Technology
Self-Confidence of Autonomous Systems in a Military Environment
Kennedy, William G. (George Mason University) | Sibley, Ciara (Naval Research Laboratory) | Coyne, Joseph (Naval Research Laboratory)
The topic of the self-confidence of autonomous systems is discussed from the perspective of its use in a military environment. The concepts of autonomy and self-confidence are quite different in a military environment from the civilian environment. The military’s recruit indoctrination provided a basis for the concept, the factors affecting the concept, and its measurement and communication. These and other aspects of the topic self-confidence in autonomous systems are discussed along with examples based on current research on the interface between human operators and such systems.
Minecraft as an Experimental World for AI in Robotics
Aluru, Krishna Chaitanya (Brown University) | Tellex, Stefanie (Brown University) | Oberlin, John (Brown University) | MacGlashan, James (Brown University)
Performing experimental research on robotic platforms involves numerous practical complications, while studying collaborative interactions and efficiently collecting data from humans benefit from real time response. Roboticists can circumvent some complications by using simulators like Gazebo to test algorithms and building games like the Mars Escape game to collect data. Making use of existing resources for simulation and game creation requires the development of assets and algorithms along with the recruitment and training of users. We have created a Minecraft mod called BurlapCraft which enables the use of the reinforcement learning and planning library BURLAP to model and solve different tasks within Minecraft. BurlapCraft makes AI-HRI development easier in three core ways: the underlying Minecraft environment makes the construction of experiments simple for the developer and so allows the rapid prototyping of experimental setup; BURLAP contributes a wide variety of extensible algorithms for learning and planning, allowing easy iteration and development of task models and algorithms; and the familiarity and ubiquity of Minecraft trivializes the recruitment and training of users. To validate BurlapCraft as a platform for AI development, we demonstrate the execution of A*, BFS, RMax, language understanding, and learning language groundings from user demonstrations in five Minecraft "dungeons."
A Data-Driven Approach for Computationally Modeling Players' Avatar Customization Behaviors
Lim, Chong-U (Massachusetts Institute of Technology) | Harrell, D. Fox (Massachusetts Institute of Technology)
Avatar customization systems enable players to represent themselves virtually in many ways. Research has shown that players exhibit different preferences and motivations in how they customize their avatars. In this paper, we present a data-driven analytical approach to modeling player behavioral patterns exhibited during the avatar customization process. We used our data mining tool \textit{AIRvatar} to analyze telemetry data obtained from 190 players using an avatar creator of our own design. Using non-negative matrix factorization (NMF) and N-gram models, we demonstrate how our approach computationally models behavioral patterns exhibited by players such as "regular shopping," "engaged shopping," or "bored browsing". Our models obtained significant effect sizes (0.12 <= R^2 <= 0.54) when validated with multiple linear regressions for players' time spent engaging in activities within the avatar creator. The NMF model had comparably high performance and ease of interpretation compared to control models.
Learning Propositional Functions for Planning and Reinforcement Learning
Hershkowitz, David Ellis (Brown University) | MacGlashan, James (Brown University) | Tellex, Stefanie (Brown University)
Massive state spaces are ubiquitous throughout planning and reinforcement learning (RL) domains: agents involved in furniture assembly, cooking automation and backgammon must grapple with problem formalisms that are much too expansive to solve by conventional tabular approaches. However, modern tabular planning and RL techniques bypass this difficulty by using propositional functions to transfer knowledge across states — both within and across problem instances — to solve for near optimal behaviors in very large state spaces. Here we present a means by which useful propositional functions can be inferred from observations of transition dynamics. Our approach is based upon distilling salient relational values between pairs of objects. We then use these learned propositional functions to free the RL algorithm deterministic object-oriented RMAX (DOORMAX) of its dependence on expert-provided propositional functions. We also empirically demonstrate high correspondence between these learned propositional functions and expert-provided propositional functions. Our novel DOORMAX algorithm performs at a level near that of classic DOORMAX.
Kognit: Intelligent Cognitive Enhancement Technology by Cognitive Models and Mixed Reality for Dementia Patients
Sonntag, Daniel (German Research Center for AI (DFKI))
With advancements in technology, smartphones can already serve as memory aids. Electronic calendars are of great use in time-based memory tasks. In this project, we enter the mixed reality realm for helping dementia patients. Dementia is a general term for a decline in mental ability severe enough to interfere with daily life. Memory loss is an example. Here, mixed reality refers to the merging of real and virtual worlds to produce new episodic memory visualisations where physical and digital objects co-exist and interact in real-time. Cognitive models are approximations of a patient's mental abilities and limitations involving conscious mental activities (such as thinking, understanding, learning, and remembering). External representations of episodic memory help patients and caregivers coordinate their actions with one another. We advocate distributed cognition, which involves the coordination between individuals, artefacts and the environment, in four main implementations of artificial intelligence technology in the Kognit storyboard: (1) speech dialogue and episodic memory retrieval; (2) monitoring medication management and tracking an elder's behaviour (e.g., drinking water); (3) eye tracking and modelling cognitive abilities; and (4) serious game development towards active memory training. We discuss the storyboard, use cases and usage scenarios, and some implementation details of cognitive models and mixed reality hardware for the patient. The purpose of future studies is to determine the extent to which cognitive enhancement technology can be used to decrease caregiver burden.
