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1711.08028
Rasmus Berg Palm
Rasmus Berg Palm, Ulrich Paquet, Ole Winther
Recurrent Relational Networks
Accepted at NIPS 2018
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper is concerned with learning to solve tasks that require a chain of interdependent steps of relational inference, like answering complex questions about the relationships between objects, or solving puzzles where the smaller elements of a solution mutually constrain each other. We introduce the recurrent relational network, a general purpose module that operates on a graph representation of objects. As a generalization of Santoro et al. [2017]'s relational network, it can augment any neural network model with the capacity to do many-step relational reasoning. We achieve state of the art results on the bAbI textual question-answering dataset with the recurrent relational network, consistently solving 20/20 tasks. As bAbI is not particularly challenging from a relational reasoning point of view, we introduce Pretty-CLEVR, a new diagnostic dataset for relational reasoning. In the Pretty-CLEVR set-up, we can vary the question to control for the number of relational reasoning steps that are required to obtain the answer. Using Pretty-CLEVR, we probe the limitations of multi-layer perceptrons, relational and recurrent relational networks. Finally, we show how recurrent relational networks can learn to solve Sudoku puzzles from supervised training data, a challenging task requiring upwards of 64 steps of relational reasoning. We achieve state-of-the-art results amongst comparable methods by solving 96.6% of the hardest Sudoku puzzles.
[ { "version": "v1", "created": "Tue, 21 Nov 2017 20:34:48 GMT" }, { "version": "v2", "created": "Mon, 28 May 2018 11:44:06 GMT" }, { "version": "v3", "created": "Tue, 16 Oct 2018 07:44:25 GMT" }, { "version": "v4", "created": "Thu, 29 Nov 2018 15:11:23 GMT" } ]
1,543,536,000,000
[ [ "Palm", "Rasmus Berg", "" ], [ "Paquet", "Ulrich", "" ], [ "Winther", "Ole", "" ] ]
1711.08101
Levi Lelis
Rubens O. Moraes and Levi H. S. Lelis
Asymmetric Action Abstractions for Multi-Unit Control in Adversarial Real-Time Games
AAAI'18
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Action abstractions restrict the number of legal actions available during search in multi-unit real-time adversarial games, thus allowing algorithms to focus their search on a set of promising actions. Optimal strategies derived from un-abstracted spaces are guaranteed to be no worse than optimal strategies derived from action-abstracted spaces. In practice, however, due to real-time constraints and the state space size, one is only able to derive good strategies in un-abstracted spaces in small-scale games. In this paper we introduce search algorithms that use an action abstraction scheme we call asymmetric abstraction. Asymmetric abstractions retain the un-abstracted spaces' theoretical advantage over regularly abstracted spaces while still allowing the search algorithms to derive effective strategies, even in large-scale games. Empirical results on combat scenarios that arise in a real-time strategy game show that our search algorithms are able to substantially outperform state-of-the-art approaches.
[ { "version": "v1", "created": "Wed, 22 Nov 2017 01:35:29 GMT" } ]
1,511,395,200,000
[ [ "Moraes", "Rubens O.", "" ], [ "Lelis", "Levi H. S.", "" ] ]
1711.08378
Matthew Botvinick
M. Botvinick, D.G.T. Barrett, P. Battaglia, N. de Freitas, D. Kumaran, J. Z Leibo, T. Lillicrap, J. Modayil, S. Mohamed, N.C. Rabinowitz, D. J. Rezende, A. Santoro, T. Schaul, C. Summerfield, G. Wayne, T. Weber, D. Wierstra, S. Legg and D. Hassabis
Building Machines that Learn and Think for Themselves: Commentary on Lake et al., Behavioral and Brain Sciences, 2017
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We agree with Lake and colleagues on their list of key ingredients for building humanlike intelligence, including the idea that model-based reasoning is essential. However, we favor an approach that centers on one additional ingredient: autonomy. In particular, we aim toward agents that can both build and exploit their own internal models, with minimal human hand-engineering. We believe an approach centered on autonomous learning has the greatest chance of success as we scale toward real-world complexity, tackling domains for which ready-made formal models are not available. Here we survey several important examples of the progress that has been made toward building autonomous agents with humanlike abilities, and highlight some outstanding challenges.
[ { "version": "v1", "created": "Wed, 22 Nov 2017 16:35:29 GMT" } ]
1,511,395,200,000
[ [ "Botvinick", "M.", "" ], [ "Barrett", "D. G. T.", "" ], [ "Battaglia", "P.", "" ], [ "de Freitas", "N.", "" ], [ "Kumaran", "D.", "" ], [ "Leibo", "J. Z", "" ], [ "Lillicrap", "T.", "" ], [ "Modayil", "J.", "" ], [ "Mohamed", "S.", "" ], [ "Rabinowitz", "N. C.", "" ], [ "Rezende", "D. J.", "" ], [ "Santoro", "A.", "" ], [ "Schaul", "T.", "" ], [ "Summerfield", "C.", "" ], [ "Wayne", "G.", "" ], [ "Weber", "T.", "" ], [ "Wierstra", "D.", "" ], [ "Legg", "S.", "" ], [ "Hassabis", "D.", "" ] ]
1711.08819
Piotr Mirowski
Kory Wallace Mathewson and Piotr Mirowski
Improvised Comedy as a Turing Test
4 pages, 3 figures. Presented at 31st Conference on Neural Information Processing Systems 2017. Workshop on Machine Learning for Creativity and Design
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
The best improvisational theatre actors can make any scene partner, of any skill level or ability, appear talented and proficient in the art form, and thus "make them shine". To challenge this improvisational paradigm, we built an artificial intelligence (AI) trained to perform live shows alongside human actors for human audiences. Over the course of 30 performances to a combined audience of almost 3000 people, we have refined theatrical games which involve combinations of human and (at times, adversarial) AI actors. We have developed specific scene structures to include audience participants in interesting ways. Finally, we developed a complete show structure that submitted the audience to a Turing test and observed their suspension of disbelief, which we believe is key for human/non-human theatre co-creation.
[ { "version": "v1", "created": "Thu, 23 Nov 2017 20:13:34 GMT" }, { "version": "v2", "created": "Sat, 2 Dec 2017 00:25:58 GMT" } ]
1,512,432,000,000
[ [ "Mathewson", "Kory Wallace", "" ], [ "Mirowski", "Piotr", "" ] ]
1711.09142
Zhuo Xu
Zhuo Xu, Haonan Chang, and Masayoshi Tomizuka
Cascade Attribute Learning Network
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We propose the cascade attribute learning network (CALNet), which can learn attributes in a control task separately and assemble them together. Our contribution is twofold: first we propose attribute learning in reinforcement learning (RL). Attributes used to be modeled using constraint functions or terms in the objective function, making it hard to transfer. Attribute learning, on the other hand, models these task properties as modules in the policy network. We also propose using novel cascading compensative networks in the CALNet to learn and assemble attributes. Using the CALNet, one can zero shoot an unseen task by separately learning all its attributes, and assembling the attribute modules. We have validated the capacity of our model on a wide variety of control problems with attributes in time, position, velocity and acceleration phases.
[ { "version": "v1", "created": "Fri, 24 Nov 2017 21:12:52 GMT" } ]
1,511,827,200,000
[ [ "Xu", "Zhuo", "" ], [ "Chang", "Haonan", "" ], [ "Tomizuka", "Masayoshi", "" ] ]
1711.09186
Xinyang Deng
Xinyang Deng and Wen Jiang
D numbers theory based game-theoretic framework in adversarial decision making under fuzzy environment
59 pages, 5 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Adversarial decision making is a particular type of decision making problem where the gain a decision maker obtains as a result of his decisions is affected by the actions taken by others. Representation of alternatives' evaluations and methods to find the optimal alternative are two important aspects in the adversarial decision making. The aim of this study is to develop a general framework for solving the adversarial decision making issue under uncertain environment. By combining fuzzy set theory, game theory and D numbers theory (DNT), a DNT based game-theoretic framework for adversarial decision making under fuzzy environment is presented. Within the proposed framework or model, fuzzy set theory is used to model the uncertain evaluations of decision makers to alternatives, the non-exclusiveness among fuzzy evaluations are taken into consideration by using DNT, and the conflict of interests among decision makers is considered in a two-person non-constant sum game theory perspective. An illustrative application is given to demonstrate the effectiveness of the proposed model. This work, on one hand, has developed an effective framework for adversarial decision making under fuzzy environment; One the other hand, it has further improved the basis of DNT as a generalization of Dempster-Shafer theory for uncertainty reasoning.
[ { "version": "v1", "created": "Sat, 25 Nov 2017 04:16:43 GMT" } ]
1,511,827,200,000
[ [ "Deng", "Xinyang", "" ], [ "Jiang", "Wen", "" ] ]
1711.09401
Long Ouyang
Long Ouyang and Michael C. Frank
Pedagogical learning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
A common assumption in machine learning is that training data are i.i.d. samples from some distribution. Processes that generate i.i.d. samples are, in a sense, uninformative---they produce data without regard to how good this data is for learning. By contrast, cognitive science research has shown that when people generate training data for others (i.e., teaching), they deliberately select examples that are helpful for learning. Because the data is more informative, learning can require less data. Interestingly, such examples are most effective when learners know that the data were pedagogically generated (as opposed to randomly generated). We call this pedagogical learning---when a learner assumes that evidence comes from a helpful teacher. In this work, we ask how pedagogical learning might work for machine learning algorithms. Studying this question requires understanding how people actually teach complex concepts with examples, so we conducted a behavioral study examining how people teach regular expressions using example strings. We found that teachers' examples contain powerful clustering structure that can greatly facilitate learning. We then develop a model of teaching and show a proof of concept that using this model inside of a learner can improve performance.
[ { "version": "v1", "created": "Sun, 26 Nov 2017 15:17:02 GMT" }, { "version": "v2", "created": "Thu, 30 Nov 2017 22:13:42 GMT" } ]
1,512,345,600,000
[ [ "Ouyang", "Long", "" ], [ "Frank", "Michael C.", "" ] ]
1711.09441
Matteo Brunelli
Bice Cavallo and Matteo Brunelli
A general unified framework for interval pairwise comparison matrices
null
International Journal of Approximate Reasoning, 93, 178--198, 2018
10.1016/j.ijar.2017.11.002
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Interval Pairwise Comparison Matrices have been widely used to account for uncertain statements concerning the preferences of decision makers. Several approaches have been proposed in the literature, such as multiplicative and fuzzy interval matrices. In this paper, we propose a general unified approach to Interval Pairwise Comparison Matrices, based on Abelian linearly ordered groups. In this framework, we generalize some consistency conditions provided for multiplicative and/or fuzzy interval pairwise comparison matrices and provide inclusion relations between them. Then, we provide a concept of distance between intervals that, together with a notion of mean defined over real continuous Abelian linearly ordered groups, allows us to provide a consistency index and an indeterminacy index. In this way, by means of suitable isomorphisms between Abelian linearly ordered groups, we will be able to compare the inconsistency and the indeterminacy of different kinds of Interval Pairwise Comparison Matrices, e.g. multiplicative, additive, and fuzzy, on a unique Cartesian coordinate system.
[ { "version": "v1", "created": "Sun, 26 Nov 2017 19:15:24 GMT" } ]
1,511,827,200,000
[ [ "Cavallo", "Bice", "" ], [ "Brunelli", "Matteo", "" ] ]
1711.09744
Clemente Rubio-Manzano
Clemente Rubio-Manzano, Tomas Lermanda Senoceain
How linguistic descriptions of data can help to the teaching-learning process in higher education, case of study: artificial intelligence
null
Journal of Intelligent & Fuzzy Systems, vol. 37, no. 6, pp. 8397-8415, 2019
10.3233/JIFS-190935
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Artificial Intelligence is a central topic in the computer science curriculum. From the year 2011 a project-based learning methodology based on computer games has been designed and implemented into the intelligence artificial course at the University of the Bio-Bio. The project aims to develop software-controlled agents (bots) which are programmed by using heuristic algorithms seen during the course. This methodology allows us to obtain good learning results, however several challenges have been founded during its implementation. In this paper we show how linguistic descriptions of data can help to provide students and teachers with technical and personalized feedback about the learned algorithms. Algorithm behavior profile and a new Turing test for computer games bots based on linguistic modelling of complex phenomena are also proposed in order to deal with such challenges. In order to show and explore the possibilities of this new technology, a web platform has been designed and implemented by one of authors and its incorporation in the process of assessment allows us to improve the teaching learning process.
[ { "version": "v1", "created": "Mon, 27 Nov 2017 15:13:53 GMT" }, { "version": "v2", "created": "Sun, 3 Dec 2017 14:00:27 GMT" }, { "version": "v3", "created": "Tue, 30 Jan 2018 20:00:15 GMT" } ]
1,609,977,600,000
[ [ "Rubio-Manzano", "Clemente", "" ], [ "Senoceain", "Tomas Lermanda", "" ] ]
1711.10241
Mithun Chakraborty
Nawal Benabbou, Mithun Chakraborty, Vinh Ho Xuan, Jakub Sliwinski, Yair Zick
The Price of Quota-based Diversity in Assignment Problems
null
TEAC 8.3.14 (2020) 1-32
10.1145/3411513
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We introduce and analyze an extension to the matching problem on a weighted bipartite graph: Assignment with Type Constraints. The two parts of the graph are partitioned into subsets called types and blocks; we seek a matching with the largest sum of weights under the constraint that there is a pre-specified cap on the number of vertices matched in every type-block pair. Our primary motivation stems from the public housing program of Singapore, accounting for over 70% of its residential real estate. To promote ethnic diversity within its housing projects, Singapore imposes ethnicity quotas: each new housing development comprises blocks of flats and each ethnicity-based group in the population must not own more than a certain percentage of flats in a block. Other domains using similar hard capacity constraints include matching prospective students to schools or medical residents to hospitals. Limiting agents' choices for ensuring diversity in this manner naturally entails some welfare loss. One of our goals is to study the trade-off between diversity and social welfare in such settings. We first show that, while the classic assignment program is polynomial-time computable, adding diversity constraints makes it computationally intractable; however, we identify a $\tfrac{1}{2}$-approximation algorithm, as well as reasonable assumptions on the weights that permit poly-time algorithms. Next, we provide two upper bounds on the price of diversity -- a measure of the loss in welfare incurred by imposing diversity constraints -- as functions of natural problem parameters. We conclude the paper with simulations based on publicly available data from two diversity-constrained allocation problems -- Singapore Public Housing and Chicago School Choice -- which shed light on how the constrained maximization as well as lottery-based variants perform in practice.
