emote
A Experiment Details for Reproducibility
For all the other datasets, we follow their original train/dev/test splits. We fine-tune a pre-trained language model (e.g., BERT -Base) over the source training set to generate the source model. Source test set is used for evaluating the "source F1" Statistics of each dataset pair are included in Table 9. Batch size is set to be 32 in all experiments for all the methods. We conduct grid search on learning rate and regularization strength for each experiment using the target dev set. Then we train the model using this hyper-parameter configuration with two additional random seeds and report the mean and standard deviation.
- North America > United States > California (0.14)
- Europe > Sweden (0.04)
- North America > United States > Wisconsin > Dane County > Madison (0.04)
- Asia (0.04)
- Government > Regional Government > North America Government > United States Government (0.46)
- Government > Military (0.46)
- Education (0.46)
Norm Enforcement with a Soft Touch: Faster Emergence, Happier Agents
Tzeng, Sz-Ting, Ajmeri, Nirav, Singh, Munindar P.
A multiagent system can be viewed as a society of autonomous agents, whose interactions can be effectively regulated via social norms. In general, the norms of a society are not hardcoded but emerge from the agents' interactions. Specifically, how the agents in a society react to each other's behavior and respond to the reactions of others determines which norms emerge in the society. We think of these reactions by an agent to the satisfactory or unsatisfactory behaviors of another agent as communications from the first agent to the second agent. Understanding these communications is a kind of social intelligence: these communications provide natural drivers for norm emergence by pushing agents toward certain behaviors, which can become established as norms. Whereas it is well-known that sanctioning can lead to the emergence of norms, we posit that a broader kind of social intelligence can prove more effective in promoting cooperation in a multiagent system. Accordingly, we develop Nest, a framework that models social intelligence in the form of a wider variety of communications and understanding of them than in previous work. To evaluate Nest, we develop a simulated pandemic environment and conduct simulation experiments to compare Nest with baselines considering a combination of three kinds of social communication: sanction, tell, and hint. We find that societies formed of Nest agents achieve norms faster; moreover, Nest agents effectively avoid undesirable consequences, which are negative sanctions and deviation from goals, and yield higher satisfaction for themselves than baseline agents despite requiring only an equivalent amount of information.
- Oceania > New Zealand > North Island > Auckland Region > Auckland (0.06)
- South America > Brazil > São Paulo (0.04)
- North America > United States > North Carolina > Wake County > Raleigh (0.04)
- (11 more...)
- Health & Medicine > Therapeutic Area > Infections and Infectious Diseases (1.00)
- Health & Medicine > Therapeutic Area > Immunology (1.00)
- Health & Medicine > Epidemiology (0.94)
EMOTE: An Explainable architecture for Modelling the Other Through Empathy
Senadeera, Manisha, George, Thommen Karimpanal, Gupta, Sunil, Jacobs, Stephan, Rana, Santu
We can usually assume others have goals analogous to our own. This assumption can also, at times, be applied to multi-agent games - e.g. Agent 1's attraction to green pellets is analogous to Agent 2's attraction to red pellets. This "analogy" assumption is tied closely to the cognitive process known as empathy. Inspired by empathy, we design a simple and explainable architecture to model another agent's action-value function. This involves learning an "Imagination Network" to transform the other agent's observed state in order to produce a human-interpretable "empathetic state" which, when presented to the learning agent, produces behaviours that mimic the other agent. Our approach is applicable to multi-agent scenarios consisting of a single learning agent and other (independent) agents acting according to fixed policies. This architecture is particularly beneficial for (but not limited to) algorithms using a composite value or reward function. We show our method produces better performance in multi-agent games, where it robustly estimates the other's model in different environment configurations. Additionally, we show that the empathetic states are human interpretable, and thus verifiable.
