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Reports of the AAAI 2014 Conference Workshops

AI Magazine

The AAAI-14 Workshop program was held Sunday and Monday, July 27–28, 2012, at the Québec City Convention Centre in Québec, Canada. Canada. The AAAI-14 workshop program included fifteen workshops covering a wide range of topics in artificial intelligence. The titles of the workshops were AI and Robotics; Artificial Intelligence Applied to Assistive Technologies and Smart Environments; Cognitive Computing for Augmented Human Intelligence; Computer Poker and Imperfect Information; Discovery Informatics; Incentives and Trust in Electronic Communities; Intelligent Cinematography and Editing; Machine Learning for Interactive Systems: Bridging the Gap between Perception, Action and Communication; Modern Artificial Intelligence for Health Analytics; Multiagent Interaction without Prior Coordination; Multidisciplinary Workshop on Advances in Preference Handling; Semantic Cities — Beyond Open Data to Models, Standards and Reasoning; Sequential Decision Making with Big Data; Statistical Relational AI; and The World Wide Web and Public Health Intelligence. This article presents short summaries of those events.


Ambient Personal Environment Experiment (APEX): A Cyber-Human Prosthesis for Mental, Physical and Age-Related Disabilities

AAAI Conferences

We present an emerging research project in our laboratory to extend ambient intelligence (AmI) by what we refer to as “extreme personalization” meaning that an instance of ambient intelligence is focused on one or at most a few individuals over a very long period of time. Over a lifetime of co-activity, it senses and adapts to a person’s preferences and experiences, and crucially, his or her (changing) special needs; needs that differ significantly from the normal baseline. We refer to our agent-based cyber-physical system as Ambient Personal Environment eXperiment (APEX). It aims to serve as a Companion , a Coach , and a Caregiver : crucial support for individuals with mental, physical, and age-related disabilities and those other people who help them. We propose that an instance of APEX, interacting socially with each of these people, is both a social actor as well as a cyber-human prosthetic device . APEX is an ambitious integration of multiple technologies from Artificial Intelligence (AI) and other disciplines. Its successful development can be viewed as a grand challenge for AI. We discuss in this paper three research thrusts that lead toward our vision:  robust intelligent agents, semantically rich human-machine interaction, and reasoning from comprehensive multi-modal behavior data.


Algebraic Models of the Self-Orientation Concept for Autonomous Systems

AAAI Conferences

The aim of this paper is to define a both pragmatic and formal method allowing a social or technical entity to define its own strategic goals and plans. Indeed, by definition, an autonomous entity ought to be governed only by its own principles and laws. Thus, the core concept of autonomy is the capability of defining this principles regarding its own objectives and plans. Thus, the robustness of any autonomous system relies on the pivotal concept of Self-Orientation. This paper focuses on the first formal steps of Self-Orientation theories for any group of agents.


Multi-Agent Action Modeling Through Action Sequences And Perspective Fluents

AAAI Conferences

Actions in a multi-agent setting have complex characteristics. They may not only affect the real world, but also affect the knowledge and beliefs of agents in the world. In many cases, the effect on the beliefs or knowledge of an agent is not due to that agent actively doing some actions, but could be simply the result of that agent’s perspective in terms of where it is looking. In dynamic epistemic logic (DEL), such multi-agent actions are expressed as complex constructs or as Kripke model type structures. This paper uses the multi-agent action language mA+ to show how one can take advantage of some of the perspective fluents of the world to model com- plex actions, in the sense of DEL, as simple action sequences. The paper describes several plan modules using such actions. Such plan modules will be helpful in planning for belief and knowledge goals in a multi-agent setting, as planning from scratch would often be prohibitively time consuming.


