Goto

Collaborating Authors

 nought and cross


AIhub monthly digest: April 2024 – explainable AI, access to compute, and noughts and crosses

AIHub

Welcome to our monthly digest, where you can catch up with any AIhub stories you may have missed, peruse the latest news, recap recent events, and more. This month, we hear about the effect of computing resource on AI research, learn about creating explanations for AI-based decision-making systems, and find out about the moderating effect of instant runoff voting. In a series of interviews, we're chatting to some of the AAAI/SIGAI Doctoral Consortium participants to find out more about their research. In our latest two interviews, we met Bálint Gyevnár and Mike Lee and asked about their work on different aspects of explainable AI. This month, our experts consider the debate around open vs closed science.


Beneficial and Harmful Explanatory Machine Learning

arXiv.org Artificial Intelligence

Given the recent successes of Deep Learning in AI there has been increased interest in the role and need for explanations in machine learned theories. A distinct notion in this context is that of Michie's definition of Ultra-Strong Machine Learning (USML). USML is demonstrated by a measurable increase in human performance of a task following provision to the human of a symbolic machine learned theory for task performance. A recent paper demonstrates the beneficial effect of a machine learned logic theory for a classification task, yet no existing work has examined the potential harmfulness of machine's involvement in human learning. This paper investigates the explanatory effects of a machine learned theory in the context of simple two person games and proposes a framework for identifying the harmfulness of machine explanations based on the Cognitive Science literature. The approach involves a cognitive window consisting of two quantifiable bounds and it is supported by empirical evidence collected from human trials. Our quantitative and qualitative results indicate that human learning aided by a symbolic machine learned theory which satisfies a cognitive window has achieved significantly higher performance than human self learning. Results also demonstrate that human learning aided by a symbolic machine learned theory that fails to satisfy this window leads to significantly worse performance than unaided human learning.


A Data-Efficient Deep Learning Approach for Deployable Multimodal Social Robots

arXiv.org Artificial Intelligence

The deep supervised and reinforcement learning paradigms (among others) have the potential to endow interactive multimodal social robots with the ability of acquiring skills autonomously. But it is still not very clear yet how they can be best deployed in real world applications. As a step in this direction, we propose a deep learning-based approach for efficiently training a humanoid robot to play multimodal games---and use the game of `Noughts & Crosses' with two variants as a case study. Its minimum requirements for learning to perceive and interact are based on a few hundred example images, a few example multimodal dialogues and physical demonstrations of robot manipulation, and automatic simulations. In addition, we propose novel algorithms for robust visual game tracking and for competitive policy learning with high winning rates, which substantially outperform DQN-based baselines. While an automatic evaluation shows evidence that the proposed approach can be easily extended to new games with competitive robot behaviours, a human evaluation with 130 humans playing with the Pepper robot confirms that highly accurate visual perception is required for successful game play.


Can Meta-Interpretive Learning outperform Deep Reinforcement Learning of Evaluable Game strategies?

arXiv.org Artificial Intelligence

World-class human players have been outperformed in a number of complex two person games (Go, Chess, Checkers) by Deep Reinforcement Learning systems. However, owing to tractability considerations minimax regret of a learning system cannot be evaluated in such games. In this paper we consider simple games (Noughts-and-Crosses and Hexapawn) in which minimax regret can be efficiently evaluated. We use these games to compare Cumulative Minimax Regret for variants of both standard and deep reinforcement learning against two variants of a new Meta-Interpretive Learning system called MIGO. In our experiments all tested variants of both normal and deep reinforcement learning have worse performance (higher cumulative minimax regret) than both variants of MIGO on Noughts-and-Crosses and Hexapawn. Additionally, MIGO's learned rules are relatively easy to comprehend, and are demonstrated to achieve significant transfer learning in both directions between Noughts-and-Crosses and Hexapawn.


Google AI in landmark victory over Go grandmaster

#artificialintelligence

When Gary Kasparov lost to chess computer Deep Blue in 1997, IBM marked a milestone in the history of artificial intelligence. On Wednesday, in a research paper released in Nature, Google earned its own position in the history books, with the announcement that its subsidiary DeepMind has built a system capable of beating the best human players in the world at the east Asian board game Go. Go, a game that involves placing black or white tiles on a 19x19 board and trying to remove your opponents', is far more difficult for a computer to master than a game such as chess. DeepMind's software, AlphaGo, successfully beat the three-time European Go champion Fan Hui 5–0 in a series of games at the company's headquarters in King's Cross last October. Dr Tanguy Chouard, a senior editor at Nature who attended the matches as part of the review process, described the victory as "really chilling to watch".


BOXES: An experiment in adaptive control

Classics

BOXES is the name of a computer program. This is what the chess player does when he lumps together large numbers of positions as being'similar' to each other, by neglecting the strategically irrelevant features in which they differ. The resultant small game can be said to be a'model' of the large game. To give a brutally extreme example, consider a specification of chess positions so incomplete as to map from the viewpoint of White the approximately 1050 positions of the large game on to the seven shown in Figure 1. Even this simple classification may have a role in the learning of chess.