[ { "version": "v1", "created": "Tue, 28 Nov 2017 11:58:54 GMT" }, { "version": "v2", "created": "Thu, 28 Dec 2017 08:54:55 GMT" }, { "version": "v3", "created": "Fri, 31 Aug 2018 06:43:20 GMT" }, { "version": "v4", "created": "Wed, 12 Sep 2018 07:51:10 GMT" }, { "version": "v5", "created": "Sat, 1 Dec 2018 10:53:13 GMT" }, { "version": "v6", "created": "Wed, 5 Dec 2018 10:07:25 GMT" }, { "version": "v7", "created": "Sat, 19 Jan 2019 07:08:11 GMT" }, { "version": "v8", "created": "Sat, 3 Oct 2020 10:03:44 GMT" } ]
1,601,942,400,000
[ [ "Benabbou", "Nawal", "" ], [ "Chakraborty", "Mithun", "" ], [ "Xuan", "Vinh Ho", "" ], [ "Sliwinski", "Jakub", "" ], [ "Zick", "Yair", "" ] ]
1711.10314
Shayegan Omidshafiei
Shayegan Omidshafiei, Dong-Ki Kim, Jason Pazis, Jonathan P. How
Crossmodal Attentive Skill Learner
International Conference on Autonomous Agents and Multiagent Systems (AAMAS) 2018, NIPS 2017 Deep Reinforcement Learning Symposium
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper presents the Crossmodal Attentive Skill Learner (CASL), integrated with the recently-introduced Asynchronous Advantage Option-Critic (A2OC) architecture [Harb et al., 2017] to enable hierarchical reinforcement learning across multiple sensory inputs. We provide concrete examples where the approach not only improves performance in a single task, but accelerates transfer to new tasks. We demonstrate the attention mechanism anticipates and identifies useful latent features, while filtering irrelevant sensor modalities during execution. We modify the Arcade Learning Environment [Bellemare et al., 2013] to support audio queries, and conduct evaluations of crossmodal learning in the Atari 2600 game Amidar. Finally, building on the recent work of Babaeizadeh et al. [2017], we open-source a fast hybrid CPU-GPU implementation of CASL.
[ { "version": "v1", "created": "Tue, 28 Nov 2017 14:38:21 GMT" }, { "version": "v2", "created": "Sun, 14 Jan 2018 23:43:31 GMT" }, { "version": "v3", "created": "Tue, 22 May 2018 14:39:29 GMT" } ]
1,527,033,600,000
[ [ "Omidshafiei", "Shayegan", "" ], [ "Kim", "Dong-Ki", "" ], [ "Pazis", "Jason", "" ], [ "How", "Jonathan P.", "" ] ]
1711.10317
Chao Zhao
Chao Zhao and Min Zhao and Yi Guan
Classification of entities via their descriptive sentences
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Hypernym identification of open-domain entities is crucial for taxonomy construction as well as many higher-level applications. Current methods suffer from either low precision or low recall. To decrease the difficulty of this problem, we adopt a classification-based method. We pre-define a concept taxonomy and classify an entity to one of its leaf concept, based on the name and description information of the entity. A convolutional neural network classifier and a K-means clustering module are adopted for classification. We applied this system to 2.1 million Baidu Baike entities, and 1.1 million of them were successfully identified with a precision of 99.36%.
[ { "version": "v1", "created": "Tue, 28 Nov 2017 14:49:06 GMT" } ]
1,511,913,600,000
[ [ "Zhao", "Chao", "" ], [ "Zhao", "Min", "" ], [ "Guan", "Yi", "" ] ]
1711.10401
Kumar Sankar Ray
Rajesh Misra, Kumar S. Ray
A Modification of Particle Swarm Optimization using Random Walk
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Particle swarm optimization comes under lot of changes after James Kennedy and Russell Eberhart first proposes the idea in 1995. The changes has been done mainly on Inertia parameters in velocity updating equation so that the convergence rate will be higher. We are proposing a novel approach where particles movement will not be depend on its velocity rather it will be decided by constrained biased random walk of particles. In random walk every particles movement based on two significant parameters, one is random process like toss of a coin and other is how much displacement a particle should have. In our approach we exploit this idea by performing a biased random operation and based on the outcome of that random operation, PSO particles choose the direction of the path and move non-uniformly into the solution space. This constrained, non-uniform movement helps the random walking particle to converge quicker then classical PSO. In our constrained biased random walking approach, we no longer needed velocity term (Vi), rather we introduce a new parameter (K) which is a probabilistic function. No global best particle (PGbest), local best particle (PLbest), Constriction parameter (W) are required rather we use a new term called Ptarg which is loosely influenced by PGbest.We test our algorithm on five different benchmark functions, and also compare its performance with classical PSO and Quantum Particle Swarm Optimization (QPSO).This new approach have been shown significantly better than basic PSO and sometime outperform QPSO in terms of convergence, search space, number of iterations.
[ { "version": "v1", "created": "Thu, 16 Nov 2017 10:59:34 GMT" }, { "version": "v2", "created": "Mon, 26 Feb 2018 13:27:37 GMT" } ]
1,519,689,600,000
[ [ "Misra", "Rajesh", "" ], [ "Ray", "Kumar S.", "" ] ]
1711.10574
Mehmet Aydin
Mehmet Emin Aydin and Ryan Fellows
A reinforcement learning algorithm for building collaboration in multi-agent systems
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper presents a proof-of concept study for demonstrating the viability of building collaboration among multiple agents through standard Q learning algorithm embedded in particle swarm optimisation. Collaboration is formulated to be achieved among the agents via some sort competition, where the agents are expected to balance their action in such a way that none of them drifts away of the team and none intervene any fellow neighbours territory. Particles are devised with Q learning algorithm for self training to learn how to act as members of a swarm and how to produce collaborative/collective behaviours. The produced results are supportive to the algorithmic structures suggesting that a substantive collaboration can be build via proposed learning algorithm.
[ { "version": "v1", "created": "Tue, 28 Nov 2017 21:46:42 GMT" }, { "version": "v2", "created": "Thu, 5 Apr 2018 15:58:28 GMT" } ]
1,522,972,800,000
[ [ "Aydin", "Mehmet Emin", "" ], [ "Fellows", "Ryan", "" ] ]
1711.11175
Sahin Geyik
Sahin Cem Geyik, Jianqiang Shen, Shahriar Shariat, Ali Dasdan, Santanu Kolay
Towards Data Quality Assessment in Online Advertising
10 pages, 7 Figures. This work has been presented in the KDD 2016 Workshop on Enterprise Intelligence
KDD 2016 Workshop on Enterprise Intelligence
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In online advertising, our aim is to match the advertisers with the most relevant users to optimize the campaign performance. In the pursuit of achieving this goal, multiple data sources provided by the advertisers or third-party data providers are utilized to choose the set of users according to the advertisers' targeting criteria. In this paper, we present a framework that can be applied to assess the quality of such data sources in large scale. This framework efficiently evaluates the similarity of a specific data source categorization to that of the ground truth, especially for those cases when the ground truth is accessible only in aggregate, and the user-level information is anonymized or unavailable due to privacy reasons. We propose multiple methodologies within this framework, present some preliminary assessment results, and evaluate how the methodologies compare to each other. We also present two use cases where we can utilize the data quality assessment results: the first use case is targeting specific user categories, and the second one is forecasting the desirable audiences we can reach for an online advertising campaign with pre-set targeting criteria.
[ { "version": "v1", "created": "Thu, 30 Nov 2017 01:22:45 GMT" } ]
1,512,086,400,000
[ [ "Geyik", "Sahin Cem", "" ], [ "Shen", "Jianqiang", "" ], [ "Shariat", "Shahriar", "" ], [ "Dasdan", "Ali", "" ], [ "Kolay", "Santanu", "" ] ]
1711.11180
Dhaval Adjodah
Dhaval Adjodah, Dan Calacci, Yan Leng, Peter Krafft, Esteban Moro, Alex Pentland
Improved Learning in Evolution Strategies via Sparser Inter-Agent Network Topologies
This paper is obsolete
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We draw upon a previously largely untapped literature on human collective intelligence as a source of inspiration for improving deep learning. Implicit in many algorithms that attempt to solve Deep Reinforcement Learning (DRL) tasks is the network of processors along which parameter values are shared. So far, existing approaches have implicitly utilized fully-connected networks, in which all processors are connected. However, the scientific literature on human collective intelligence suggests that complete networks may not always be the most effective information network structures for distributed search through complex spaces. Here we show that alternative topologies can improve deep neural network training: we find that sparser networks learn higher rewards faster, leading to learning improvements at lower communication costs.
[ { "version": "v1", "created": "Thu, 30 Nov 2017 01:42:54 GMT" }, { "version": "v2", "created": "Thu, 14 Feb 2019 21:34:40 GMT" } ]
1,550,448,000,000
[ [ "Adjodah", "Dhaval", "" ], [ "Calacci", "Dan", "" ], [ "Leng", "Yan", "" ], [ "Krafft", "Peter", "" ], [ "Moro", "Esteban", "" ], [ "Pentland", "Alex", "" ] ]
1711.11231
Shu Guo
Shu Guo, Quan Wang, Lihong Wang, Bin Wang, Li Guo
Knowledge Graph Embedding with Iterative Guidance from Soft Rules
To appear in AAAI 2018
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Embedding knowledge graphs (KGs) into continuous vector spaces is a focus of current research. Combining such an embedding model with logic rules has recently attracted increasing attention. Most previous attempts made a one-time injection of logic rules, ignoring the interactive nature between embedding learning and logical inference. And they focused only on hard rules, which always hold with no exception and usually require extensive manual effort to create or validate. In this paper, we propose Rule-Guided Embedding (RUGE), a novel paradigm of KG embedding with iterative guidance from soft rules. RUGE enables an embedding model to learn simultaneously from 1) labeled triples that have been directly observed in a given KG, 2) unlabeled triples whose labels are going to be predicted iteratively, and 3) soft rules with various confidence levels extracted automatically from the KG. In the learning process, RUGE iteratively queries rules to obtain soft labels for unlabeled triples, and integrates such newly labeled triples to update the embedding model. Through this iterative procedure, knowledge embodied in logic rules may be better transferred into the learned embeddings. We evaluate RUGE in link prediction on Freebase and YAGO. Experimental results show that: 1) with rule knowledge injected iteratively, RUGE achieves significant and consistent improvements over state-of-the-art baselines; and 2) despite their uncertainties, automatically extracted soft rules are highly beneficial to KG embedding, even those with moderate confidence levels. The code and data used for this paper can be obtained from https://github.com/iieir-km/RUGE.
[ { "version": "v1", "created": "Thu, 30 Nov 2017 05:13:33 GMT" } ]
1,512,086,400,000
[ [ "Guo", "Shu", "" ], [ "Wang", "Quan", "" ], [ "Wang", "Lihong", "" ], [ "Wang", "Bin", "" ], [ "Guo", "Li", "" ] ]
1711.11289
Himanshu Sahni
Himanshu Sahni, Saurabh Kumar, Farhan Tejani, Charles Isbell
Learning to Compose Skills
Presented at NIPS 2017 Deep RL Symposium
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We present a differentiable framework capable of learning a wide variety of compositions of simple policies that we call skills. By recursively composing skills with themselves, we can create hierarchies that display complex behavior. Skill networks are trained to generate skill-state embeddings that are provided as inputs to a trainable composition function, which in turn outputs a policy for the overall task. Our experiments on an environment consisting of multiple collect and evade tasks show that this architecture is able to quickly build complex skills from simpler ones. Furthermore, the learned composition function displays some transfer to unseen combinations of skills, allowing for zero-shot generalizations.
[ { "version": "v1", "created": "Thu, 30 Nov 2017 09:47:28 GMT" } ]
1,512,086,400,000
[ [ "Sahni", "Himanshu", "" ], [ "Kumar", "Saurabh", "" ], [ "Tejani", "Farhan", "" ], [ "Isbell", "Charles", "" ] ]
1712.00180
Jason Bernard
Jason Bernard, Ian McQuillan
New Techniques for Inferring L-Systems Using Genetic Algorithm
18 pages. 2 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Lindenmayer systems (L-systems) are a formal grammar system that iteratively rewrites all symbols of a string, in parallel. When visualized with a graphical interpretation, the images have self-similar shapes that appear frequently in nature, and they have been particularly successful as a concise, reusable technique for simulating plants. The L-system inference problem is to find an L-system to simulate a given plant. This is currently done mainly by experts, but this process is limited by the availability of experts, the complexity that may be solved by humans, and time. This paper introduces the Plant Model Inference Tool (PMIT) that infers deterministic context-free L-systems from an initial sequence of strings generated by the system using a genetic algorithm. PMIT is able to infer more complex systems than existing approaches. Indeed, while existing approaches are limited to L-systems with a total sum of 20 combined symbols in the productions, PMIT can infer almost all L-systems tested where the total sum is 140 symbols. This was validated using a test bed of 28 previously developed L-system models, in addition to models created artificially by bootstrapping larger models.
[ { "version": "v1", "created": "Fri, 1 Dec 2017 03:55:59 GMT" }, { "version": "v2", "created": "Mon, 4 Dec 2017 15:00:14 GMT" } ]
1,512,432,000,000
[ [ "Bernard", "Jason", "" ], [ "McQuillan", "Ian", "" ] ]
1712.00222
Chong Di
Chong Di
A double competitive strategy based learning automata algorithm
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Learning Automata (LA) are considered as one of the most powerful tools in the field of reinforcement learning. The family of estimator algorithms is proposed to improve the convergence rate of LA and has made great achievements. However, the estimators perform poorly on estimating the reward probabilities of actions in the initial stage of the learning process of LA. In this situation, a lot of rewards would be added to the probabilities of non-optimal actions. Thus, a large number of extra iterations are needed to compensate for these wrong rewards. In order to improve the speed of convergence, we propose a new P-model absorbing learning automaton by utilizing a double competitive strategy which is designed for updating the action probability vector. In this way, the wrong rewards can be corrected instantly. Hence, the proposed Double Competitive Algorithm overcomes the drawbacks of existing estimator algorithms. A refined analysis is presented to show the $\epsilon-optimality$ of the proposed scheme. The extensive experimental results in benchmark environments demonstrate that our proposed learning automata perform more efficiently than the most classic LA $SE_{RI}$ and the current fastest LA $DGCPA^{*}$.
[ { "version": "v1", "created": "Fri, 1 Dec 2017 07:54:53 GMT" } ]
1,512,345,600,000
[ [ "Di", "Chong", "" ] ]
1712.00428
Sekou Remy
Oliver Bent, Sekou L. Remy, Stephen Roberts, Aisha Walcott-Bryant
Novel Exploration Techniques (NETs) for Malaria Policy Interventions
Under-review
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The task of decision-making under uncertainty is daunting, especially for problems which have significant complexity. Healthcare policy makers across the globe are facing problems under challenging constraints, with limited tools to help them make data driven decisions. In this work we frame the process of finding an optimal malaria policy as a stochastic multi-armed bandit problem, and implement three agent based strategies to explore the policy space. We apply a Gaussian Process regression to the findings of each agent, both for comparison and to account for stochastic results from simulating the spread of malaria in a fixed population. The generated policy spaces are compared with published results to give a direct reference with human expert decisions for the same simulated population. Our novel approach provides a powerful resource for policy makers, and a platform which can be readily extended to capture future more nuanced policy spaces.
[ { "version": "v1", "created": "Fri, 1 Dec 2017 17:59:49 GMT" } ]
1,512,345,600,000
[ [ "Bent", "Oliver", "" ], [ "Remy", "Sekou L.", "" ], [ "Roberts", "Stephen", "" ], [ "Walcott-Bryant", "Aisha", "" ] ]
1712.00547
Tim Miller
Tim Miller, Piers Howe, Liz Sonenberg
Explainable AI: Beware of Inmates Running the Asylum Or: How I Learnt to Stop Worrying and Love the Social and Behavioural Sciences
IJCAI 2017 Workshop on Explainable Artificial Intelligence (XAI)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In his seminal book `The Inmates are Running the Asylum: Why High-Tech Products Drive Us Crazy And How To Restore The Sanity' [2004, Sams Indianapolis, IN, USA], Alan Cooper argues that a major reason why software is often poorly designed (from a user perspective) is that programmers are in charge of design decisions, rather than interaction designers. As a result, programmers design software for themselves, rather than for their target audience, a phenomenon he refers to as the `inmates running the asylum'. This paper argues that explainable AI risks a similar fate. While the re-emergence of explainable AI is positive, this paper argues most of us as AI researchers are building explanatory agents for ourselves, rather than for the intended users. But explainable AI is more likely to succeed if researchers and practitioners understand, adopt, implement, and improve models from the vast and valuable bodies of research in philosophy, psychology, and cognitive science, and if evaluation of these models is focused more on people than on technology. From a light scan of literature, we demonstrate that there is considerable scope to infuse more results from the social and behavioural sciences into explainable AI, and present some key results from these fields that are relevant to explainable AI.