- North America > United States > California > San Francisco County > San Francisco (0.14)
- North America > United States > New York > New York County > New York City (0.04)
- Asia > Japan (0.04)
How AI can make the metaverse a more interactive space
The potential behind the metaverse is becoming greater as virtual and physical worlds converge. Market intelligence firm Contrive Datum Insights recently found that the global metaverse market is estimated to surpass $1.3 trillion by 2030. According to the study, this growth will be driven by newly adopted virtual economy trends, combined with the rise of both crypto and online games. Additionally, a recent survey conducted by CoinWire highlighted that the metaverse would likely reshape social lifestyles. CoinWire found that 69% of respondents believe that the metaverse will eventually modify social lifestyles due to new approaches taken for entertainment and activities. Hackl elaborated that technologies such as volumetric video -- a technique that offers a more immersive experience by capturing three-dimensional spaces -- will likely change how individuals communicate.
- Leisure & Entertainment > Games > Computer Games (0.52)
- Banking & Finance (0.37)
Smarter, Better, Faster: Using Machine Learning to Review Emotes
About the Author:� I�m Linda and I�m an applied scientist working on safety related problems, like spam and abuse in chat. This is how I built an image classification model to help our internal safety specialists to review custom emotes. If you are interested in working on safety related problems, feel free to reach out to @lindarrrliu Emotes are an indispensable part of the Twitch experience. They�re the (unofficial) official language of Twitch because they pack a ton of meaning and...
Andrea Vattani, Co-Founder & Chief Scientist at Spiketrap – Interview Series
Andrea Vattani, is the Co-Founder & Chief Scientist at Spiketrap, a contextualization company powering audience intelligence and media performance for creators, platforms, and brands. What initially attracted you to computer science and AI? It was a combination of fortuitous circumstances, I showed up at the University of Rome to take the Statistics major admission test, and it turned out I was a day late! I was advised to apply for Computer Science instead and move back to the Statistics department a year later. I went to the Computer Science admission test (which was that day!) and passed it… never moved back to Statistics! My interest in AI really started with realizing how computers can help you automate things, and AI is the ultimate automation machinery.
Facebook AI researchers create a text-based adventure to study how AI speak and act
Artificial intelligence can write news dispatches and riff somewhat coherently on prompts, but can it learn to navigate a fantasy text-based game? That's what scientists at Facebook AI Research, the Lorraine Research Laboratory in Computer Science and its Applications, and the University College London set out to discover in a recent study, which they describe in a paper published on the preprint server Arxiv.org The researchers specifically investigated the impact of grounding dialogue -- a collection of mutual knowledge, beliefs, and assumptions essential for communication between two people -- on AI agents' understanding of the virtual world around them. Toward that end, they built a research environment in the form of a large-scale, crowdsourced text adventure -- LIGHT -- within which AI systems and humans interact as player characters. "[T]he current state of the art uses only the statistical regularities of language data, without explicit understanding of the world that the language describes," the paper's authors wrote.
- Leisure & Entertainment > Games > Computer Games (0.36)
- Information Technology (0.36)
Learning to Speak and Act in a Fantasy Text Adventure Game
Urbanek, Jack, Fan, Angela, Karamcheti, Siddharth, Jain, Saachi, Humeau, Samuel, Dinan, Emily, Rocktäschel, Tim, Kiela, Douwe, Szlam, Arthur, Weston, Jason
We introduce a large scale crowdsourced text adventure game as a research platform for studying grounded dialogue. In it, agents can perceive, emote, and act whilst conducting dialogue with other agents. Models and humans can both act as characters within the game. We describe the results of training state-of-the-art generative and retrieval models in this setting. We show that in addition to using past dialogue, these models are able to effectively use the state of the underlying world to condition their predictions. In particular, we show that grounding on the details of the local environment, including location descriptions, and the objects (and their affordances) and characters (and their previous actions) present within it allows better predictions of agent behavior and dialogue. We analyze the ingredients necessary for successful grounding in this setting, and how each of these factors relate to agents that can talk and act successfully.
- Information Technology > Artificial Intelligence > Representation & Reasoning > Agents (0.48)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks (0.46)
- Information Technology > Artificial Intelligence > Natural Language > Text Processing (0.46)
- Information Technology > Communications > Social Media > Crowdsourcing (0.35)