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Amelia is Stunning

#artificialintelligence

For those of you who don't know who or what Amelia is, she is IPsoft's cognitive agent or, in other words, an Artificial Intelligence agent that can converse with people and act as an electronic call center agent. She can do what I would say is at least 30 percent or more of the work currently performed in today's call centers. When I met Amelia, she read a Wikipedia article and had a conversation about it with us. She effectively operated similar to an eighth-grader's ability to synthesize what was in that article and answer questions. She went on to show how she could converse with us to open bank accounts, help us file insurance claims, or sell us a homeowner's or car insurance policy.


IEEE Xplore Abstract - Runtime Behavior Adaptation for Real-Time Interactive Games

#artificialintelligence

Intelligent agents working in real-time domains need to adapt to changing circumstance so that they can improve their performance and avoid their mistakes. AI agents designed for interactive games, however, typically lack this ability. Game agents are traditionally implemented using static, hand-authored behaviors or scripts that are brittle to changing world dynamics and cause a break in player experience when they repeatedly fail. Furthermore, their static nature causes a lot of effort for the game designers as they have to think of all imaginable circumstances that can be encountered by the agent. The problem is exacerbated as state-of-the-art computer games have huge decision spaces, interactive users, and real-time performance that make the problem of creating AI approaches for these domains harder.


r-Extreme Signalling for Congestion Control

arXiv.org Artificial Intelligence

In many "smart city" applications, congestion arises in part due to the nature of signals received by individuals from a central authority. In the model of Marecek et al. [arXiv:1406.7639, Int. J. Control 88(10), 2015], each agent uses one out of multiple resources at each time instant. The per-use cost of a resource depends on the number of concurrent users. A central authority has up-to-date knowledge of the congestion across all resources and uses randomisation to provide a scalar or an interval for each resource at each time. In this paper, the interval to broadcast per resource is obtained by taking the minima and maxima of costs observed within a time window of length r, rather than by randomisation. We show that the resulting distribution of agents across resources also converges in distribution, under plausible assumptions about the evolution of the population over time.


How artificial intelligence is used in law - raconteur.net

#artificialintelligence

Artificial intelligence or AI is the future of the legal profession. The good news for anyone worried by that statement is people have been making it for several decades. The first international conference on law and artificial intelligence was held in Boston in 1987, before the invention – let alone the mass use of – the worldwide web. Despite the early enthusiasm the concept of computers taking over legal reasoning tasks from human lawyers has yet to become reality. Partly this is because artificial intelligence developed more slowly everywhere than the enthusiasts predicted.


Data-Driven Dynamic Decision Models

arXiv.org Machine Learning

This article outlines a method for automatically generating models of dynamic decision-making that both have strong predictive power and are interpretable in human terms. This is useful for designing empirically grounded agent-based simulations and for gaining direct insight into observed dynamic processes. We use an efficient model representation and a genetic algorithm-based estimation process to generate simple approximations that explain most of the structure of complex stochastic processes. This method, implemented in C++ and R, scales well to large data sets. We apply our methods to empirical data from human subjects game experiments and international relations. We also demonstrate the method's ability to recover known data-generating processes by simulating data with agent-based models and correctly deriving the underlying decision models for multiple agent models and degrees of stochasticity.


Microsoft using Minecraft to train artificial intelligence

#artificialintelligence

Minecraft has become a worldwide phenomenon in recent years, and its blocky universe be used to hone the next generation of artificial intelligence? Computer scientists at Microsoft Research think so, and have been using the game's universe to train an AI'agent' to learn how to do things, such as climb a mountain, using the same types of resources a human has when they learn a new task. Much to Stephen Hawking's chagrin, AI has come on leaps and bounds in recent years, and computers can now understand speech and translate it, as well as being able recognise images and write captions about them. But computers still aren't very good at what researchers call general intelligence, which is more similar to the nuanced and complex way humans learn and make decisions. This is where AIX, a platform developed by Katja Hofmann and her colleagues in Microsoft's Cambridge lab, comes in. The system is a mod for the Java version of Minecraft and code that helps artificial intelligence agents sense and act within the game environment.


