antagonist
0e915db6326b6fb6a3c56546980a8c93-Supplemental.pdf
Let B be the maximum difference betweenU1t and U2t, and let (π,θ1,θ2) be a Nash Equilibrium forG. Let π1 be the best response to the first teacher (with utilityU1t) and let π1+2 be the best response policy to the joint teacher. This result shows that as we reduce the number of random episodes, the approximation to aminimax regret strategy improves. Let G be the dual curriculum game in which the first teacher maximizes regret, so U1t = URt, and the second teacher plays randomly, soU2t = UUt . Finally,we need to show thatπ2+3 isoptimal for the student.
- Europe > Italy (0.05)
- Asia > Singapore (0.05)
- South America > Brazil (0.05)
- (17 more...)
- North America > Canada > Alberta (0.14)
- North America > United States > Illinois > Cook County > Chicago (0.04)
- North America > United States > Texas (0.04)
- (4 more...)
Discovering Antagonists in Networks of Systems: Robot Deployment
Wenger, Ingeborg, Eberhard, Peter, Ebel, Henrik
A contextual anomaly detection method is proposed and applied to the physical motions of a robot swarm executing a coverage task. Using simulations of a swarm's normal behavior, a normalizing flow is trained to predict the likelihood of a robot motion within the current context of its environment. During application, the predicted likelihood of the observed motions is used by a detection criterion that categorizes a robot agent as normal or antagonistic. The proposed method is evaluated on five different strategies of antagonistic behavior. Importantly, only readily available simulated data of normal robot behavior is used for training such that the nature of the anomalies need not be known beforehand. The best detection criterion correctly categorizes at least 80% of each antagonistic type while maintaining a false positive rate of less than 5% for normal robot agents. Additionally, the method is validated in hardware experiments, yielding results similar to the simulated scenarios. Compared to the state-of-the-art approach, both the predictive performance of the normalizing flow and the robustness of the detection criterion are increased.
- Europe > Germany > Baden-Württemberg > Stuttgart Region > Stuttgart (0.04)
- Europe > Switzerland (0.04)
- Europe > Finland > South Karelia > Lappeenranta (0.04)
- Information Technology > Artificial Intelligence > Robots (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Agents (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Performance Analysis > Accuracy (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks (1.00)
Exploring AI Writers: Technology, Impact, and Future Prospects
Artificial Intelligence (AI) writers have emerged as a signi ficant force in the realm of content creation. These advanced tools leverage natural language processing techniques to g enerate coherent and logical texts, applicable across vari ous domains such as journalism, advertising, and educational m aterials. This document delves into the capabilities, applications, and implications of AI writers, examining thei r technological underpinnings, market influence, strength s, limitations, future trajectories, and ethical considerat ions. In the rapidly evolving landscape of artificial intelligenc e technologies today, AI models are increasingly being appl ied across various domains, with literary creation being no exc eption.
Deep Learning Games
We investigate a reduction of supervised learning to game playing that reveals new connections and learning methods. For convex one-layer problems, we demonstrate an equivalence between global minimizers of the training problem and Nash equilibria in a simple game. We then show how the game can be extended to general acyclic neural networks with differentiable convex gates, establishing a bijection between the Nash equilibria and critical (or KKT) points of the deep learning problem. Based on these connections we investigate alternative learning methods, and find that regret matching can achieve competitive training performance while producing sparser models than current deep learning strategies.
- North America > Canada > Alberta (0.14)
- North America > United States > Illinois > Cook County > Chicago (0.04)
- North America > United States > Texas (0.04)
- (4 more...)
- Education (0.50)
- Leisure & Entertainment > Games (0.48)
Stabilizing Unsupervised Environment Design with a Learned Adversary
Mediratta, Ishita, Jiang, Minqi, Parker-Holder, Jack, Dennis, Michael, Vinitsky, Eugene, Rocktäschel, Tim
A key challenge in training generally-capable agents is the design of training tasks that facilitate broad generalization and robustness to environment variations. This challenge motivates the problem setting of Unsupervised Environment Design (UED), whereby a student agent trains on an adaptive distribution of tasks proposed by a teacher agent. A pioneering approach for UED is PAIRED, which uses reinforcement learning (RL) to train a teacher policy to design tasks from scratch, making it possible to directly generate tasks that are adapted to the agent's current capabilities. Despite its strong theoretical backing, PAIRED suffers from a variety of challenges that hinder its practical performance. Thus, state-of-the-art methods currently rely on curation and mutation rather than generation of new tasks. In this work, we investigate several key shortcomings of PAIRED and propose solutions for each shortcoming. As a result, we make it possible for PAIRED to match or exceed state-of-the-art methods, producing robust agents in several established challenging procedurally-generated environments, including a partially-observed maze navigation task and a continuous-control car racing environment. We believe this work motivates a renewed emphasis on UED methods based on learned models that directly generate challenging environments, potentially unlocking more open-ended RL training and, as a result, more general agents.
- Education (1.00)
- Leisure & Entertainment > Games (0.67)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Agents (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Learning Graphical Models > Undirected Networks > Markov Models (0.47)
Composing Efficient, Robust Tests for Policy Selection
Morrill, Dustin, Walsh, Thomas J., Hernandez, Daniel, Wurman, Peter R., Stone, Peter
Modern reinforcement learning systems produce many high-quality policies throughout the learning process. However, to choose which policy to actually deploy in the real world, they must be tested under an intractable number of environmental conditions. We introduce RPOSST, an algorithm to select a small set of test cases from a larger pool based on a relatively small number of sample evaluations. RPOSST treats the test case selection problem as a two-player game and optimizes a solution with provable $k$-of-$N$ robustness, bounding the error relative to a test that used all the test cases in the pool. Empirical results demonstrate that RPOSST finds a small set of test cases that identify high quality policies in a toy one-shot game, poker datasets, and a high-fidelity racing simulator.
- North America > United States > Texas > Travis County > Austin (0.14)
- North America > Canada > Alberta (0.14)
- North America > United States > New York > New York County > New York City (0.04)