more than one system, for example several household robots cooperating to clean the house. Traditionally, the evolutionary dynamics of multi-agent systems have been analysed using simple, symmetric games, such as the classic Prisoner's Dilemma, where each player has access to the same set of actions. Although these games can provide useful insights into how multi-agent systems work and tell us how to achieve a desirable outcome for all players - known as the Nash equilibrium - they cannot model all situations. Our new technique allows us to quickly and easily identify the strategies used to find the Nash equilibrium in more complex asymmetric games - characterised as games where each player has different strategies, goals and rewards.
Trump Says Global Cooperation Can Be Part of 'America First'
The meeting with Kagame comes not long after participants in a White House meeting said Trump had referred to African nations as "shitholes." And Trump has come under fire in Britain after he retweeted videos from a far-right British group and criticized London Mayor Sadiq Khan following a terror attack last year. Trump canceled plans for a recent trip to London to open the new $1 billion U.S. embassy there, a move that avoided protests promised by political opponents. The president said he skipped the trip because he was unhappy with the new embassy's cost and location.
Ontology-based Fuzzy Markup Language Agent for Student and Robot Co-Learning
Lee, Chang-Shing, Wang, Mei-Hui, Huang, Tzong-Xiang, Chen, Li-Chung, Huang, Yung-Ching, Yang, Sheng-Chi, Tseng, Chien-Hsun, Hung, Pi-Hsia, Kubota, Naoyuki
An intelligent robot agent based on domain ontology, machine learning mechanism, and Fuzzy Markup Language (FML) for students and robot co-learning is presented in this paper. The machine-human co-learning model is established to help various students learn the mathematical concepts based on their learning ability and performance. Meanwhile, the robot acts as a teacher's assistant to co-learn with children in the class. The FML-based knowledge base and rule base are embedded in the robot so that the teachers can get feedback from the robot on whether students make progress or not. Next, we inferred students' learning performance based on learning content's difficulty and students' ability, concentration level, as well as teamwork sprit in the class. Experimental results show that learning with the robot is helpful for disadvantaged and below-basic children. Moreover, the accuracy of the intelligent FML-based agent for student learning is increased after machine learning mechanism.
Predicting Human Decision-Making: From Prediction to Action
Rosenfeld, Ariel, Kraus, Sarit
In this book, we explore the task of automatically predicting human decision-making and its use in designing intelligent human-aware automated computer systems of varying natures - from purely conflicting interaction settings (e.g., security and games) to fully cooperative interaction settings (e.g., autonomous driving and personal robotic assistants). We explore the techniques, algorithms, and empirical methodologies for meeting the challenges that arise from the above tasks and illustrate major benefits from the use of these computational solutions in real-world application domains such as security, negotiations, argumentative interactions, voting systems, autonomous driving, and games. The book presents both the traditional and classical methods as well as the most recent and cutting edge advances, providing the reader with a panorama of the challenges and solutions in predicting human decision-making. Top Description Table of Contents Author Information Table of Contents Preface Acknowledgments Introduction Utility Maximization Paradigm Predicting Human Decision-Making From Human Prediction to Intelligent Agents Which Model Should I Use? Concluding Remarks Bibliography Authors' Biographies Index Top Description Table of Contents Author Information About the Author(s)Ariel Rosenfeld, Weizmann Institute of Science Ariel Rosenfeld is a Koshland Postdoctoral Fellow at Weizmann Institute of Science, Israel. He obtained a B.Sc. in Computer Science and Economics, graduating magna cum laude from Tel Aviv University, and a Ph.D. in Computer Science from Bar-Ilan University.
Intelligent Agents, Blended AI Factor Into A 'Year Of Reckoning'
This article is part of CMO.com's December series about 2018 trends, predictions, and new opportunities. Despite a vibrant economy, individual companies will confront unceasing changes in technology and inflated consumer expectations. That's why Forrester Research is calling 2018 a "year of reckoning." It sees both as an existential threat that makes the fate of individual companies uncertain. This environment has prompted a radical shift in what is traditionally meant by marketing; some even view the traditional role of chief marketing officer as outmoded.
COTA: Improving Uber Customer Care with NLP & Machine Learning
To facilitate the best end-to-end experience possible for users, Uber is committed to making customer support easier and more accessible. Working toward this goal, Uber's Customer Obsession team leverages five different customer-agent communication channels powered by an in-house platform that integrates customer support ticket context for easy issue resolution. With hundreds of thousands of tickets surfacing daily on the platform across 400 cities worldwide, this team must ensure that agents are empowered to resolve them as accurately and quickly as possible.
Non-myopic learning in repeated stochastic games
In repeated stochastic games (RSGs), an agent must quickly adapt to the behavior of previously unknown associates, who may themselves be learning. This machine-learning problem is particularly challenging due, in part, to the presence of multiple (even infinite) equilibria and inherently large strategy spaces. In this paper, we introduce a method to reduce the strategy space of two-player general-sum RSGs to a handful of expert strategies. This process, called Mega, effectually reduces an RSG to a bandit problem. We show that the resulting strategy space preserves several important properties of the original RSG, thus enabling a learner to produce robust strategies within a reasonably small number of interactions. To better establish strengths and weaknesses of this approach, we empirically evaluate the resulting learning system against other algorithms in three different RSGs.
Behavior Trees in Robotics and AI: An Introduction
Colledanchise, Michele, Ögren, Petter
A Behavior Tree (BT) is a way to structure the switching between different tasks in an autonomous agent, such as a robot or a virtual entity in a computer game. BTs are a very efficient way of creating complex systems that are both modular and reactive. These properties are crucial in many applications, which has led to the spread of BT from computer game programming to many branches of AI and Robotics. In this book, we will first give an introduction to BTs, then we describe how BTs relate to, and in many cases generalize, earlier switching structures. These ideas are then used as a foundation for a set of efficient and easy to use design principles. Properties such as safety, robustness, and efficiency are important for an autonomous system, and we describe a set of tools for formally analyzing these using a state space description of BTs. With the new analysis tools, we can formalize the descriptions of how BTs generalize earlier approaches. We also show the use of BTs in automated planning and machine learning. Finally, we describe an extended set of tools to capture the behavior of Stochastic BTs, where the outcomes of actions are described by probabilities. These tools enable the computation of both success probabilities and time to completion.