[ { "version": "v1", "created": "Sat, 2 Dec 2017 04:21:14 GMT" }, { "version": "v2", "created": "Tue, 5 Dec 2017 04:23:25 GMT" } ]
1,512,518,400,000
[ [ "Miller", "Tim", "" ], [ "Howe", "Piers", "" ], [ "Sonenberg", "Liz", "" ] ]
1712.00576
Yan Zhu
Yan Zhu, Shaoting Zhang, Dimitris Metaxas
Interactive Reinforcement Learning for Object Grounding via Self-Talking
NIPS 2017 - Visually-Grounded Interaction and Language (ViGIL) Workshop
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Humans are able to identify a referred visual object in a complex scene via a few rounds of natural language communications. Success communication requires both parties to engage and learn to adapt for each other. In this paper, we introduce an interactive training method to improve the natural language conversation system for a visual grounding task. During interactive training, both agents are reinforced by the guidance from a common reward function. The parametrized reward function also cooperatively updates itself via interactions, and contribute to accomplishing the task. We evaluate the method on GuessWhat?! visual grounding task, and significantly improve the task success rate. However, we observe language drifting problem during training and propose to use reward engineering to improve the interpretability for the generated conversations. Our result also indicates evaluating goal-ended visual conversation tasks require semantic relevant metrics beyond task success rate.
[ { "version": "v1", "created": "Sat, 2 Dec 2017 09:15:10 GMT" } ]
1,512,432,000,000
[ [ "Zhu", "Yan", "" ], [ "Zhang", "Shaoting", "" ], [ "Metaxas", "Dimitris", "" ] ]
1712.00646
Eyke H\"ullermeier
Eyke H\"ullermeier
From knowledge-based to data-driven modeling of fuzzy rule-based systems: A critical reflection
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper briefly elaborates on a development in (applied) fuzzy logic that has taken place in the last couple of decades, namely, the complementation or even replacement of the traditional knowledge-based approach to fuzzy rule-based systems design by a data-driven one. It is argued that the classical rule-based modeling paradigm is actually more amenable to the knowledge-based approach, for which it has originally been conceived, while being less apt to data-driven model design. An important reason that prevents fuzzy (rule-based) systems from being leveraged in large-scale applications is the flat structure of rule bases, along with the local nature of fuzzy rules and their limited ability to express complex dependencies between variables. This motivates alternative approaches to fuzzy systems modeling, in which functional dependencies can be represented more flexibly and more compactly in terms of hierarchical structures.
[ { "version": "v1", "created": "Sat, 2 Dec 2017 17:42:49 GMT" } ]
1,512,432,000,000
[ [ "Hüllermeier", "Eyke", "" ] ]
1712.00709
Alper Kose
Alper Kose, Berke Aral Sonmez and Metin Balaban
Simulated Annealing Algorithm for Graph Coloring
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The goal of this Random Walks project is to code and experiment the Markov Chain Monte Carlo (MCMC) method for the problem of graph coloring. In this report, we present the plots of cost function \(\mathbf{H}\) by varying the parameters like \(\mathbf{q}\) (Number of colors that can be used in coloring) and \(\mathbf{c}\) (Average node degree). The results are obtained by using simulated annealing scheme, where the temperature (inverse of \(\mathbf{\beta}\)) parameter in the MCMC is lowered progressively.
[ { "version": "v1", "created": "Sun, 3 Dec 2017 05:34:54 GMT" } ]
1,512,432,000,000
[ [ "Kose", "Alper", "" ], [ "Sonmez", "Berke Aral", "" ], [ "Balaban", "Metin", "" ] ]
1712.00929
Tomoaki Nakamura
Tomoaki Nakamura, Takayuki Nagai, Tadahiro Taniguchi
SERKET: An Architecture for Connecting Stochastic Models to Realize a Large-Scale Cognitive Model
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
To realize human-like robot intelligence, a large-scale cognitive architecture is required for robots to understand the environment through a variety of sensors with which they are equipped. In this paper, we propose a novel framework named Serket that enables the construction of a large-scale generative model and its inference easily by connecting sub-modules to allow the robots to acquire various capabilities through interaction with their environments and others. We consider that large-scale cognitive models can be constructed by connecting smaller fundamental models hierarchically while maintaining their programmatic independence. Moreover, connected modules are dependent on each other, and parameters are required to be optimized as a whole. Conventionally, the equations for parameter estimation have to be derived and implemented depending on the models. However, it becomes harder to derive and implement those of a larger scale model. To solve these problems, in this paper, we propose a method for parameter estimation by communicating the minimal parameters between various modules while maintaining their programmatic independence. Therefore, Serket makes it easy to construct large-scale models and estimate their parameters via the connection of modules. Experimental results demonstrated that the model can be constructed by connecting modules, the parameters can be optimized as a whole, and they are comparable with the original models that we have proposed.
[ { "version": "v1", "created": "Mon, 4 Dec 2017 06:58:39 GMT" }, { "version": "v2", "created": "Tue, 5 Dec 2017 03:17:44 GMT" }, { "version": "v3", "created": "Wed, 6 Dec 2017 01:26:54 GMT" } ]
1,512,604,800,000
[ [ "Nakamura", "Tomoaki", "" ], [ "Nagai", "Takayuki", "" ], [ "Taniguchi", "Tadahiro", "" ] ]
1712.00988
Sachin Pawar
Sachin Pawar, Pushpak Bhattacharya, and Girish K. Palshikar
End-to-End Relation Extraction using Markov Logic Networks
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The task of end-to-end relation extraction consists of two sub-tasks: i) identifying entity mentions along with their types and ii) recognizing semantic relations among the entity mention pairs. %Identifying entity mentions along with their types and recognizing semantic relations among the entity mentions, are two very important problems in Information Extraction. It has been shown that for better performance, it is necessary to address these two sub-tasks jointly. We propose an approach for simultaneous extraction of entity mentions and relations in a sentence, by using inference in Markov Logic Networks (MLN). We learn three different classifiers : i) local entity classifier, ii) local relation classifier and iii) "pipeline" relation classifier which uses predictions of the local entity classifier. Predictions of these classifiers may be inconsistent with each other. We represent these predictions along with some domain knowledge using weighted first-order logic rules in an MLN and perform joint inference over the MLN to obtain a global output with minimum inconsistencies. Experiments on the ACE (Automatic Content Extraction) 2004 dataset demonstrate that our approach of joint extraction using MLNs outperforms the baselines of individual classifiers. Our end-to-end relation extraction performance is better than 2 out of 3 previous results reported on the ACE 2004 dataset.
[ { "version": "v1", "created": "Mon, 4 Dec 2017 10:26:59 GMT" } ]
1,512,432,000,000
[ [ "Pawar", "Sachin", "" ], [ "Bhattacharya", "Pushpak", "" ], [ "Palshikar", "Girish K.", "" ] ]
1712.01093
Christoph Adami
Christoph Adami
The mind as a computational system
17 pages with three figures. In memory of Jerry Fodor
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The present document is an excerpt of an essay that I wrote as part of my application material to graduate school in Computer Science (with a focus on Artificial Intelligence), in 1986. I was not invited by any of the schools that received it, so I became a theoretical physicist instead. The essay's full title was "Some Topics in Philosophy and Computer Science". I am making this text (unchanged from 1985, preserving the typesetting as much as possible) available now in memory of Jerry Fodor, whose writings had influenced me significantly at the time (even though I did not always agree).
[ { "version": "v1", "created": "Fri, 1 Dec 2017 16:34:54 GMT" } ]
1,512,432,000,000
[ [ "Adami", "Christoph", "" ] ]
1712.01949
Yantian Zha
Yantian Zha, Yikang Li, Sriram Gopalakrishnan, Baoxin Li, Subbarao Kambhampati
Recognizing Plans by Learning Embeddings from Observed Action Distributions
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Recent advances in visual activity recognition have raised the possibility of applications such as automated video surveillance. Effective approaches for such problems however require the ability to recognize the plans of agents from video information. Although traditional plan recognition algorithms depend on access to sophisticated planning domain models, one recent promising direction involves learning approximated (or shallow) domain models directly from the observed activity sequences DUP. One limitation is that such approaches expect observed action sequences as inputs. In many cases involving vision/sensing from raw data, there is considerable uncertainty about the specific action at any given time point. The most we can expect in such cases is probabilistic information about the action at that point. The input will then be sequences of such observed action distributions. In this work, we address the problem of constructing an effective data-interface that allows a plan recognition module to directly handle such observation distributions. Such an interface works like a bridge between the low-level perception module, and the high-level plan recognition module. We propose two approaches. The first involves resampling the distribution sequences to single action sequences, from which we could learn an action affinity model based on learned action (word) embeddings for plan recognition. The second is to directly learn action distribution embeddings by our proposed Distr2vec (distribution to vector) model, to construct an affinity model for plan recognition.
[ { "version": "v1", "created": "Tue, 5 Dec 2017 22:06:25 GMT" }, { "version": "v2", "created": "Sat, 24 Nov 2018 17:30:54 GMT" } ]
1,543,276,800,000
[ [ "Zha", "Yantian", "" ], [ "Li", "Yikang", "" ], [ "Gopalakrishnan", "Sriram", "" ], [ "Li", "Baoxin", "" ], [ "Kambhampati", "Subbarao", "" ] ]
1712.03043
Zengkun Li
Zengkun Li
A Heuristic Search Algorithm Using the Stability of Learning Algorithms in Certain Scenarios as the Fitness Function: An Artificial General Intelligence Engineering Approach
12 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper presents a non-manual design engineering method based on heuristic search algorithm to search for candidate agents in the solution space which formed by artificial intelligence agents modeled on the base of bionics.Compared with the artificial design method represented by meta-learning and the bionics method represented by the neural architecture chip,this method is more feasible for realizing artificial general intelligence,and it has a much better interaction with cognitive neuroscience;at the same time,the engineering method is based on the theoretical hypothesis that the final learning algorithm is stable in certain scenarios,and has generalization ability in various scenarios.The paper discusses the theory preliminarily and proposes the possible correlation between the theory and the fixed-point theorem in the field of mathematics.Limited by the author's knowledge level,this correlation is proposed only as a kind of conjecture.
[ { "version": "v1", "created": "Fri, 8 Dec 2017 12:23:13 GMT" }, { "version": "v2", "created": "Mon, 11 Dec 2017 13:46:49 GMT" }, { "version": "v3", "created": "Fri, 27 Jul 2018 02:08:04 GMT" } ]
1,532,908,800,000
[ [ "Li", "Zengkun", "" ] ]
1712.03223
Majdi Mafarja Dr.
Majdi Mafarja and Seyedali Mirjalili
S-Shaped vs. V-Shaped Transfer Functions for Antlion Optimization Algorithm in Feature Selection Problems
7 pages
Majdi Mafarja, Derar Eleyan, Salwani Abdullah, and Seyedali Mirjalili. 2017. S-Shaped vs. V-Shaped Transfer Functions for Ant Lion Optimization Algorithm in Feature Selection Problem. In Proceedings of ICFNDS '17
10.1145/3102304.3102325
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Feature selection is an important preprocessing step for classification problems. It deals with selecting near optimal features in the original dataset. Feature selection is an NP-hard problem, so meta-heuristics can be more efficient than exact methods. In this work, Ant Lion Optimizer (ALO), which is a recent metaheuristic algorithm, is employed as a wrapper feature selection method. Six variants of ALO are proposed where each employ a transfer function to map a continuous search space to a discrete search space. The performance of the proposed approaches is tested on eighteen UCI datasets and compared to a number of existing approaches in the literature: Particle Swarm Optimization, Gravitational Search Algorithm, and two existing ALO-based approaches. Computational experiments show that the proposed approaches efficiently explore the feature space and select the most informative features, which help to improve the classification accuracy.
[ { "version": "v1", "created": "Wed, 6 Dec 2017 05:17:12 GMT" } ]
1,513,036,800,000
[ [ "Mafarja", "Majdi", "" ], [ "Mirjalili", "Seyedali", "" ] ]
1712.03280
Deepak Dilipkumar
Ben Parr, Deepak Dilipkumar, Yuan Liu
Nintendo Super Smash Bros. Melee: An "Untouchable" Agent
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Nintendo's Super Smash Bros. Melee fighting game can be emulated on modern hardware allowing us to inspect internal memory states, such as character positions. We created an AI that avoids being hit by training using these internal memory states and outputting controller button presses. After training on a month's worth of Melee matches, our best agent learned to avoid the toughest AI built into the game for a full minute 74.6% of the time.
[ { "version": "v1", "created": "Fri, 8 Dec 2017 21:07:18 GMT" } ]
1,513,036,800,000
[ [ "Parr", "Ben", "" ], [ "Dilipkumar", "Deepak", "" ], [ "Liu", "Yuan", "" ] ]
1712.04020
Roman Yampolskiy
Roman V. Yampolskiy
Detecting Qualia in Natural and Artificial Agents
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The Hard Problem of consciousness has been dismissed as an illusion. By showing that computers are capable of experiencing, we show that they are at least rudimentarily conscious with potential to eventually reach superconsciousness. The main contribution of the paper is a test for confirming certain subjective experiences in a tested agent. We follow with analysis of benefits and problems with conscious machines and implications of such capability on future of computing, machine rights and artificial intelligence safety.
[ { "version": "v1", "created": "Mon, 11 Dec 2017 20:53:47 GMT" } ]
1,513,123,200,000
[ [ "Yampolskiy", "Roman V.", "" ] ]
1712.04065
Miao Liu
Miao Liu, Marlos C. Machado, Gerald Tesauro, Murray Campbell
The Eigenoption-Critic Framework
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Eigenoptions (EOs) have been recently introduced as a promising idea for generating a diverse set of options through the graph Laplacian, having been shown to allow efficient exploration. Despite its initial promising results, a couple of issues in current algorithms limit its application, namely: (1) EO methods require two separate steps (eigenoption discovery and reward maximization) to learn a control policy, which can incur a significant amount of storage and computation; (2) EOs are only defined for problems with discrete state-spaces and; (3) it is not easy to take the environment's reward function into consideration when discovering EOs. To addresses these issues, we introduce an algorithm termed eigenoption-critic (EOC) based on the Option-critic (OC) framework [Bacon17], a general hierarchical reinforcement learning (RL) algorithm that allows learning the intra-option policies simultaneously with the policy over options. We also propose a generalization of EOC to problems with continuous state-spaces through the Nystr\"om approximation. EOC can also be seen as extending OC to nonstationary settings, where the discovered options are not tailored for a single task.
[ { "version": "v1", "created": "Mon, 11 Dec 2017 23:21:42 GMT" } ]
1,513,123,200,000
[ [ "Liu", "Miao", "" ], [ "Machado", "Marlos C.", "" ], [ "Tesauro", "Gerald", "" ], [ "Campbell", "Murray", "" ] ]
1712.04172
Yueh-Hua Wu
Yueh-Hua Wu and Shou-De Lin
A Low-Cost Ethics Shaping Approach for Designing Reinforcement Learning Agents
AAAI 2018 Oral Presentation
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper proposes a low-cost, easily realizable strategy to equip a reinforcement learning (RL) agent the capability of behaving ethically. Our model allows the designers of RL agents to solely focus on the task to achieve, without having to worry about the implementation of multiple trivial ethical patterns to follow. Based on the assumption that the majority of human behavior, regardless which goals they are achieving, is ethical, our design integrates human policy with the RL policy to achieve the target objective with less chance of violating the ethical code that human beings normally obey.
