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LTLf Synthesis Under Unreliable Input

arXiv.org Artificial Intelligence

We study the problem of realizing strategies for an LTLf goal specification while ensuring that at least an LTLf backup specification is satisfied in case of unreliability of certain input variables. We formally define the problem and characterize its worst-case complexity as 2EXPTIME-complete, like standard LTLf synthesis. Then we devise three different solution techniques: one based on direct automata manipulation, which is 2EXPTIME, one disregarding unreliable input variables by adopting a belief construction, which is 3EXPTIME, and one leveraging second-order quantified LTLf (QLTLf), which is 2EXPTIME and allows for a direct encoding into monadic second-order logic, which in turn is worst-case nonelementary. We prove their correctness and evaluate them against each other empirically. Interestingly, theoretical worst-case bounds do not translate into observed performance; the MSO technique performs best, followed by belief construction and direct automata manipulation. As a byproduct of our study, we provide a general synthesis procedure for arbitrary QLTLf specifications.


Optimization of Collective Bayesian Decision-Making in a Swarm of Miniaturized Vibration-Sensing Robots

arXiv.org Artificial Intelligence

Inspection of infrastructure using static sensor nodes has become a well established approach in recent decades. In this work, we present an experimental setup to address a binary inspection task using mobile sensor nodes. The objective is to identify the predominant tile type in a 1mx1m tiled surface composed of vibrating and non-vibrating tiles. A swarm of miniaturized robots, equipped with onboard IMUs for sensing and IR sensors for collision avoidance, performs the inspection. The decision-making approach leverages a Bayesian algorithm, updating robots' belief using inference. The original algorithm uses one of two information sharing strategies. We introduce a novel information sharing strategy, aiming to accelerate the decision-making. To optimize the algorithm parameters, we develop a simulation framework calibrated to our real-world setup in the high-fidelity Webots robotic simulator. We evaluate the three information sharing strategies through simulations and real-world experiments. Moreover, we test the effectiveness of our optimization by placing swarms with optimized and non-optimized parameters in increasingly complex environments with varied spatial correlation and fill ratios. Results show that our proposed information sharing strategy consistently outperforms previously established information-sharing strategies in decision time. Additionally, optimized parameters yield robust performance across different environments. Conversely, non-optimized parameters perform well in simpler scenarios but show reduced accuracy in complex settings.


Operationalising Rawlsian Ethics for Fairness in Norm-Learning Agents

arXiv.org Artificial Intelligence

Social norms are standards of behaviour common in a society. However, when agents make decisions without considering how others are impacted, norms can emerge that lead to the subjugation of certain agents. We present RAWL-E, a method to create ethical norm-learning agents. RAWL-E agents operationalise maximin, a fairness principle from Rawlsian ethics, in their decision-making processes to promote ethical norms by balancing societal well-being with individual goals. We evaluate RAWL-E agents in simulated harvesting scenarios. We find that norms emerging in RAWL-E agent societies enhance social welfare, fairness, and robustness, and yield higher minimum experience compared to those that emerge in agent societies that do not implement Rawlsian ethics.


Agents Are Not Enough

arXiv.org Artificial Intelligence

In the midst of the growing integration of Artificial Intelligence (AI) into various aspects of our lives, agents are experiencing a resurgence. These autonomous programs that act on behalf of humans are neither new nor exclusive to the mainstream AI movement. By exploring past incarnations of agents, we can understand what has been done previously, what worked, and more importantly, what did not pan out and why. This understanding lets us to examine what distinguishes the current focus on agents. While generative AI is appealing, this technology alone is insufficient to make new generations of agents more successful. To make the current wave of agents effective and sustainable, we envision an ecosystem that includes not only agents but also Sims, which represent user preferences and behaviors, as well as Assistants, which directly interact with the user and coordinate the execution of user tasks with the help of the agents.


Active Inference and Human--Computer Interaction

arXiv.org Artificial Intelligence

Active Inference is a closed-loop computational theoretical basis for understanding behaviour, based on agents with internal probabilistic generative models that encode their beliefs about how hidden states in their environment cause their sensations. We review Active Inference and how it could be applied to model the human-computer interaction loop. Active Inference provides a coherent framework for managing generative models of humans, their environments, sensors and interface components. It informs off-line design and supports real-time, online adaptation. It provides model-based explanations for behaviours observed in HCI, and new tools to measure important concepts such as agency and engagement. We discuss how Active Inference offers a new basis for a theory of interaction in HCI, tools for design of modern, complex sensor-based systems, and integration of artificial intelligence technologies, enabling it to cope with diversity in human users and contexts. We discuss the practical challenges in implementing such Active Inference-based systems.


