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Quantitative Representation of Scenario Difficulty for Autonomous Driving Based on Adversarial Policy Search

Yang, Shuo, Wang, Caojun, Zhang, Yuanjian, Yin, Yuming, Huang, Yanjun, Li, Shengbo Eben, Chen, Hong

arXiv.org Artificial Intelligence

Adversarial scenario generation is crucial for autonomous driving testing because it can efficiently simulate various challenge and complex traffic conditions. However, it is difficult to control current existing methods to generate desired scenarios, such as the ones with different conflict levels. Therefore, this paper proposes a data-driven quantitative method to represent scenario difficulty. Compared with rule-based discrete scenario difficulty representation method, the proposed algorithm can achieve continuous difficulty representation. Specifically, the environment agent is introduced, and a reinforcement learning method combined with mechanism knowledge is constructed for policy search to obtain an agent with adversarial behavior. The model parameters of the environment agent at different stages in the training process are extracted to construct a policy group, and then the agents with different adversarial intensity are obtained, which are used to realize data generation in different difficulty scenarios through the simulation environment. Finally, a data-driven scenario difficulty quantitative representation model is constructed, which is used to output the environment agent policy under different difficulties. The result analysis shows that the proposed algorithm can generate reasonable and interpretable scenarios with high discrimination, and can provide quantifiable difficulty representation without any expert logic rule design. The video link is https://www.youtube.com/watch?v=GceGdqAm9Ys.


The computational power of a human society: a new model of social evolution

Wolpert, David H., Harper, Kyle

arXiv.org Artificial Intelligence

Social evolutionary theory seeks to explain increases in the scale and complexity of human societies, from origins to present. Over the course of the twentieth century, social evolutionary theory largely fell out of favor as a way of investigating human history, just as advances in complex systems science and computer science saw the emergence of powerful new conceptions of complex systems, and in particular new methods of measuring complexity. We propose that these advances in our understanding of complex systems and computer science should be brought to bear on our investigations into human history. To that end, we present a new framework for modeling how human societies co-evolve with their biotic environments, recognizing that both a society and its environment are computers. This leads us to model the dynamics of each of those two systems using the same, new kind of computational machine, which we define here. For simplicity, we construe a society as a set of interacting occupations and technologies. Similarly, under such a model, a biotic environment is a set of interacting distinct ecological and climatic processes. This provides novel ways to characterize social complexity, which we hope will cast new light on the archaeological and historical records. Our framework also provides a natural way to formalize both the energetic (thermodynamic) costs required by a society as it runs, and the ways it can extract thermodynamic resources from the environment in order to pay for those costs -- and perhaps to grow with any left-over resources.


InterSim: Interactive Traffic Simulation via Explicit Relation Modeling

Sun, Qiao, Huang, Xin, Williams, Brian C., Zhao, Hang

arXiv.org Artificial Intelligence

Abstract-- Interactive traffic simulation is crucial to autonomous driving systems by enabling testing for planners in a more scalable and safe way compared to real-world road testing. Existing approaches learn an agent model from large-scale driving data to simulate realistic traffic scenarios, yet it remains an open question to produce consistent and diverse multiagent interactive behaviors in crowded scenes. To overcome this Compared to real-world road testing, simulation offers a challenge, [6] adds a task loss to penalize collisions and [7] more time and resource efficient alternative by reconstructing proposes a feasibility check on the generated trajectories rare but important traffic scenarios. Instead of requiring a allows simulating risky scenarios that are usually difficult hand-crafted loss or an ad-hoc filter, [8] offers simulation to obtain in real-world driving. It fails to produce reactive behavior of models rely on probabilistic sampling and suffer from environment agents when the ego plan diverges from the producing rare or dangerous scenarios, which are crucial to original log and thus becomes less useful in interactive testing autonomous driving planners.


Stochastic Optimization for Vaccine and Testing Kit Allocation for the COVID-19 Pandemic

Thul, Lawrence, Powell, Warren

arXiv.org Artificial Intelligence

The pandemic caused by the SARS-CoV-2 virus has exposed many flaws in the decision-making strategies used to distribute resources to combat global health crises. In this paper, we leverage reinforcement learning and optimization to improve upon the allocation strategies for various resources. In particular, we consider a problem where a central controller must decide where to send testing kits to learn about the uncertain states of the world (active learning); then, use the new information to construct beliefs about the states and decide where to allocate resources. We propose a general model coupled with a tunable lookahead policy for making vaccine allocation decisions without perfect knowledge about the state of the world. The lookahead policy is compared to a population-based myopic policy which is more likely to be similar to the present strategies in practice. Each vaccine allocation policy works in conjunction with a testing kit allocation policy to perform active learning. Our simulation results demonstrate that an optimization-based lookahead decision making strategy will outperform the presented myopic policy.


I love your chain mail! Making knights smile in a fantasy game world: Open-domain goal-oriented dialogue agents

Prabhumoye, Shrimai, Li, Margaret, Urbanek, Jack, Dinan, Emily, Kiela, Douwe, Weston, Jason, Szlam, Arthur

arXiv.org Artificial Intelligence

Dialogue research tends to distinguish between chit-chat and goal-oriented tasks. While the former is arguably more naturalistic and has a wider use of language, the latter has clearer metrics and a straightforward learning signal. Humans effortlessly combine the two, for example engaging in chit-chat with the goal of exchanging information or eliciting a specific response. Here, we bridge the divide between these two domains in the setting of a rich multi-player text-based fantasy environment where agents and humans engage in both actions and dialogue. Specifically, we train a goal-oriented model with reinforcement learning against an imitation-learned ``chit-chat'' model with two approaches: the policy either learns to pick a topic or learns to pick an utterance given the top-K utterances from the chit-chat model. We show that both models outperform an inverse model baseline and can converse naturally with their dialogue partner in order to achieve goals.