[ { "version": "v1", "created": "Tue, 12 Dec 2017 08:35:52 GMT" }, { "version": "v2", "created": "Mon, 10 Sep 2018 04:59:19 GMT" } ]
1,536,624,000,000
[ [ "Wu", "Yueh-Hua", "" ], [ "Lin", "Shou-De", "" ] ]
1712.04182
Wenpin Jiao
Wenpin Jiao
A Generic Model for Swarm Intelligence and Its Validations
15 pages
WSEAS Transactions on Information Science and Applications, ISSN / E-ISSN: 1790-0832 / 2224-3402, Volume 18, 2021, Art. #14, p.116-130
10.37394/23209.2021.18.14
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The modeling of emergent swarm intelligence constitutes a major challenge and it has been tacked in a number of different ways. However, existing approaches fail to capture the nature of swarm intelligence and they are either too abstract for practical application or not generic enough to describe the various types of emergence phenomena. In this paper, a contradiction-centric model for swarm intelligence is proposed, in which individuals determine their behaviors based on their internal contradictions whilst they associate and interact to update their contradictions. The model hypothesizes that 1) the emergence of swarm intelligence is rooted in the development of individuals' internal contradictions and the interactions taking place between individuals and the environment, and 2) swarm intelligence is essentially a combinative reflection of the configurations of individuals' internal contradictions and the distributions of these contradictions across individuals. The model is formally described and five swarm intelligence systems are studied to illustrate its broad applicability. The studies confirm the generic character of the model and its effectiveness for describing the emergence of various kinds of swarm intelligence; and they also demonstrate that the model is straightforward to apply, without the need for complicated computations.
[ { "version": "v1", "created": "Tue, 12 Dec 2017 09:25:02 GMT" }, { "version": "v2", "created": "Thu, 9 Sep 2021 00:57:24 GMT" } ]
1,631,232,000,000
[ [ "Jiao", "Wenpin", "" ] ]
1712.04306
Mihai Nadin
Mihai Nadin
In folly ripe. In reason rotten. Putting machine theology to rest
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Computation has changed the world more than any previous expressions of knowledge. In its particular algorithmic embodiment, it offers a perspective, within which the digital computer (one of many possible) exercises a role reminiscent of theology. Since it is closed to meaning, algorithmic digital computation can at most mimic the creative aspects of life. AI, in the perspective of time, proved to be less an acronym for artificial intelligence and more of automating tasks associated with intelligence. The entire development led to the hypostatized role of the machine: outputting nothing else but reality, including that of the humanity that made the machine happen. The convergence machine called deep learning is only the latest form through which the deterministic theology of the machine claims more than what extremely effective data processing actually is. A new understanding of complexity, as well as the need to distinguish between the reactive nature of the artificial and the anticipatory nature of the living are suggested as practical responses to the challenges posed by machine theology.
[ { "version": "v1", "created": "Sun, 3 Dec 2017 23:26:16 GMT" } ]
1,513,123,200,000
[ [ "Nadin", "Mihai", "" ] ]
1712.04363
Patrick Klose
Patrick Klose, Rudolf Mester
Simulated Autonomous Driving on Realistic Road Networks using Deep Reinforcement Learning
The paper is submitted to be included in the proceedings of Applications of Intelligent Systems 2018 (APPIS 2018)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Using Deep Reinforcement Learning (DRL) can be a promising approach to handle various tasks in the field of (simulated) autonomous driving. However, recent publications mainly consider learning in unusual driving environments. This paper presents Driving School for Autonomous Agents (DSA^2), a software for validating DRL algorithms in more usual driving environments based on artificial and realistic road networks. We also present the results of applying DSA^2 for handling the task of driving on a straight road while regulating the velocity of one vehicle according to different speed limits.
[ { "version": "v1", "created": "Tue, 12 Dec 2017 15:55:53 GMT" }, { "version": "v2", "created": "Tue, 3 Apr 2018 14:16:19 GMT" } ]
1,522,800,000,000
[ [ "Klose", "Patrick", "" ], [ "Mester", "Rudolf", "" ] ]
1712.04596
Son-Il Kwak
Son-Il Kwak, Oh-Chol Gwon, Chung-Jin Kwak
Consideration on Example 2 of "An Algorithm of General Fuzzy InferenceWith The Reductive Property"
6 pages, 0 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we will show that (1) the results about the fuzzy reasoning algoritm obtained in the paper "Computer Sciences Vol. 34, No.4, pp.145-148, 2007" according to the paper "IEEE Transactions On systems, Man and cybernetics, 18, pp.1049-1056, 1988" are correct; (2) example 2 in the paper "An Algorithm of General Fuzzy Inference With The Reductive Property" presented by He Ying-Si, Quan Hai-Jin and Deng Hui-Wen according to the paper "An approximate analogical reasoning approach based on similarity measures" presented by Tursken I.B. and Zhong zhao is incorrect; (3) the mistakes in their paper are modified and then a calculation example of FMT is supplemented.
[ { "version": "v1", "created": "Wed, 13 Dec 2017 03:13:25 GMT" } ]
1,513,209,600,000
[ [ "Kwak", "Son-Il", "" ], [ "Gwon", "Oh-Chol", "" ], [ "Kwak", "Chung-Jin", "" ] ]
1712.04909
Subhash Kak
Subhash Kak
Reasoning in Systems with Elements that Randomly Switch Characteristics
10 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We examine the issue of stability of probability in reasoning about complex systems with uncertainty in structure. Normally, propositions are viewed as probability functions on an abstract random graph where it is implicitly assumed that the nodes of the graph have stable properties. But what if some of the nodes change their characteristics? This is a situation that cannot be covered by abstractions of either static or dynamic sets when these changes take place at regular intervals. We propose the use of sets with elements that change, and modular forms are proposed to account for one type of such change. An expression for the dependence of the mean on the probability of the switching elements has been determined. The system is also analyzed from the perspective of decision between different hypotheses. Such sets are likely to be of use in complex system queries and in analysis of surveys.
[ { "version": "v1", "created": "Wed, 13 Dec 2017 18:25:20 GMT" } ]
1,513,209,600,000
[ [ "Kak", "Subhash", "" ] ]
1712.05247
Matthew Piekenbrock
Matthew Piekenbrock, Derek Doran
Intrinsic Point of Interest Discovery from Trajectory Data
10 pages, 9 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper presents a framework for intrinsic point of interest discovery from trajectory databases. Intrinsic points of interest are regions of a geospatial area innately defined by the spatial and temporal aspects of trajectory data, and can be of varying size, shape, and resolution. Any trajectory database exhibits such points of interest, and hence are intrinsic, as compared to most other point of interest definitions which are said to be extrinsic, as they require trajectory metadata, external knowledge about the region the trajectories are observed, or other application-specific information. Spatial and temporal aspects are qualities of any trajectory database, making the framework applicable to data from any domain and of any resolution. The framework is developed under recent developments on the consistency of nonparametric hierarchical density estimators and enables the possibility of formal statistical inference and evaluation over such intrinsic points of interest. Comparisons of the POIs uncovered by the framework in synthetic truth data to thousands of parameter settings for common POI discovery methods show a marked improvement in fidelity without the need to tune any parameters by hand.
[ { "version": "v1", "created": "Thu, 14 Dec 2017 14:26:39 GMT" } ]
1,513,296,000,000
[ [ "Piekenbrock", "Matthew", "" ], [ "Doran", "Derek", "" ] ]
1712.05514
Siddharthan Perundurai Rajaskaran
Siddharthan Rajasekaran, Jinwei Zhang, and Jie Fu
Inverse Reinforce Learning with Nonparametric Behavior Clustering
9 pages, 4 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Inverse Reinforcement Learning (IRL) is the task of learning a single reward function given a Markov Decision Process (MDP) without defining the reward function, and a set of demonstrations generated by humans/experts. However, in practice, it may be unreasonable to assume that human behaviors can be explained by one reward function since they may be inherently inconsistent. Also, demonstrations may be collected from various users and aggregated to infer and predict user's behaviors. In this paper, we introduce the Non-parametric Behavior Clustering IRL algorithm to simultaneously cluster demonstrations and learn multiple reward functions from demonstrations that may be generated from more than one behaviors. Our method is iterative: It alternates between clustering demonstrations into different behavior clusters and inverse learning the reward functions until convergence. It is built upon the Expectation-Maximization formulation and non-parametric clustering in the IRL setting. Further, to improve the computation efficiency, we remove the need of completely solving multiple IRL problems for multiple clusters during the iteration steps and introduce a resampling technique to avoid generating too many unlikely clusters. We demonstrate the convergence and efficiency of the proposed method through learning multiple driver behaviors from demonstrations generated from a grid-world environment and continuous trajectories collected from autonomous robot cars using the Gazebo robot simulator.
[ { "version": "v1", "created": "Fri, 15 Dec 2017 03:13:23 GMT" } ]
1,513,555,200,000
[ [ "Rajasekaran", "Siddharthan", "" ], [ "Zhang", "Jinwei", "" ], [ "Fu", "Jie", "" ] ]
1712.05812
Stuart Armstrong
Stuart Armstrong and S\"oren Mindermann
Occam's razor is insufficient to infer the preferences of irrational agents
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Inverse reinforcement learning (IRL) attempts to infer human rewards or preferences from observed behavior. Since human planning systematically deviates from rationality, several approaches have been tried to account for specific human shortcomings. However, the general problem of inferring the reward function of an agent of unknown rationality has received little attention. Unlike the well-known ambiguity problems in IRL, this one is practically relevant but cannot be resolved by observing the agent's policy in enough environments. This paper shows (1) that a No Free Lunch result implies it is impossible to uniquely decompose a policy into a planning algorithm and reward function, and (2) that even with a reasonable simplicity prior/Occam's razor on the set of decompositions, we cannot distinguish between the true decomposition and others that lead to high regret. To address this, we need simple `normative' assumptions, which cannot be deduced exclusively from observations.
[ { "version": "v1", "created": "Fri, 15 Dec 2017 19:05:01 GMT" }, { "version": "v2", "created": "Sat, 30 Dec 2017 07:35:59 GMT" }, { "version": "v3", "created": "Tue, 13 Mar 2018 15:48:35 GMT" }, { "version": "v4", "created": "Thu, 6 Sep 2018 16:36:54 GMT" }, { "version": "v5", "created": "Mon, 29 Oct 2018 15:39:38 GMT" }, { "version": "v6", "created": "Fri, 11 Jan 2019 14:36:40 GMT" } ]
1,547,424,000,000
[ [ "Armstrong", "Stuart", "" ], [ "Mindermann", "Sören", "" ] ]
1712.05855
Joseph Gonzalez
Ion Stoica, Dawn Song, Raluca Ada Popa, David Patterson, Michael W. Mahoney, Randy Katz, Anthony D. Joseph, Michael Jordan, Joseph M. Hellerstein, Joseph E. Gonzalez, Ken Goldberg, Ali Ghodsi, David Culler, Pieter Abbeel
A Berkeley View of Systems Challenges for AI
Berkeley Technical Report
null
null
EECS-2017-159
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
With the increasing commoditization of computer vision, speech recognition and machine translation systems and the widespread deployment of learning-based back-end technologies such as digital advertising and intelligent infrastructures, AI (Artificial Intelligence) has moved from research labs to production. These changes have been made possible by unprecedented levels of data and computation, by methodological advances in machine learning, by innovations in systems software and architectures, and by the broad accessibility of these technologies. The next generation of AI systems promises to accelerate these developments and increasingly impact our lives via frequent interactions and making (often mission-critical) decisions on our behalf, often in highly personalized contexts. Realizing this promise, however, raises daunting challenges. In particular, we need AI systems that make timely and safe decisions in unpredictable environments, that are robust against sophisticated adversaries, and that can process ever increasing amounts of data across organizations and individuals without compromising confidentiality. These challenges will be exacerbated by the end of the Moore's Law, which will constrain the amount of data these technologies can store and process. In this paper, we propose several open research directions in systems, architectures, and security that can address these challenges and help unlock AI's potential to improve lives and society.
[ { "version": "v1", "created": "Fri, 15 Dec 2017 22:01:52 GMT" } ]
1,513,641,600,000
[ [ "Stoica", "Ion", "" ], [ "Song", "Dawn", "" ], [ "Popa", "Raluca Ada", "" ], [ "Patterson", "David", "" ], [ "Mahoney", "Michael W.", "" ], [ "Katz", "Randy", "" ], [ "Joseph", "Anthony D.", "" ], [ "Jordan", "Michael", "" ], [ "Hellerstein", "Joseph M.", "" ], [ "Gonzalez", "Joseph E.", "" ], [ "Goldberg", "Ken", "" ], [ "Ghodsi", "Ali", "" ], [ "Culler", "David", "" ], [ "Abbeel", "Pieter", "" ] ]
1712.06180
Per-Arne Andersen
Per-Arne Andersen, Morten Goodwin, Ole-Christoffer Granmo
Towards a Deep Reinforcement Learning Approach for Tower Line Wars
Proceedings of the 37th SGAI International Conference on Artificial Intelligence, Cambridge, UK, 2017, Artificial Intelligence XXXIV, 2017
null
10.1007/978-3-319-71078-5
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
There have been numerous breakthroughs with reinforcement learning in the recent years, perhaps most notably on Deep Reinforcement Learning successfully playing and winning relatively advanced computer games. There is undoubtedly an anticipation that Deep Reinforcement Learning will play a major role when the first AI masters the complicated game plays needed to beat a professional Real-Time Strategy game player. For this to be possible, there needs to be a game environment that targets and fosters AI research, and specifically Deep Reinforcement Learning. Some game environments already exist, however, these are either overly simplistic such as Atari 2600 or complex such as Starcraft II from Blizzard Entertainment. We propose a game environment in between Atari 2600 and Starcraft II, particularly targeting Deep Reinforcement Learning algorithm research. The environment is a variant of Tower Line Wars from Warcraft III, Blizzard Entertainment. Further, as a proof of concept that the environment can harbor Deep Reinforcement algorithms, we propose and apply a Deep Q-Reinforcement architecture. The architecture simplifies the state space so that it is applicable to Q-learning, and in turn improves performance compared to current state-of-the-art methods. Our experiments show that the proposed architecture can learn to play the environment well, and score 33% better than standard Deep Q-learning which in turn proves the usefulness of the game environment.
[ { "version": "v1", "created": "Sun, 17 Dec 2017 21:29:45 GMT" } ]
1,513,641,600,000
[ [ "Andersen", "Per-Arne", "" ], [ "Goodwin", "Morten", "" ], [ "Granmo", "Ole-Christoffer", "" ] ]
1712.06365
Stuart Armstrong
Stuart Armstrong, Xavier O'Rourke
'Indifference' methods for managing agent rewards
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
`Indifference' refers to a class of methods used to control reward based agents. Indifference techniques aim to achieve one or more of three distinct goals: rewards dependent on certain events (without the agent being motivated to manipulate the probability of those events), effective disbelief (where agents behave as if particular events could never happen), and seamless transition from one reward function to another (with the agent acting as if this change is unanticipated). This paper presents several methods for achieving these goals in the POMDP setting, establishing their uses, strengths, and requirements. These methods of control work even when the implications of the agent's reward are otherwise not fully understood.