Mitigating Social Bias in Large Language Models: A Multi-Objective Approach within a Multi-Agent Framework

arXiv.org Artificial Intelligence

Natural language processing (NLP) has seen remarkable advancements with the development of large language models (LLMs). Despite these advancements, LLMs often produce socially biased outputs. Recent studies have mainly addressed this problem by prompting LLMs to behave ethically, but this approach results in unacceptable performance degradation. In this paper, we propose a multi-objective approach within a multi-agent framework (MOMA) to mitigate social bias in LLMs without significantly compromising their performance. The key idea of MOMA involves deploying multiple agents to perform causal interventions on bias-related contents of the input questions, breaking the shortcut connection between these contents and the corresponding answers. Unlike traditional debiasing techniques leading to performance degradation, MOMA substantially reduces bias while maintaining accuracy in downstream tasks. Our experiments conducted on two datasets and two models demonstrate that MOMA reduces bias scores by up to 87.7%, with only a marginal performance degradation of up to 6.8% in the BBQ dataset. Additionally, it significantly enhances the multi-objective metric icat in the StereoSet dataset by up to 58.1%. Code will be made available at https://github.com/Cortantse/MOMA.


Characterising Simulation-Based Program Equilibria

arXiv.org Artificial Intelligence

In Tennenholtz's program equilibrium, players of a game submit programs to play on their behalf. Each program receives the other programs' source code and outputs an action. This can model interactions involving AI agents, mutually transparent institutions, or commitments. Tennenholtz (2004) proves a folk theorem for program games, but the equilibria constructed are very brittle. We therefore consider simulation-based programs -- i.e., programs that work by running opponents' programs. These are relatively robust (in particular, two programs that act the same are treated the same) and are more practical than proof-based approaches. Oesterheld's (2019) $\epsilon$Grounded$\pi$Bot is such an approach. Unfortunately, it is not generally applicable to games of three or more players, and only allows for a limited range of equilibria in two player games. In this paper, we propose a generalisation to Oesterheld's (2019) $\epsilon$Grounded$\pi$Bot. We prove a folk theorem for our programs in a setting with access to a shared source of randomness. We then characterise their equilibria in a setting without shared randomness. Both with and without shared randomness, we achieve a much wider range of equilibria than Oesterheld's (2019) $\epsilon$Grounded$\pi$Bot. Finally, we explore the limits of simulation-based program equilibrium, showing that the Tennenholtz folk theorem cannot be attained by simulation-based programs without access to shared randomness.


MAPFAST: A Deep Algorithm Selector for Multi Agent Path Finding using Shortest Path Embeddings

arXiv.org Artificial Intelligence

Solving the Multi-Agent Path Finding (MAPF) problem optimally is known to be NP-Hard for both make-span and total arrival time minimization. While many algorithms have been developed to solve MAPF problems, there is no dominating optimal MAPF algorithm that works well in all types of problems and no standard guidelines for when to use which algorithm. In this work, we develop the deep convolutional network MAPFAST (Multi-Agent Path Finding Algorithm SelecTor), which takes a MAPF problem instance and attempts to select the fastest algorithm to use from a portfolio of algorithms. We improve the performance of our model by including single-agent shortest paths in the instance embedding given to our model and by utilizing supplemental loss functions in addition to a classification loss. We evaluate our model on a large and diverse dataset of MAPF instances, showing that it outperforms all individual algorithms in its portfolio as well as the state-of-the-art optimal MAPF algorithm selector. We also provide an analysis of algorithm behavior in our dataset to gain a deeper understanding of optimal MAPF algorithms' strengths and weaknesses to help other researchers leverage different heuristics in algorithm designs.


Neural diversity is key to collective artificial learning

arXiv.org Artificial Intelligence

Many of the world's most pressing issues, such as climate change and global peace, require complex collective problem-solving skills. Recent studies indicate that diversity in individuals' behaviors is key to developing such skills and increasing collective performance. Yet behavioral diversity in collective artificial learning is understudied, with today's machine learning paradigms commonly favoring homogeneous agent strategies over heterogeneous ones, mainly due to computational considerations. In this work, we employ novel diversity measurement and control paradigms to study the impact of behavioral heterogeneity in several facets of collective artificial learning. Through experiments in team play and other cooperative tasks, we show the emergence of unbiased behavioral roles that improve team outcomes; how neural diversity synergizes with morphological diversity; how diverse agents are more effective at finding cooperative solutions in sparse reward settings; and how behaviorally heterogeneous teams learn and retain latent skills to overcome repeated disruptions. Overall, our results indicate that, by controlling diversity, we can obtain non-trivial benefits over homogeneous training paradigms, demonstrating that diversity is a fundamental component of collective artificial learning, an insight thus far overlooked.


Novelty-Guided Data Reuse for Efficient and Diversified Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Recently, deep Multi-Agent Reinforcement Learning (MARL) has demonstrated its potential to tackle complex cooperative tasks, pushing the boundaries of AI in collaborative environments. However, the efficiency of these systems is often compromised by inadequate sample utilization and a lack of diversity in learning strategies. To enhance MARL performance, we introduce a novel sample reuse approach that dynamically adjusts policy updates based on observation novelty. Specifically, we employ a Random Network Distillation (RND) network to gauge the novelty of each agent's current state, assigning additional sample update opportunities based on the uniqueness of the data. We name our method Multi-Agent Novelty-GuidEd sample Reuse (MANGER). This method increases sample efficiency and promotes exploration and diverse agent behaviors. Our evaluations confirm substantial improvements in MARL effectiveness in complex cooperative scenarios such as Google Research Football and super-hard StarCraft II micromanagement tasks.