Video Friday: Walking the XDog, Muscle-Powered BioBots, and Rollin' Justin Will Clean Your Kitchen

IEEE Spectrum Robotics

Video Friday is your weekly selection of awesome robotics videos, collected by your mysophobic Automaton bloggers. We'll also be posting a weekly calendar of upcoming robotics events for the next few months; here's what we have so far (send us your events!): Let us know if you have suggestions for next week, and enjoy today's videos. XDog is a small electric quadruped designed and built by Xing Wang, a graduate student at Shanghai University, with support from his adviser Jia Wenchuan. The robot has 12 motors (each leg has 3 DoF), and uses force sensors on each foot, IMU, and joint-angle sensors for control.


AI and the Mitigation of Error: A Thermodynamics of Teams

AAAI Conferences

Traditional theories of social models conceptualize teams as distributed processors, disregarding the interdependence necessary to multi-task. Yet, interdependence characterizes social behavior. Instead, traditional theory favor cooperation, a state of least entropy production (LEP), without understanding the causes, limits or consequences of cooperation. As a simple example of interdependence, foraging prey overgraze forests free of predators. In our model, interdependence creates uncertainty, tradeoffs and signals (e.g., prices, coordination, innovation). Unlike individuals, the ability of teams to multitask reflects a quantum-like entanglement that represents maximum entropy production (MEP) when solving the problems signaled by society to improve its welfare. Our model supports findings that evolution in nature is driven by the MEP from making intelligent choices. Exploiting interdependence improves team intelligence, improves performance and reduces the risk of human error; forced cooperation disorganizes it by increasing the risk of error; e.g., if team cooperation improves teamwork, widespread forced cooperation in an autocracy or bureaucracy reduces social intelligence by adding unnecessary noise to signals. In our model, competition between teams self-organizes outsiders willing to sort through the noise for signals of the choices that improve social welfare (e.g., teams in courtrooms; science; entertainment; sports; businesses). Social systems organized around competition (e.g., stronger signals from robust checks and balances) better control a society by more correctly sizing teams to solve problems with fewer errors compared to autocracies or bureaucracies. Overall, we predict, the density of MEP directed at solving problems in a society with the constraints imposed from strong checks and balances, yet able to freely self-organize its labor and capital within those constraints, is denser.


Incorporating Human Dimension in Autonomous Decision-Making on Moral and Ethical Issues

AAAI Conferences

As autonomous systems are becoming more and more pervasive, they often have to make decisions concerning moral and ethical values. There are many approaches to incorporating moral values in autonomous decision-making that are based on some sort of logical deduction. However, we argue here, in order for decision-making to seem persuasive to humans, it needs to reflect human values and judgments. Employing some insights from our ongoing researchusing features of the blackboard architecture for a context-aware recommender system, and a legal decision-making system that incorporates supra-legal aspects, we aim to explore if this architecture can also be adapted to implement a moral decision-making system that generates rationales that are persuasive to humans. Our vision is that such a system can be used as an advisory system to consider a situation from different moral perspectives, and generate ethical pros and cons of taking a particular course of action in a given context.


Large-Scale Election Campaigns: Combinatorial Shift Bribery

Journal of Artificial Intelligence Research

We study the complexity of a combinatorial variant of the Shift Bribery problem in elections. In the standard Shift Bribery problem, we are given an election where each voter has a preference order over the set of candidates and where an outside agent, the briber, can pay each voter to rank the briber's favorite candidate a given number of positions higher. The goal is to ensure the victory of the briber's preferred candidate. The combinatorial variant of the problem, introduced in this paper, models settings where it is possible to affect the position of the preferred candidate in multiple votes, either positively or negatively, with a single bribery action. This variant of the problem is particularly interesting in the context of large-scale campaign management problems (which, from the technical side, are modeled as bribery problems). We show that, in general, the combinatorial variant of the problem is highly intractable; specifically, NP-hard, hard in the parameterized sense, and hard to approximate. Nevertheless, we provide parameterized algorithms and approximation algorithms for natural restricted cases.