[ { "version": "v1", "created": "Mon, 18 Dec 2017 12:28:45 GMT" }, { "version": "v2", "created": "Wed, 20 Dec 2017 13:32:08 GMT" }, { "version": "v3", "created": "Mon, 26 Feb 2018 11:00:29 GMT" }, { "version": "v4", "created": "Tue, 5 Jun 2018 11:10:23 GMT" } ]
1,528,243,200,000
[ [ "Armstrong", "Stuart", "" ], [ "O'Rourke", "Xavier", "" ] ]
1712.06440
Liu Feng
Feng Liu, Yong Shi, Ying Liu
Three IQs of AI Systems and their Testing Methods
15 pages, 5 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The rapid development of artificial intelligence has brought the artificial intelligence threat theory as well as the problem about how to evaluate the intelligence level of intelligent products. Both need to find a quantitative method to evaluate the intelligence level of intelligence systems, including human intelligence. Based on the standard intelligence system and the extended Von Neumann architecture, this paper proposes General IQ, Service IQ and Value IQ evaluation methods for intelligence systems, depending on different evaluation purposes. Among them, the General IQ of intelligence systems is to answer the question of whether the artificial intelligence can surpass the human intelligence, which is reflected in putting the intelligence systems on an equal status and conducting the unified evaluation. The Service IQ and Value IQ of intelligence systems are used to answer the question of how the intelligent products can better serve the human, reflecting the intelligence and required cost of each intelligence system as a product in the process of serving human.
[ { "version": "v1", "created": "Thu, 14 Dec 2017 17:49:04 GMT" } ]
1,513,641,600,000
[ [ "Liu", "Feng", "" ], [ "Shi", "Yong", "" ], [ "Liu", "Ying", "" ] ]
1712.06560
Jeff Clune
Edoardo Conti, Vashisht Madhavan, Felipe Petroski Such, Joel Lehman, Kenneth O. Stanley, Jeff Clune
Improving Exploration in Evolution Strategies for Deep Reinforcement Learning via a Population of Novelty-Seeking Agents
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Evolution strategies (ES) are a family of black-box optimization algorithms able to train deep neural networks roughly as well as Q-learning and policy gradient methods on challenging deep reinforcement learning (RL) problems, but are much faster (e.g. hours vs. days) because they parallelize better. However, many RL problems require directed exploration because they have reward functions that are sparse or deceptive (i.e. contain local optima), and it is unknown how to encourage such exploration with ES. Here we show that algorithms that have been invented to promote directed exploration in small-scale evolved neural networks via populations of exploring agents, specifically novelty search (NS) and quality diversity (QD) algorithms, can be hybridized with ES to improve its performance on sparse or deceptive deep RL tasks, while retaining scalability. Our experiments confirm that the resultant new algorithms, NS-ES and two QD algorithms, NSR-ES and NSRA-ES, avoid local optima encountered by ES to achieve higher performance on Atari and simulated robots learning to walk around a deceptive trap. This paper thus introduces a family of fast, scalable algorithms for reinforcement learning that are capable of directed exploration. It also adds this new family of exploration algorithms to the RL toolbox and raises the interesting possibility that analogous algorithms with multiple simultaneous paths of exploration might also combine well with existing RL algorithms outside ES.
[ { "version": "v1", "created": "Mon, 18 Dec 2017 18:10:39 GMT" }, { "version": "v2", "created": "Tue, 12 Jun 2018 19:04:46 GMT" }, { "version": "v3", "created": "Mon, 29 Oct 2018 18:02:53 GMT" } ]
1,540,944,000,000
[ [ "Conti", "Edoardo", "" ], [ "Madhavan", "Vashisht", "" ], [ "Such", "Felipe Petroski", "" ], [ "Lehman", "Joel", "" ], [ "Stanley", "Kenneth O.", "" ], [ "Clune", "Jeff", "" ] ]
1712.06778
Saptarshi Pal
Saptarshi Pal and Soumya K Ghosh
Learning Representations from Road Network for End-to-End Urban Growth Simulation
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
From our experiences in the past, we have seen that the growth of cities is very much dependent on the transportation networks. In mega cities, transportation networks determine to a significant extent as to where the people will move and houses will be built. Hence, transportation network data is crucial to an urban growth prediction system. Existing works have used manually derived distance based features based on the road networks to build models on urban growth. But due to the non-generic and laborious nature of the manual feature engineering process, we can shift to End-to-End systems which do not rely on manual feature engineering. In this paper, we propose a method to integrate road network data to an existing Rule based End-to-End framework without manual feature engineering. Our method employs recurrent neural networks to represent road networks in a structured way such that it can be plugged into the previously proposed End-to-End framework. The proposed approach enhances the performance in terms of Figure of Merit, Producer's accuracy, User's accuracy and Overall accuracy of the existing Rule based End-to-End framework.
[ { "version": "v1", "created": "Tue, 19 Dec 2017 04:36:24 GMT" }, { "version": "v2", "created": "Wed, 24 Jan 2018 12:06:49 GMT" }, { "version": "v3", "created": "Wed, 7 Feb 2018 05:25:11 GMT" } ]
1,518,048,000,000
[ [ "Pal", "Saptarshi", "" ], [ "Ghosh", "Soumya K", "" ] ]
1712.06935
Boris Chidlovskii
Boris Chidlovskii
Mining Smart Card Data for Travelers' Mini Activities
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
In the context of public transport modeling and simulation, we address the problem of mismatch between simulated transit trips and observed ones. We point to the weakness of the current travel demand modeling process; the trips it generates are over-optimistic and do not reflect the real passenger choices. We introduce the notion of mini activities the travelers do during the trips; they can explain the deviation of simulated trips from the observed trips. We propose to mine the smart card data to extract the mini activities. We develop a technique to integrate them in the generated trips and learn such an integration from two available sources, the trip history and trip planner recommendations. For an input travel demand, we build a Markov chain over the trip collection and apply the Monte Carlo Markov Chain algorithm to integrate mini activities in such a way that the selected characteristics converge to the desired distributions. We test our method in different settings on the passenger trip collection of Nancy, France. We report experimental results demonstrating a very important mismatch reduction.
[ { "version": "v1", "created": "Tue, 19 Dec 2017 14:05:23 GMT" } ]
1,513,728,000,000
[ [ "Chidlovskii", "Boris", "" ] ]
1712.07081
Serdar Kadioglu
Serdar Kadioglu
Column Generation for Interaction Coverage in Combinatorial Software Testing
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper proposes a novel column generation framework for combinatorial software testing. In particular, it combines Mathematical Programming and Constraint Programming in a hybrid decomposition to generate covering arrays. The approach allows generating parameterized test cases with coverage guarantees between parameter interactions of a given application. Compared to exhaustive testing, combinatorial test case generation reduces the number of tests to run significantly. Our column generation algorithm is generic and can accommodate mixed coverage arrays over heterogeneous alphabets. The algorithm is realized in practice as a cloud service and recognized as one of the five winners of the company-wide cloud application challenge at Oracle. The service is currently helping software developers from a range of different product teams in their testing efforts while exposing declarative constraint models and hybrid optimization techniques to a broader audience.
[ { "version": "v1", "created": "Tue, 19 Dec 2017 18:01:06 GMT" } ]
1,513,728,000,000
[ [ "Kadioglu", "Serdar", "" ] ]
1712.07294
Caiming Xiong Mr
Tianmin Shu, Caiming Xiong, Richard Socher
Hierarchical and Interpretable Skill Acquisition in Multi-task Reinforcement Learning
14 pages, 6 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Learning policies for complex tasks that require multiple different skills is a major challenge in reinforcement learning (RL). It is also a requirement for its deployment in real-world scenarios. This paper proposes a novel framework for efficient multi-task reinforcement learning. Our framework trains agents to employ hierarchical policies that decide when to use a previously learned policy and when to learn a new skill. This enables agents to continually acquire new skills during different stages of training. Each learned task corresponds to a human language description. Because agents can only access previously learned skills through these descriptions, the agent can always provide a human-interpretable description of its choices. In order to help the agent learn the complex temporal dependencies necessary for the hierarchical policy, we provide it with a stochastic temporal grammar that modulates when to rely on previously learned skills and when to execute new skills. We validate our approach on Minecraft games designed to explicitly test the ability to reuse previously learned skills while simultaneously learning new skills.
[ { "version": "v1", "created": "Wed, 20 Dec 2017 02:50:20 GMT" } ]
1,513,814,400,000
[ [ "Shu", "Tianmin", "" ], [ "Xiong", "Caiming", "" ], [ "Socher", "Richard", "" ] ]
1712.07305
Bo Xin
Xiangyu Kong, Bo Xin, Fangchen Liu, Yizhou Wang
Revisiting the Master-Slave Architecture in Multi-Agent Deep Reinforcement Learning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Many tasks in artificial intelligence require the collaboration of multiple agents. We exam deep reinforcement learning for multi-agent domains. Recent research efforts often take the form of two seemingly conflicting perspectives, the decentralized perspective, where each agent is supposed to have its own controller; and the centralized perspective, where one assumes there is a larger model controlling all agents. In this regard, we revisit the idea of the master-slave architecture by incorporating both perspectives within one framework. Such a hierarchical structure naturally leverages advantages from one another. The idea of combining both perspectives is intuitive and can be well motivated from many real world systems, however, out of a variety of possible realizations, we highlights three key ingredients, i.e. composed action representation, learnable communication and independent reasoning. With network designs to facilitate these explicitly, our proposal consistently outperforms latest competing methods both in synthetic experiments and when applied to challenging StarCraft micromanagement tasks.
[ { "version": "v1", "created": "Wed, 20 Dec 2017 03:00:46 GMT" } ]
1,513,814,400,000
[ [ "Kong", "Xiangyu", "" ], [ "Xin", "Bo", "" ], [ "Liu", "Fangchen", "" ], [ "Wang", "Yizhou", "" ] ]
1712.07686
Manuel Mazzara
Vladimir Marochko, Leonard Johard, Manuel Mazzara, Luca Longo
Pseudorehearsal in actor-critic agents with neural network function approximation
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Catastrophic forgetting has a significant negative impact in reinforcement learning. The purpose of this study is to investigate how pseudorehearsal can change performance of an actor-critic agent with neural-network function approximation. We tested agent in a pole balancing task and compared different pseudorehearsal approaches. We have found that pseudorehearsal can assist learning and decrease forgetting.
[ { "version": "v1", "created": "Wed, 20 Dec 2017 19:53:23 GMT" }, { "version": "v2", "created": "Mon, 19 Feb 2018 08:55:29 GMT" } ]
1,519,084,800,000
[ [ "Marochko", "Vladimir", "" ], [ "Johard", "Leonard", "" ], [ "Mazzara", "Manuel", "" ], [ "Longo", "Luca", "" ] ]
1712.07893
Shih-Yang Su
Zhang-Wei Hong, Shih-Yang Su, Tzu-Yun Shann, Yi-Hsiang Chang, and Chun-Yi Lee
A Deep Policy Inference Q-Network for Multi-Agent Systems
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We present DPIQN, a deep policy inference Q-network that targets multi-agent systems composed of controllable agents, collaborators, and opponents that interact with each other. We focus on one challenging issue in such systems---modeling agents with varying strategies---and propose to employ "policy features" learned from raw observations (e.g., raw images) of collaborators and opponents by inferring their policies. DPIQN incorporates the learned policy features as a hidden vector into its own deep Q-network (DQN), such that it is able to predict better Q values for the controllable agents than the state-of-the-art deep reinforcement learning models. We further propose an enhanced version of DPIQN, called deep recurrent policy inference Q-network (DRPIQN), for handling partial observability. Both DPIQN and DRPIQN are trained by an adaptive training procedure, which adjusts the network's attention to learn the policy features and its own Q-values at different phases of the training process. We present a comprehensive analysis of DPIQN and DRPIQN, and highlight their effectiveness and generalizability in various multi-agent settings. Our models are evaluated in a classic soccer game involving both competitive and collaborative scenarios. Experimental results performed on 1 vs. 1 and 2 vs. 2 games show that DPIQN and DRPIQN demonstrate superior performance to the baseline DQN and deep recurrent Q-network (DRQN) models. We also explore scenarios in which collaborators or opponents dynamically change their policies, and show that DPIQN and DRPIQN do lead to better overall performance in terms of stability and mean scores.
[ { "version": "v1", "created": "Thu, 21 Dec 2017 11:53:35 GMT" }, { "version": "v2", "created": "Mon, 9 Apr 2018 06:38:13 GMT" } ]
1,523,318,400,000
[ [ "Hong", "Zhang-Wei", "" ], [ "Su", "Shih-Yang", "" ], [ "Shann", "Tzu-Yun", "" ], [ "Chang", "Yi-Hsiang", "" ], [ "Lee", "Chun-Yi", "" ] ]
1712.08266
Saurabh Kumar
Saurabh Kumar, Pararth Shah, Dilek Hakkani-Tur, Larry Heck
Federated Control with Hierarchical Multi-Agent Deep Reinforcement Learning
Hierarchical Reinforcement Learning Workshop at the 31st Conference on Neural Information Processing Systems
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We present a framework combining hierarchical and multi-agent deep reinforcement learning approaches to solve coordination problems among a multitude of agents using a semi-decentralized model. The framework extends the multi-agent learning setup by introducing a meta-controller that guides the communication between agent pairs, enabling agents to focus on communicating with only one other agent at any step. This hierarchical decomposition of the task allows for efficient exploration to learn policies that identify globally optimal solutions even as the number of collaborating agents increases. We show promising initial experimental results on a simulated distributed scheduling problem.
[ { "version": "v1", "created": "Fri, 22 Dec 2017 00:54:48 GMT" } ]
1,514,160,000,000
[ [ "Kumar", "Saurabh", "" ], [ "Shah", "Pararth", "" ], [ "Hakkani-Tur", "Dilek", "" ], [ "Heck", "Larry", "" ] ]
1712.08296
Zilong Ye
James Sunthonlap, Phuoc Nguyen, Zilong Ye
Intelligent Device Discovery in the Internet of Things - Enabling the Robot Society
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The Internet of Things (IoT) is continuously growing to connect billions of smart devices anywhere and anytime in an Internet-like structure, which enables a variety of applications, services and interactions between human and objects. In the future, the smart devices are supposed to be able to autonomously discover a target device with desired features and generate a set of entirely new services and applications that are not supervised or even imagined by human beings. The pervasiveness of smart devices, as well as the heterogeneity of their design and functionalities, raise a major concern: How can a smart device efficiently discover a desired target device? In this paper, we propose a Social-Aware and Distributed (SAND) scheme that achieves a fast, scalable and efficient device discovery in the IoT. The proposed SAND scheme adopts a novel device ranking criteria that measures the device's degree, social relationship diversity, clustering coefficient and betweenness. Based on the device ranking criteria, the discovery request can be guided to travel through critical devices that stand at the major intersections of the network, and thus quickly reach the desired target device by contacting only a limited number of intermediate devices. With the help of such an intelligent device discovery as SAND, the IoT devices, as well as other computing facilities, software and data on the Internet, can autonomously establish new social connections with each other as human being do. They can formulate self-organized computing groups to perform required computing tasks, facilitate a fusion of a variety of computing service, network service and data to generate novel applications and services, evolve from the individual aritificial intelligence to the collaborative intelligence, and eventually enable the birth of a robot society.