Nested Value Iteration for Partially Satisfiable Co-Safe LTL Specifications (Extended Abstract)
Lacerda, Bruno (University of Birmingham) | Parker, David (University of Birmingham) | Hawes, Nick (University of Birmingham)
We describe our recent work on cost-optimal policy generation, for co-safe linear temporal logic (LTL) specifications that are not satisfiable with probability one in a Markov decision process (MDP) model. We provide an overview of the approach to pose the problem as the optimisation of three standard objectives in a trimmed product MDP. Furthermore, we introduce a new approach for optimising the three objectives, in a decreasing order of priority, based on a “nested” value iteration, where one value table is kept for each objective.
MDPVIS: An Interactive Visualization for Testing Markov Decision Processes
McGregor, Sean (Oregon State University) | Buckingham, Hailey (Oregon State University) | Houtman, Rachel (Oregon State University) | Montgomery, Claire (Oregon State University) | Metoyer, Ronald (Oregon State University ) | Dietterich, Thomas G. (Oregon State University)
Whereas computational steering traditionally A common approach for solving Markov Decision Processes refers to modifying a computer process during its execution is to implement a simulator of the stochastic dynamics of (Mulder, van Wijk, and van Liere 1999), we treat optimization the MDP and a Monte Carlo optimization algorithm that invokes as an open-ended process whose parameters are repeatedly this simulator. The resulting software system is often changed for testing and debugging.
Culturally Appropriate Behavior in Virtual Agents: A Review
AlSaleh, Mashael (University of Sheffield) | Romano, Daniela M (University of Sheffield)
Culturally appropriate behavior is not genetically programmed, but is instead learned from direct teaching, or by The relevant literature maintains many different definitions observing and interacting with others. For example, language of culture, which vary according to the field of study. Hofstede is one of the primary abstract artifacts transmitted has studied the features that allow us to discern different extra genetically. This paper provides a review of how culturally cultures (Hofstede 2001), defining culture as: appropriate behavior can be achieved in synthetic agents and offers a concise overview of the relevant literature. "The collective programming of the mind that distinguishes the members of one group or category of people Bates (1994) describes believable characters as those from another" (Hofstede 2001, page 9).
A Taxonomy for Improving Dialog between Autonomous Agent Developers and Human-Machine Interface Designers
Hooper, Daylond James (Infoscitex, Inc.) | Duffy, Jeffrey P. (Infoscitex, Inc.) | Calhoun, Gloria L. (Wright Patterson Air Force Base) | Hughes, Thomas C. (Infoscitex, Inc.)
Autonomous agents require interfaces to define their interactions with humans. The coupling between agents and humans is often limited, with disjoint goals between the agent interface and its associated autonomous components. This leads to a gap in human interaction relative to agent capabilities. We seek to aid interface designs by clarifying agent capabilities within an interface context. A taxonomy was developed that can help elucidate the agent’s affordances and constraints that guide interface design. Moreover, the descriptors employed in the taxonomy can serve as a common language to support dialog between agent and interface developers, resulting in improved autonomous systems that support human-autonomy coordination.
Robotic Social Feedback for Object Specification
Wu, Emily (Brown University) | Han, Yuxin (Rhode Island School of Design) | Whitney, David (Brown University) | Oberlin, John (Brown University) | MacGlashan, James (Brown University) | Tellex, Stefanie (Brown University)
Issuing and following instructions is a common task in many forms of both human-human and human-robot collaboration. With two human participants, the accuracy of instruction following increases if the collaborators can monitor the state of their partners and respond to them through conversation (Clark and Krych 2004), a process we call social feedback. Despite this benefit in human-human interaction, current human-robot collaboration systems process instructions in non-incremental batches, which can achieve good accuracy but does not allow for reactive feedback (Tellex et al. 2011; Matuszek et al. 2012; Tellex et al. 2012; Misra et al.2014). In this paper, we show that giving a robot the ability to ask the user questions results in responsive conversations and allows the robot to quickly determine the object that the user desires. This social feedback loop between person and robot allows a person to create an internal model for the robot’s mental state and adapt their own behavior to better inform the robot. To close the human-robot feedback loop, we employ a Partially Observable Markov Decision Process (POMDP) to produce a policy which will lead to the determination of the object in the shortest amount of time. To test our approach, we perform user studies to measure our robot’s ability to deliver common household items requested by the participant. We compare delivery speed and accuracy both with and without social feedback.