Interactive Restless Multi-armed Bandit Game and Swarm Intelligence Effect

arXiv.org Artificial Intelligence

We obtain the conditions for the emergence of the swarm intelligence effect in an interactive game of restless multi-armed bandit (rMAB). A player competes with multiple agents. Each bandit has a payoff that changes with a probability $p_{c}$ per round. The agents and player choose one of three options: (1) Exploit (a good bandit), (2) Innovate (asocial learning for a good bandit among $n_{I}$ randomly chosen bandits), and (3) Observe (social learning for a good bandit). Each agent has two parameters $(c,p_{obs})$ to specify the decision: (i) $c$, the threshold value for Exploit, and (ii) $p_{obs}$, the probability for Observe in learning. The parameters $(c,p_{obs})$ are uniformly distributed. We determine the optimal strategies for the player using complete knowledge about the rMAB. We show whether or not social or asocial learning is more optimal in the $(p_{c},n_{I})$ space and define the swarm intelligence effect. We conduct a laboratory experiment (67 subjects) and observe the swarm intelligence effect only if $(p_{c},n_{I})$ are chosen so that social learning is far more optimal than asocial learning.


Switching to Learn

arXiv.org Machine Learning

A network of agents attempt to learn some unknown state of the world drawn by nature from a finite set. Agents observe private signals conditioned on the true state, and form beliefs about the unknown state accordingly. Each agent may face an identification problem in the sense that she cannot distinguish the truth in isolation. However, by communicating with each other, agents are able to benefit from side observations to learn the truth collectively. Unlike many distributed algorithms which rely on all-time communication protocols, we propose an efficient method by switching between Bayesian and non-Bayesian regimes. In this model, agents exchange information only when their private signals are not informative enough; thence, by switching between the two regimes, agents efficiently learn the truth using only a few rounds of communications. The proposed algorithm preserves learnability while incurring a lower communication cost. We also verify our theoretical findings by simulation examples.


Multi-Agent Pathfinding as a Combinatorial Auction

AAAI Conferences

This paper proposes a mapping between multi-agent pathfinding (MAPF) and combinatorial auctions (CAs). In MAPF, agents need to reach their goal destinations without colliding. Algorithms for solving MAPF aim at assigning agents non-conflicting paths that minimize agents' travel costs. In CA problems, agents bid over bundles of items they desire. Auction mechanisms aim at finding an allocation of bundles that maximizes social welfare. In the proposed mapping of MAPF to CAs, agents bid on paths to their goals and the auction allocates non-colliding paths to the agents. Using this formulation, auction mechanisms can be naturally used to solve a range of MAPF problem variants. In particular, auction mechanisms can be applied to non-cooperative settings with self-interested agents while providing optimality guarantees and robustness to manipulations by agents. The paper further shows how to efficiently implement an auction mechanism for MAPF, utilizing methods and representations from both the MAPF and CA literatures.


Cerebella: Automatic Generation of Nonverbal Behavior for Virtual Humans

AAAI Conferences

Our method automatically generates realistic nonverbal performances for virtual characters to accompany spo- ken utterances. It analyses the acoustic, syntactic, se- mantic and rhetorical properties of the utterance text and audio signal to generate nonverbal behavior such as such as head movements, eye saccades, and novel gesture animations based on co-articulation.


Placing Influencing Agents in a Flock

AAAI Conferences

Flocking is a emergent behavior exhibited by many different animal species, including birds and fish. In our work we consider adding a small set of influencing agents, that are under our control, into a flock. Following ad hoc teamwork methodology, we assume that we are given knowledge of, but no direct control over, the rest of the flock. In our ongoing work highlighted in this abstract, we are specifically considering the problem of where to initially place influencing agents that we add to such a flock. We use these influencing agents to influence the flock to behave in a particular way - for example, to fly in a particular orientation or fly in a particular pattern such as to avoid an obstacle.


Belief Revision Games

AAAI Conferences

Belief revision games (BRGs) are concerned with the dynamics of the beliefs of a group of communicating agents. BRGs are "zero-player" games where at each step every agent revises her own beliefs by taking account for the beliefs of her acquaintances. Each agent is associated with a belief state defined on some finite propositional language. We provide a general definition for such games where each agent has her own revision policy, and show that the belief sequences of agents can always be finitely characterized. We then define a set of revision policies based on belief merging operators. We point out a set of appealing properties for BRGs and investigate the extent to which these properties are satisfied by the merging-based policies under consideration.