[ { "version": "v1", "created": "Fri, 22 Dec 2017 03:45:36 GMT" }, { "version": "v2", "created": "Mon, 8 Jan 2018 22:40:38 GMT" } ]
1,515,542,400,000
[ [ "Sunthonlap", "James", "" ], [ "Nguyen", "Phuoc", "" ], [ "Ye", "Zilong", "" ] ]
1712.08875
arXiv Admin
Meng Wang
Predicting Rich Drug-Drug Interactions via Biomedical Knowledge Graphs and Text Jointly Embedding
This article has been withdrawn by arXiv administrators due to an unresolvable authorship dispute
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Minimizing adverse reactions caused by drug-drug interactions has always been a momentous research topic in clinical pharmacology. Detecting all possible interactions through clinical studies before a drug is released to the market is a demanding task. The power of big data is opening up new approaches to discover various drug-drug interactions. However, these discoveries contain a huge amount of noise and provide knowledge bases far from complete and trustworthy ones to be utilized. Most existing studies focus on predicting binary drug-drug interactions between drug pairs but ignore other interactions. In this paper, we propose a novel framework, called PRD, to predict drug-drug interactions. The framework uses the graph embedding that can overcome data incompleteness and sparsity issues to achieve multiple DDI label prediction. First, a large-scale drug knowledge graph is generated from different sources. Then, the knowledge graph is embedded with comprehensive biomedical text into a common low dimensional space. Finally, the learned embeddings are used to efficiently compute rich DDI information through a link prediction process. To validate the effectiveness of the proposed framework, extensive experiments were conducted on real-world datasets. The results demonstrate that our model outperforms several state-of-the-art baseline methods in terms of capability and accuracy.
[ { "version": "v1", "created": "Sun, 24 Dec 2017 04:43:46 GMT" }, { "version": "v2", "created": "Fri, 9 Feb 2018 01:31:22 GMT" }, { "version": "v3", "created": "Sat, 17 Feb 2018 04:56:57 GMT" }, { "version": "v4", "created": "Mon, 12 Mar 2018 16:34:16 GMT" } ]
1,520,899,200,000
[ [ "Wang", "Meng", "" ] ]
1712.09344
Vahid Behzadan
Vahid Behzadan and Arslan Munir
Whatever Does Not Kill Deep Reinforcement Learning, Makes It Stronger
arXiv admin note: text overlap with arXiv:1701.04143
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Recent developments have established the vulnerability of deep Reinforcement Learning (RL) to policy manipulation attacks via adversarial perturbations. In this paper, we investigate the robustness and resilience of deep RL to training-time and test-time attacks. Through experimental results, we demonstrate that under noncontiguous training-time attacks, Deep Q-Network (DQN) agents can recover and adapt to the adversarial conditions by reactively adjusting the policy. Our results also show that policies learned under adversarial perturbations are more robust to test-time attacks. Furthermore, we compare the performance of $\epsilon$-greedy and parameter-space noise exploration methods in terms of robustness and resilience against adversarial perturbations.
[ { "version": "v1", "created": "Sat, 23 Dec 2017 23:57:55 GMT" } ]
1,514,505,600,000
[ [ "Behzadan", "Vahid", "" ], [ "Munir", "Arslan", "" ] ]
1712.10070
James Foster
James M. Foster and Matt Jones
Reinforcement Learning with Analogical Similarity to Guide Schema Induction and Attention
20 pages, 7 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Research in analogical reasoning suggests that higher-order cognitive functions such as abstract reasoning, far transfer, and creativity are founded on recognizing structural similarities among relational systems. Here we integrate theories of analogy with the computational framework of reinforcement learning (RL). We propose a psychology theory that is a computational synergy between analogy and RL, in which analogical comparison provides the RL learning algorithm with a measure of relational similarity, and RL provides feedback signals that can drive analogical learning. Simulation results support the power of this approach.
[ { "version": "v1", "created": "Thu, 28 Dec 2017 22:11:53 GMT" } ]
1,514,764,800,000
[ [ "Foster", "James M.", "" ], [ "Jones", "Matt", "" ] ]
1712.10179
Juan Juli\'an Merelo-Guerv\'os Pr.
Juan J. Merelo-Guerv\'os, Antonio Fern\'andez-Ares, Antonio \'Alvarez Caballero, Pablo Garc\'ia-S\'anchez, Victor Rivas
RedDwarfData: a simplified dataset of StarCraft matches
null
null
null
GeNeura 2017-12-01
cs.AI
http://creativecommons.org/licenses/by-sa/4.0/
The game Starcraft is one of the most interesting arenas to test new machine learning and computational intelligence techniques; however, StarCraft matches take a long time and creating a good dataset for training can be hard. Besides, analyzing match logs to extract the main characteristics can also be done in many different ways to the point that extracting and processing data itself can take an inordinate amount of time and of course, depending on what you choose, can bias learning algorithms. In this paper we present a simplified dataset extracted from the set of matches published by Robinson and Watson, which we have called RedDwarfData, containing several thousand matches processed to frames, so that temporal studies can also be undertaken. This dataset is available from GitHub under a free license. An initial analysis and appraisal of these matches is also made.
[ { "version": "v1", "created": "Fri, 29 Dec 2017 11:06:16 GMT" } ]
1,514,764,800,000
[ [ "Merelo-Guervós", "Juan J.", "" ], [ "Fernández-Ares", "Antonio", "" ], [ "Caballero", "Antonio Álvarez", "" ], [ "García-Sánchez", "Pablo", "" ], [ "Rivas", "Victor", "" ] ]
1801.00690
Yuval Tassa
Yuval Tassa, Yotam Doron, Alistair Muldal, Tom Erez, Yazhe Li, Diego de Las Casas, David Budden, Abbas Abdolmaleki, Josh Merel, Andrew Lefrancq, Timothy Lillicrap, Martin Riedmiller
DeepMind Control Suite
24 pages, 7 figures, 2 tables
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The DeepMind Control Suite is a set of continuous control tasks with a standardised structure and interpretable rewards, intended to serve as performance benchmarks for reinforcement learning agents. The tasks are written in Python and powered by the MuJoCo physics engine, making them easy to use and modify. We include benchmarks for several learning algorithms. The Control Suite is publicly available at https://www.github.com/deepmind/dm_control . A video summary of all tasks is available at http://youtu.be/rAai4QzcYbs .
[ { "version": "v1", "created": "Tue, 2 Jan 2018 15:48:14 GMT" } ]
1,514,937,600,000
[ [ "Tassa", "Yuval", "" ], [ "Doron", "Yotam", "" ], [ "Muldal", "Alistair", "" ], [ "Erez", "Tom", "" ], [ "Li", "Yazhe", "" ], [ "Casas", "Diego de Las", "" ], [ "Budden", "David", "" ], [ "Abdolmaleki", "Abbas", "" ], [ "Merel", "Josh", "" ], [ "Lefrancq", "Andrew", "" ], [ "Lillicrap", "Timothy", "" ], [ "Riedmiller", "Martin", "" ] ]
1801.00702
Xinyang Deng
Xinyang Deng and Wen Jiang
A total uncertainty measure for D numbers based on belief intervals
14 pages, 2 figures. arXiv admin note: text overlap with arXiv:1711.09186
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
As a generalization of Dempster-Shafer theory, the theory of D numbers is a new theoretical framework for uncertainty reasoning. Measuring the uncertainty of knowledge or information represented by D numbers is an unsolved issue in that theory. In this paper, inspired by distance based uncertainty measures for Dempster-Shafer theory, a total uncertainty measure for a D number is proposed based on its belief intervals. The proposed total uncertainty measure can simultaneously capture the discord, and non-specificity, and non-exclusiveness involved in D numbers. And some basic properties of this total uncertainty measure, including range, monotonicity, generalized set consistency, are also presented.
[ { "version": "v1", "created": "Mon, 25 Dec 2017 12:51:25 GMT" } ]
1,514,937,600,000
[ [ "Deng", "Xinyang", "" ], [ "Jiang", "Wen", "" ] ]
1801.01000
Christopher Schulze
Christopher Schulze, Marcus Schulze
ViZDoom: DRQN with Prioritized Experience Replay, Double-Q Learning, & Snapshot Ensembling
9 pages, 5 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
ViZDoom is a robust, first-person shooter reinforcement learning environment, characterized by a significant degree of latent state information. In this paper, double-Q learning and prioritized experience replay methods are tested under a certain ViZDoom combat scenario using a competitive deep recurrent Q-network (DRQN) architecture. In addition, an ensembling technique known as snapshot ensembling is employed using a specific annealed learning rate to observe differences in ensembling efficacy under these two methods. Annealed learning rates are important in general to the training of deep neural network models, as they shake up the status-quo and counter a model's tending towards local optima. While both variants show performance exceeding those of built-in AI agents of the game, the known stabilizing effects of double-Q learning are illustrated, and priority experience replay is again validated in its usefulness by showing immediate results early on in agent development, with the caveat that value overestimation is accelerated in this case. In addition, some unique behaviors are observed to develop for priority experience replay (PER) and double-Q (DDQ) variants, and snapshot ensembling of both PER and DDQ proves a valuable method for improving performance of the ViZDoom Marine.
[ { "version": "v1", "created": "Wed, 3 Jan 2018 13:49:08 GMT" } ]
1,515,024,000,000
[ [ "Schulze", "Christopher", "" ], [ "Schulze", "Marcus", "" ] ]
1801.01422
Louise Dennis Dr
Louise Dennis and Michael Fisher
Practical Challenges in Explicit Ethical Machine Reasoning
In proceedings International Conference on Artificial Intelligence and Mathematics, Fort Lauderdale, Florida, FL. 3-5 January, 2018
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We examine implemented systems for ethical machine reasoning with a view to identifying the practical challenges (as opposed to philosophical challenges) posed by the area. We identify a need for complex ethical machine reasoning not only to be multi-objective, proactive, and scrutable but that it must draw on heterogeneous evidential reasoning. We also argue that, in many cases, it needs to operate in real time and be verifiable. We propose a general architecture involving a declarative ethical arbiter which draws upon multiple evidential reasoners each responsible for a particular ethical feature of the system's environment. We claim that this architecture enables some separation of concerns among the practical challenges that ethical machine reasoning poses.
[ { "version": "v1", "created": "Thu, 4 Jan 2018 16:19:33 GMT" } ]
1,515,369,600,000
[ [ "Dennis", "Louise", "" ], [ "Fisher", "Michael", "" ] ]
1801.01604
Han Xiao Almighty
Han Xiao
Intelligence Graph
arXiv admin note: substantial text overlap with arXiv:1702.06247
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In fact, there exist three genres of intelligence architectures: logics (e.g. \textit{Random Forest, A$^*$ Searching}), neurons (e.g. \textit{CNN, LSTM}) and probabilities (e.g. \textit{Naive Bayes, HMM}), all of which are incompatible to each other. However, to construct powerful intelligence systems with various methods, we propose the intelligence graph (short as \textbf{\textit{iGraph}}), which is composed by both of neural and probabilistic graph, under the framework of forward-backward propagation. By the paradigm of iGraph, we design a recommendation model with semantic principle. First, the probabilistic distributions of categories are generated from the embedding representations of users/items, in the manner of neurons. Second, the probabilistic graph infers the distributions of features, in the manner of probabilities. Last, for the recommendation diversity, we perform an expectation computation then conduct a logic judgment, in the manner of logics. Experimentally, we beat the state-of-the-art baselines and verify our conclusions.
[ { "version": "v1", "created": "Fri, 5 Jan 2018 01:29:00 GMT" } ]
1,515,369,600,000
[ [ "Xiao", "Han", "" ] ]
1801.01705
Martijn van Otterlo
Martijn van Otterlo
Gatekeeping Algorithms with Human Ethical Bias: The ethics of algorithms in archives, libraries and society
Submitted (Nov 2017)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In the age of algorithms, I focus on the question of how to ensure algorithms that will take over many of our familiar archival and library tasks, will behave according to human ethical norms that have evolved over many years. I start by characterizing physical archives in the context of related institutions such as libraries and museums. In this setting I analyze how ethical principles, in particular about access to information, have been formalized and communicated in the form of ethical codes, or: codes of conducts. After that I describe two main developments: digitalization, in which physical aspects of the world are turned into digital data, and algorithmization, in which intelligent computer programs turn this data into predictions and decisions. Both affect interactions that were once physical but now digital. In this new setting I survey and analyze the ethical aspects of algorithms and how they shape a vision on the future of archivists and librarians, in the form of algorithmic documentalists, or: codementalists. Finally I outline a general research strategy, called IntERMEeDIUM, to obtain algorithms that obey are human ethical values encoded in code of ethics.
[ { "version": "v1", "created": "Fri, 5 Jan 2018 10:58:13 GMT" } ]
1,515,369,600,000
[ [ "van Otterlo", "Martijn", "" ] ]
1801.01733
Purushottam Dixit
Purushottam D. Dixit
Entropy production rate as a criterion for inconsistency in decision theory
To appear in Journal of Statistical Physics
null
10.1088/1742-5468/aac137
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Individual and group decisions are complex, often involving choosing an apt alternative from a multitude of options. Evaluating pairwise comparisons breaks down such complex decision problems into tractable ones. Pairwise comparison matrices (PCMs) are regularly used to solve multiple-criteria decision-making (MCDM) problems, for example, using Saaty's analytic hierarchy process (AHP) framework. However, there are two significant drawbacks of using PCMs. First, humans evaluate PCMs in an inconsistent manner. Second, not all entries of a large PCM can be reliably filled by human decision makers. We address these two issues by first establishing a novel connection between PCMs and time-irreversible Markov processes. Specifically, we show that every PCM induces a family of dissipative maximum path entropy random walks (MERW) over the set of alternatives. We show that only `consistent' PCMs correspond to detailed balanced MERWs. We identify the non-equilibrium entropy production in the induced MERWs as a metric of inconsistency of the underlying PCMs. Notably, the entropy production satisfies all of the recently laid out criteria for reasonable consistency indices. We also propose an approach to use incompletely filled PCMs in AHP. Potential future avenues are discussed as well. keywords: analytic hierarchy process, markov chains, maximum entropy
[ { "version": "v1", "created": "Fri, 5 Jan 2018 12:06:56 GMT" }, { "version": "v2", "created": "Mon, 23 Apr 2018 14:18:07 GMT" } ]
1,528,848,000,000
[ [ "Dixit", "Purushottam D.", "" ] ]
1801.01788
Karl Schlechta
Karl Schlechta
A Reliability Theory of Truth
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Our approach is basically a coherence approach, but we avoid the well-known pitfalls of coherence theories of truth. Consistency is replaced by reliability, which expresses support and attack, and, in principle, every theory (or agent, message) counts. At the same time, we do not require a priviledged access to "reality". A centerpiece of our approach is that we attribute reliability also to agents, messages, etc., so an unreliable source of information will be less important in future. Our ideas can also be extended to value systems, and even actions, e.g., of animals.
[ { "version": "v1", "created": "Wed, 3 Jan 2018 14:51:47 GMT" }, { "version": "v2", "created": "Thu, 22 Feb 2018 16:57:31 GMT" }, { "version": "v3", "created": "Sun, 1 Apr 2018 14:28:01 GMT" } ]
1,522,713,600,000
[ [ "Schlechta", "Karl", "" ] ]
1801.01807
Fabricio de Franca Olivetti
Fabricio Olivetti de Franca
A Greedy Search Tree Heuristic for Symbolic Regression
30 pages, 7 figures, 3 tables, submitted to Information Science on 12/2016
null
10.1016/j.ins.2018.02.040
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Symbolic Regression tries to find a mathematical expression that describes the relationship of a set of explanatory variables to a measured variable. The main objective is to find a model that minimizes the error and, optionally, that also minimizes the expression size. A smaller expression can be seen as an interpretable model considered a reliable decision model. This is often performed with Genetic Programming which represents their solution as expression trees. The shortcoming of this algorithm lies on this representation that defines a rugged search space and contains expressions of any size and difficulty. These pose as a challenge to find the optimal solution under computational constraints. This paper introduces a new data structure, called Interaction-Transformation (IT), that constrains the search space in order to exclude a region of larger and more complicated expressions. In order to test this data structure, it was also introduced an heuristic called SymTree. The obtained results show evidence that SymTree are capable of obtaining the optimal solution whenever the target function is within the search space of the IT data structure and competitive results when it is not. Overall, the algorithm found a good compromise between accuracy and simplicity for all the generated models.
[ { "version": "v1", "created": "Thu, 4 Jan 2018 18:30:38 GMT" } ]
1,519,689,600,000
[ [ "de Franca", "Fabricio Olivetti", "" ] ]
1801.01972
Ling Dong
Zecang Gu and Ling Dong
Distance formulas capable of unifying Euclidian space and probability space
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
For pattern recognition like image recognition, it has become clear that each machine-learning dictionary data actually became data in probability space belonging to Euclidean space. However, the distances in the Euclidean space and the distances in the probability space are separated and ununified when machine learning is introduced in the pattern recognition. There is still a problem that it is impossible to directly calculate an accurate matching relation between the sampling data of the read image and the learned dictionary data. In this research, we focused on the reason why the distance is changed and the extent of change when passing through the probability space from the original Euclidean distance among data belonging to multiple probability spaces containing Euclidean space. By finding the reason of the cause of the distance error and finding the formula expressing the error quantitatively, a possible distance formula to unify Euclidean space and probability space is found. Based on the results of this research, the relationship between machine-learning dictionary data and sampling data was clearly understood for pattern recognition. As a result, the calculation of collation among data and machine-learning to compete mutually between data are cleared, and complicated calculations became unnecessary. Finally, using actual pattern recognition data, experimental demonstration of a possible distance formula to unify Euclidean space and probability space discovered by this research was carried out, and the effectiveness of the result was confirmed.
[ { "version": "v1", "created": "Sat, 6 Jan 2018 05:41:08 GMT" } ]
1,515,456,000,000
[ [ "Gu", "Zecang", "" ], [ "Dong", "Ling", "" ] ]
1801.02193
Michal \v{C}ertick\'y
Michal \v{S}ustr, Jan Mal\'y, Michal \v{C}ertick\'y
Multi-platform Version of StarCraft: Brood War in a Docker Container: Technical Report
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We present a dockerized version of a real-time strategy game StarCraft: Brood War, commonly used as a domain for AI research, with a pre-installed collection of AI developement tools supporting all the major types of StarCraft bots. This provides a convenient way to deploy StarCraft AIs on numerous hosts at once and across multiple platforms despite limited OS support of StarCraft. In this technical report, we describe the design of our Docker images and present a few use cases.
[ { "version": "v1", "created": "Sun, 7 Jan 2018 14:16:59 GMT" } ]
1,515,456,000,000
[ [ "Šustr", "Michal", "" ], [ "Malý", "Jan", "" ], [ "Čertický", "Michal", "" ] ]
1801.02281
Vatsal Mahajan
Vatsal Mahajan
Winograd Schema - Knowledge Extraction Using Narrative Chains
4 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The Winograd Schema Challenge (WSC) is a test of machine intelligence, designed to be an improvement on the Turing test. A Winograd Schema consists of a sentence and a corresponding question. To successfully answer these questions, one requires the use of commonsense knowledge and reasoning. This work focuses on extracting common sense knowledge which can be used to generate answers for the Winograd schema challenge. Common sense knowledge is extracted based on events (or actions) and their participants; called Event-Based Conditional Commonsense (ECC). I propose an approach using Narrative Event Chains [Chambers et al., 2008] to extract ECC knowledge. These are stored in templates, to be later used for answering the WSC questions. This approach works well with respect to a subset of WSC tasks.
[ { "version": "v1", "created": "Mon, 8 Jan 2018 00:36:08 GMT" } ]
1,515,456,000,000
[ [ "Mahajan", "Vatsal", "" ] ]
1801.02334
Yunlong Mi
Yunlong Mi, Yong Shi, and Jinhai Li
A generalized concept-cognitive learning: A machine learning viewpoint
7 pages,3 figures
null
null
null
cs.AI
http://creativecommons.org/licenses/by-nc-sa/4.0/
Concept-cognitive learning (CCL) is a hot topic in recent years, and it has attracted much attention from the communities of formal concept analysis, granular computing and cognitive computing. However, the relationship among cognitive computing (CC), concept-cognitive computing (CCC), CCL and concept-cognitive learning model (CCLM) is not clearly described. To this end, we first explain the relationship of CC, CCC, CCL and CCLM. Then, we propose a generalized concept-cognitive learning (GCCL) from the point of view of machine learning. Finally, experiments on some data sets are conducted to verify the feasibility of concept formation and concept-cognitive process of GCCL.
[ { "version": "v1", "created": "Mon, 8 Jan 2018 08:16:57 GMT" }, { "version": "v2", "created": "Tue, 13 Feb 2018 12:49:41 GMT" }, { "version": "v3", "created": "Mon, 24 Dec 2018 02:48:26 GMT" } ]
1,545,868,800,000
[ [ "Mi", "Yunlong", "" ], [ "Shi", "Yong", "" ], [ "Li", "Jinhai", "" ] ]
1801.02852
Tomasz Grel
Igor Adamski, Robert Adamski, Tomasz Grel, Adam J\k{e}drych, Kamil Kaczmarek, Henryk Michalewski
Distributed Deep Reinforcement Learning: Learn how to play Atari games in 21 minutes
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We present a study in Distributed Deep Reinforcement Learning (DDRL) focused on scalability of a state-of-the-art Deep Reinforcement Learning algorithm known as Batch Asynchronous Advantage ActorCritic (BA3C). We show that using the Adam optimization algorithm with a batch size of up to 2048 is a viable choice for carrying out large scale machine learning computations. This, combined with careful reexamination of the optimizer's hyperparameters, using synchronous training on the node level (while keeping the local, single node part of the algorithm asynchronous) and minimizing the memory footprint of the model, allowed us to achieve linear scaling for up to 64 CPU nodes. This corresponds to a training time of 21 minutes on 768 CPU cores, as opposed to 10 hours when using a single node with 24 cores achieved by a baseline single-node implementation.
[ { "version": "v1", "created": "Tue, 9 Jan 2018 09:39:29 GMT" }, { "version": "v2", "created": "Mon, 9 Apr 2018 15:36:09 GMT" } ]
1,523,318,400,000
[ [ "Adamski", "Igor", "" ], [ "Adamski", "Robert", "" ], [ "Grel", "Tomasz", "" ], [ "Jędrych", "Adam", "" ], [ "Kaczmarek", "Kamil", "" ], [ "Michalewski", "Henryk", "" ] ]
1801.03058
Imon Banerjee
Imon Banerjee, Michael Francis Gensheimer, Douglas J. Wood, Solomon Henry, Daniel Chang, Daniel L. Rubin
Abstract: Probabilistic Prognostic Estimates of Survival in Metastatic Cancer Patients
null
AMIA Informatics Conference 2018
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We propose a deep learning model - Probabilistic Prognostic Estimates of Survival in Metastatic Cancer Patients (PPES-Met) for estimating short-term life expectancy (3 months) of the patients by analyzing free-text clinical notes in the electronic medical record, while maintaining the temporal visit sequence. In a single framework, we integrated semantic data mapping and neural embedding technique to produce a text processing method that extracts relevant information from heterogeneous types of clinical notes in an unsupervised manner, and we designed a recurrent neural network to model the temporal dependency of the patient visits. The model was trained on a large dataset (10,293 patients) and validated on a separated dataset (1818 patients). Our method achieved an area under the ROC curve (AUC) of 0.89. To provide explain-ability, we developed an interactive graphical tool that may improve physician understanding of the basis for the model's predictions. The high accuracy and explain-ability of the PPES-Met model may enable our model to be used as a decision support tool to personalize metastatic cancer treatment and provide valuable assistance to the physicians.
[ { "version": "v1", "created": "Tue, 9 Jan 2018 17:51:12 GMT" }, { "version": "v2", "created": "Fri, 13 Jul 2018 23:56:14 GMT" } ]
1,531,785,600,000
[ [ "Banerjee", "Imon", "" ], [ "Gensheimer", "Michael Francis", "" ], [ "Wood", "Douglas J.", "" ], [ "Henry", "Solomon", "" ], [ "Chang", "Daniel", "" ], [ "Rubin", "Daniel L.", "" ] ]
1801.03138
Ben Parr
Ben Parr
Deep In-GPU Experience Replay
Source code (uses TensorFlow): https://github.com/bparr/gpu-experience-replay
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Experience replay allows a reinforcement learning agent to train on samples from a large amount of the most recent experiences. A simple in-RAM experience replay stores these most recent experiences in a list in RAM, and then copies sampled batches to the GPU for training. I moved this list to the GPU, thus creating an in-GPU experience replay, and a training step that no longer has inputs copied from the CPU. I trained an agent to play Super Smash Bros. Melee, using internal game memory values as inputs and outputting controller button presses. A single state in Melee contains 27 floats, so the full experience replay fits on a single GPU. For a batch size of 128, the in-GPU experience replay trained twice as fast as the in-RAM experience replay. As far as I know, this is the first in-GPU implementation of experience replay. Finally, I note a few ideas for fitting the experience replay inside the GPU when the environment state requires more memory.
[ { "version": "v1", "created": "Tue, 9 Jan 2018 20:52:33 GMT" } ]
1,515,628,800,000
[ [ "Parr", "Ben", "" ] ]
1801.03160
Felix Lindner
Felix Lindner and Martin Mose Bentzen
A Formalization of Kant's Second Formulation of the Categorical Imperative
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We present a formalization and computational implementation of the second formulation of Kant's categorical imperative. This ethical principle requires an agent to never treat someone merely as a means but always also as an end. Here we interpret this principle in terms of how persons are causally affected by actions. We introduce Kantian causal agency models in which moral patients, actions, goals, and causal influence are represented, and we show how to formalize several readings of Kant's categorical imperative that correspond to Kant's concept of strict and wide duties towards oneself and others. Stricter versions handle cases where an action directly causally affects oneself or others, whereas the wide version maximizes the number of persons being treated as an end. We discuss limitations of our formalization by pointing to one of Kant's cases that the machinery cannot handle in a satisfying way.
[ { "version": "v1", "created": "Tue, 9 Jan 2018 22:23:21 GMT" }, { "version": "v2", "created": "Wed, 21 Mar 2018 12:23:33 GMT" }, { "version": "v3", "created": "Thu, 11 Jul 2019 13:22:27 GMT" } ]
1,562,889,600,000
[ [ "Lindner", "Felix", "" ], [ "Bentzen", "Martin Mose", "" ] ]
1801.03168
Justin Gottschlich
Tae Jun Lee, Justin Gottschlich, Nesime Tatbul, Eric Metcalf, Stan Zdonik
Greenhouse: A Zero-Positive Machine Learning System for Time-Series Anomaly Detection
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This short paper describes our ongoing research on Greenhouse - a zero-positive machine learning system for time-series anomaly detection.
[ { "version": "v1", "created": "Tue, 9 Jan 2018 22:44:21 GMT" }, { "version": "v2", "created": "Sun, 21 Jan 2018 22:05:31 GMT" }, { "version": "v3", "created": "Sun, 11 Feb 2018 22:32:31 GMT" } ]
1,518,480,000,000
[ [ "Lee", "Tae Jun", "" ], [ "Gottschlich", "Justin", "" ], [ "Tatbul", "Nesime", "" ], [ "Metcalf", "Eric", "" ], [ "Zdonik", "Stan", "" ] ]
1801.03175
Justin Gottschlich
Tae Jun Lee, Justin Gottschlich, Nesime Tatbul, Eric Metcalf, Stan Zdonik
Precision and Recall for Range-Based Anomaly Detection
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Classical anomaly detection is principally concerned with point-based anomalies, anomalies that occur at a single data point. In this paper, we present a new mathematical model to express range-based anomalies, anomalies that occur over a range (or period) of time.
[ { "version": "v1", "created": "Tue, 9 Jan 2018 23:01:07 GMT" }, { "version": "v2", "created": "Sun, 21 Jan 2018 22:10:35 GMT" }, { "version": "v3", "created": "Sun, 11 Feb 2018 22:20:17 GMT" } ]
1,518,480,000,000
[ [ "Lee", "Tae Jun", "" ], [ "Gottschlich", "Justin", "" ], [ "Tatbul", "Nesime", "" ], [ "Metcalf", "Eric", "" ], [ "Zdonik", "Stan", "" ] ]
1801.03331
Craig Innes
Craig Innes, Alex Lascarides, Stefano V Albrecht, Subramanian Ramamoorthy, Benjamin Rosman
Reasoning about Unforeseen Possibilities During Policy Learning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Methods for learning optimal policies in autonomous agents often assume that the way the domain is conceptualised---its possible states and actions and their causal structure---is known in advance and does not change during learning. This is an unrealistic assumption in many scenarios, because new evidence can reveal important information about what is possible, possibilities that the agent was not aware existed prior to learning. We present a model of an agent which both discovers and learns to exploit unforeseen possibilities using two sources of evidence: direct interaction with the world and communication with a domain expert. We use a combination of probabilistic and symbolic reasoning to estimate all components of the decision problem, including its set of random variables and their causal dependencies. Agent simulations show that the agent converges on optimal polices even when it starts out unaware of factors that are critical to behaving optimally.
[ { "version": "v1", "created": "Wed, 10 Jan 2018 12:16:43 GMT" } ]
1,515,628,800,000
[ [ "Innes", "Craig", "" ], [ "Lascarides", "Alex", "" ], [ "Albrecht", "Stefano V", "" ], [ "Ramamoorthy", "Subramanian", "" ], [ "Rosman", "Benjamin", "" ] ]
1801.03354
Blai Bonet
Wilmer Bandres, Blai Bonet, Hector Geffner
Planning with Pixels in (Almost) Real Time
Published at AAAI-18
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Recently, width-based planning methods have been shown to yield state-of-the-art results in the Atari 2600 video games. For this, the states were associated with the (RAM) memory states of the simulator. In this work, we consider the same planning problem but using the screen instead. By using the same visual inputs, the planning results can be compared with those of humans and learning methods. We show that the planning approach, out of the box and without training, results in scores that compare well with those obtained by humans and learning methods, and moreover, by developing an episodic, rollout version of the IW(k) algorithm, we show that such scores can be obtained in almost real time.
[ { "version": "v1", "created": "Wed, 10 Jan 2018 12:54:00 GMT" } ]
1,515,628,800,000
[ [ "Bandres", "Wilmer", "" ], [ "Bonet", "Blai", "" ], [ "Geffner", "Hector", "" ] ]
1801.03355
L\'aszl\'o Csat\'o
L\'aszl\'o Csat\'o
Axiomatizations of inconsistency indices for triads
12 pages
Annals of Operations Research, 280(1-2): 99-110, 2019
10.1007/s10479-019-03312-0
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Pairwise comparison matrices often exhibit inconsistency, therefore many indices have been suggested to measure their deviation from a consistent matrix. A set of axioms has been proposed recently that is required to be satisfied by any reasonable inconsistency index. This set seems to be not exhaustive as illustrated by an example, hence it is expanded by adding two new properties. All axioms are considered on the set of triads, pairwise comparison matrices with three alternatives, which is the simplest case of inconsistency. We choose the logically independent properties and prove that they characterize, that is, uniquely determine the inconsistency ranking induced by most inconsistency indices that coincide on this restricted domain. Since triads play a prominent role in a number of inconsistency indices, our results can also contribute to the measurement of inconsistency for pairwise comparison matrices with more than three alternatives.
[ { "version": "v1", "created": "Wed, 10 Jan 2018 12:56:48 GMT" }, { "version": "v2", "created": "Thu, 14 Mar 2019 08:16:29 GMT" } ]
1,590,624,000,000
[ [ "Csató", "László", "" ] ]
1801.03526
Daniel Abolafia
Daniel A. Abolafia, Mohammad Norouzi, Jonathan Shen, Rui Zhao, Quoc V. Le
Neural Program Synthesis with Priority Queue Training
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We consider the task of program synthesis in the presence of a reward function over the output of programs, where the goal is to find programs with maximal rewards. We employ an iterative optimization scheme, where we train an RNN on a dataset of K best programs from a priority queue of the generated programs so far. Then, we synthesize new programs and add them to the priority queue by sampling from the RNN. We benchmark our algorithm, called priority queue training (or PQT), against genetic algorithm and reinforcement learning baselines on a simple but expressive Turing complete programming language called BF. Our experimental results show that our simple PQT algorithm significantly outperforms the baselines. By adding a program length penalty to the reward function, we are able to synthesize short, human readable programs.
[ { "version": "v1", "created": "Wed, 10 Jan 2018 19:35:25 GMT" }, { "version": "v2", "created": "Fri, 23 Mar 2018 23:40:46 GMT" } ]
1,522,195,200,000
[ [ "Abolafia", "Daniel A.", "" ], [ "Norouzi", "Mohammad", "" ], [ "Shen", "Jonathan", "" ], [ "Zhao", "Rui", "" ], [ "Le", "Quoc V.", "" ] ]
1801.03737
Stuart Armstrong
Stuart Armstrong
Counterfactual equivalence for POMDPs, and underlying deterministic environments
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Partially Observable Markov Decision Processes (POMDPs) are rich environments often used in machine learning. But the issue of information and causal structures in POMDPs has been relatively little studied. This paper presents the concepts of equivalent and counterfactually equivalent POMDPs, where agents cannot distinguish which environment they are in though any observations and actions. It shows that any POMDP is counterfactually equivalent, for any finite number of turns, to a deterministic POMDP with all uncertainty concentrated into the initial state. This allows a better understanding of POMDP uncertainty, information, and learning.
[ { "version": "v1", "created": "Thu, 11 Jan 2018 12:40:59 GMT" }, { "version": "v2", "created": "Sun, 14 Jan 2018 12:56:00 GMT" } ]
1,516,060,800,000
[ [ "Armstrong", "Stuart", "" ] ]
1801.03929
Lucas Bechberger
Lucas Bechberger and Kai-Uwe K\"uhnberger
Formalized Conceptual Spaces with a Geometric Representation of Correlations
Published in the edited volume "Conceptual Spaces: Elaborations and Applications". arXiv admin note: text overlap with arXiv:1706.06366, arXiv:1707.02292, arXiv:1707.05165
null
10.1007/978-3-030-12800-5_3
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The highly influential framework of conceptual spaces provides a geometric way of representing knowledge. Instances are represented by points in a similarity space and concepts are represented by convex regions in this space. After pointing out a problem with the convexity requirement, we propose a formalization of conceptual spaces based on fuzzy star-shaped sets. Our formalization uses a parametric definition of concepts and extends the original framework by adding means to represent correlations between different domains in a geometric way. Moreover, we define various operations for our formalization, both for creating new concepts from old ones and for measuring relations between concepts. We present an illustrative toy-example and sketch a research project on concept formation that is based on both our formalization and its implementation.
[ { "version": "v1", "created": "Thu, 11 Jan 2018 08:37:58 GMT" }, { "version": "v2", "created": "Sat, 29 Jun 2019 06:35:31 GMT" } ]
1,562,025,600,000
[ [ "Bechberger", "Lucas", "" ], [ "Kühnberger", "Kai-Uwe", "" ] ]
1801.03954
Glen Berseth
Glen Berseth and Michiel van de Panne
Model-Based Action Exploration for Learning Dynamic Motion Skills
7 pages, 7 figures, conference paper
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Deep reinforcement learning has achieved great strides in solving challenging motion control tasks. Recently, there has been significant work on methods for exploiting the data gathered during training, but there has been less work on how to best generate the data to learn from. For continuous action domains, the most common method for generating exploratory actions involves sampling from a Gaussian distribution centred around the mean action output by a policy. Although these methods can be quite capable, they do not scale well with the dimensionality of the action space, and can be dangerous to apply on hardware. We consider learning a forward dynamics model to predict the result, ($x_{t+1}$), of taking a particular action, ($u$), given a specific observation of the state, ($x_{t}$). With this model we perform internal look-ahead predictions of outcomes and seek actions we believe have a reasonable chance of success. This method alters the exploratory action space, thereby increasing learning speed and enables higher quality solutions to difficult problems, such as robotic locomotion and juggling.
[ { "version": "v1", "created": "Thu, 11 Jan 2018 19:05:38 GMT" }, { "version": "v2", "created": "Thu, 12 Apr 2018 03:56:02 GMT" } ]
1,523,577,600,000
[ [ "Berseth", "Glen", "" ], [ "van de Panne", "Michiel", "" ] ]
1801.04170
Andrey Chistyakov
Andrey Chistyakov
Multilayered Model of Speech
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Human speech is the most important part of General Artificial Intelligence and subject of much research. The hypothesis proposed in this article provides explanation of difficulties that modern science tackles in the field of human brain simulation. The hypothesis is based on the author's conviction that the brain of any given person has different ability to process and store information. Therefore, the approaches that are currently used to create General Artificial Intelligence have to be altered.
[ { "version": "v1", "created": "Mon, 8 Jan 2018 21:11:54 GMT" }, { "version": "v2", "created": "Mon, 10 Feb 2020 21:09:21 GMT" } ]
1,581,465,600,000
[ [ "Chistyakov", "Andrey", "" ] ]
1801.04345
Nathalia Moraes Do Nascimento
Nathalia Moraes do Nascimento and Carlos Jose Pereira de Lucena
Engineering Cooperative Smart Things based on Embodied Cognition
IEEE 2017 NASA/ESA Conference on Adaptive Hardware and Systems (AHS)
null
10.1109/AHS.2017.8046366
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The goal of the Internet of Things (IoT) is to transform any thing around us, such as a trash can or a street light, into a smart thing. A smart thing has the ability of sensing, processing, communicating and/or actuating. In order to achieve the goal of a smart IoT application, such as minimizing waste transportation costs or reducing energy consumption, the smart things in the application scenario must cooperate with each other without a centralized control. Inspired by known approaches to design swarm of cooperative and autonomous robots, we modeled our smart things based on the embodied cognition concept. Each smart thing is a physical agent with a body composed of a microcontroller, sensors and actuators, and a brain that is represented by an artificial neural network. This type of agent is commonly called an embodied agent. The behavior of these embodied agents is autonomously configured through an evolutionary algorithm that is triggered according to the application performance. To illustrate, we have designed three homogeneous prototypes for smart street lights based on an evolved network. This application has shown that the proposed approach results in a feasible way of modeling decentralized smart things with self-developed and cooperative capabilities.
[ { "version": "v1", "created": "Fri, 12 Jan 2018 22:36:34 GMT" } ]
1,516,060,800,000
[ [ "Nascimento", "Nathalia Moraes do", "" ], [ "de Lucena", "Carlos Jose Pereira", "" ] ]
1801.04346
Richard Kim
Richard Kim, Max Kleiman-Weiner, Andres Abeliuk, Edmond Awad, Sohan Dsouza, Josh Tenenbaum, Iyad Rahwan
A Computational Model of Commonsense Moral Decision Making
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We introduce a new computational model of moral decision making, drawing on a recent theory of commonsense moral learning via social dynamics. Our model describes moral dilemmas as a utility function that computes trade-offs in values over abstract moral dimensions, which provide interpretable parameter values when implemented in machine-led ethical decision-making. Moreover, characterizing the social structures of individuals and groups as a hierarchical Bayesian model, we show that a useful description of an individual's moral values - as well as a group's shared values - can be inferred from a limited amount of observed data. Finally, we apply and evaluate our approach to data from the Moral Machine, a web application that collects human judgments on moral dilemmas involving autonomous vehicles.
[ { "version": "v1", "created": "Fri, 12 Jan 2018 22:47:22 GMT" } ]
1,516,060,800,000
[ [ "Kim", "Richard", "" ], [ "Kleiman-Weiner", "Max", "" ], [ "Abeliuk", "Andres", "" ], [ "Awad", "Edmond", "" ], [ "Dsouza", "Sohan", "" ], [ "Tenenbaum", "Josh", "" ], [ "Rahwan", "Iyad", "" ] ]
1801.04622
Vatsal Mahajan
Vatsal Mahajan
Top k Memory Candidates in Memory Networks for Common Sense Reasoning
3 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Successful completion of reasoning task requires the agent to have relevant prior knowledge or some given context of the world dynamics. Usually, the information provided to the system for a reasoning task is just the query or some supporting story, which is often not enough for common reasoning tasks. The goal here is that, if the information provided along the question is not sufficient to correctly answer the question, the model should choose k most relevant documents that can aid its inference process. In this work, the model dynamically selects top k most relevant memory candidates that can be used to successfully solve reasoning tasks. Experiments were conducted on a subset of Winograd Schema Challenge (WSC) problems to show that the proposed model has the potential for commonsense reasoning. The WSC is a test of machine intelligence, designed to be an improvement on the Turing test.
[ { "version": "v1", "created": "Sun, 14 Jan 2018 23:43:57 GMT" }, { "version": "v2", "created": "Fri, 15 Nov 2019 09:47:31 GMT" } ]
1,574,035,200,000
[ [ "Mahajan", "Vatsal", "" ] ]
1801.05462
Arend Hintze
Jory Schossau, Larissa Albantakis, Arend Hintze
The Role of Conditional Independence in the Evolution of Intelligent Systems
Original Abstract submitted to the GECCO conference 2017 Berlin
null
null
null
cs.AI
http://creativecommons.org/licenses/by-nc-sa/4.0/
Systems are typically made from simple components regardless of their complexity. While the function of each part is easily understood, higher order functions are emergent properties and are notoriously difficult to explain. In networked systems, both digital and biological, each component receives inputs, performs a simple computation, and creates an output. When these components have multiple outputs, we intuitively assume that the outputs are causally dependent on the inputs but are themselves independent of each other given the state of their shared input. However, this intuition can be violated for components with probabilistic logic, as these typically cannot be decomposed into separate logic gates with one output each. This violation of conditional independence on the past system state is equivalent to instantaneous interaction --- the idea is that some information between the outputs is not coming from the inputs and thus must have been created instantaneously. Here we compare evolved artificial neural systems with and without instantaneous interaction across several task environments. We show that systems without instantaneous interactions evolve faster, to higher final levels of performance, and require fewer logic components to create a densely connected cognitive machinery.
[ { "version": "v1", "created": "Tue, 16 Jan 2018 19:43:13 GMT" } ]
1,516,233,600,000
[ [ "Schossau", "Jory", "" ], [ "Albantakis", "Larissa", "" ], [ "Hintze", "Arend", "" ] ]
1801.05644
Olivier Cailloux
Olivier Cailloux and Yves Meinard
A formal framework for deliberated judgment
This is the postprint version of the article published in Theory and Decision. The text is identical, except for minor wording modifications
null
10.1007/s11238-019-09722-7
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
While the philosophical literature has extensively studied how decisions relate to arguments, reasons and justifications, decision theory almost entirely ignores the latter notions and rather focuses on preference and belief. In this article, we argue that decision theory can largely benefit from explicitly taking into account the stance that decision-makers take towards arguments and counter-arguments. To that end, we elaborate a formal framework aiming to integrate the role of arguments and argumentation in decision theory and decision aid. We start from a decision situation, where an individual requests decision support. In this context, we formally define, as a commendable basis for decision-aid, this individual's deliberated judgment, popularized by Rawls. We explain how models of deliberated judgment can be validated empirically. We then identify conditions upon which the existence of a valid model can be taken for granted, and analyze how these conditions can be relaxed. We then explore the significance of our proposed framework for decision aiding practice. We argue that our concept of deliberated judgment owes its normative credentials both to its normative foundations (the idea of rationality based on arguments) and to its reference to empirical reality (the stance that real, empirical individuals hold towards arguments and counter-arguments, on due reflection). We then highlight that our framework opens promising avenues for future research involving both philosophical and decision theoretic approaches, as well as empirical implementations.
[ { "version": "v1", "created": "Wed, 17 Jan 2018 12:53:13 GMT" }, { "version": "v2", "created": "Thu, 7 Nov 2019 14:39:06 GMT" } ]
1,573,430,400,000
[ [ "Cailloux", "Olivier", "" ], [ "Meinard", "Yves", "" ] ]
1801.05667
Gary Marcus
Gary Marcus
Innateness, AlphaZero, and Artificial Intelligence
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The concept of innateness is rarely discussed in the context of artificial intelligence. When it is discussed, or hinted at, it is often the context of trying to reduce the amount of innate machinery in a given system. In this paper, I consider as a test case a recent series of papers by Silver et al (Silver et al., 2017a) on AlphaGo and its successors that have been presented as an argument that a "even in the most challenging of domains: it is possible to train to superhuman level, without human examples or guidance", "starting tabula rasa." I argue that these claims are overstated, for multiple reasons. I close by arguing that artificial intelligence needs greater attention to innateness, and I point to some proposals about what that innateness might look like.
[ { "version": "v1", "created": "Wed, 17 Jan 2018 14:05:21 GMT" } ]
1,516,233,600,000
[ [ "Marcus", "Gary", "" ] ]
1801.06689
Alp M\"uyesser
Necati Alp Muyesser and Kyle Dunovan and Timothy Verstynen
Learning model-based strategies in simple environments with hierarchical q-networks
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by-sa/4.0/
Recent advances in deep learning have allowed artificial agents to rival human-level performance on a wide range of complex tasks; however, the ability of these networks to learn generalizable strategies remains a pressing challenge. This critical limitation is due in part to two factors: the opaque information representation in deep neural networks and the complexity of the task environments in which they are typically deployed. Here we propose a novel Hierarchical Q-Network (HQN) motivated by theories of the hierarchical organization of the human prefrontal cortex, that attempts to identify lower dimensional patterns in the value landscape that can be exploited to construct an internal model of rules in simple environments. We draw on combinatorial games, where there exists a single optimal strategy for winning that generalizes across other features of the game, to probe the strategy generalization of the HQN and other reinforcement learning (RL) agents using variations of Wythoff's game. Traditional RL approaches failed to reach satisfactory performance on variants of Wythoff's Game; however, the HQN learned heuristic-like strategies that generalized across changes in board configuration. More importantly, the HQN allowed for transparent inspection of the agent's internal model of the game following training. Our results show how a biologically inspired hierarchical learner can facilitate learning abstract rules to promote robust and flexible action policies in simplified training environments with clearly delineated optimal strategies.
[ { "version": "v1", "created": "Sat, 20 Jan 2018 15:31:35 GMT" } ]
1,516,665,600,000
[ [ "Muyesser", "Necati Alp", "" ], [ "Dunovan", "Kyle", "" ], [ "Verstynen", "Timothy", "" ] ]
1801.07161
Laura Giordano
Laura Giordano and Valentina Gliozzi
Reasoning about multiple aspects in DLs: Semantics and Closure Construction
arXiv admin note: text overlap with arXiv:1604.00301
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Starting from the observation that rational closure has the undesirable property of being an "all or nothing" mechanism, we here propose a multipreferential semantics, which enriches the preferential semantics underlying rational closure in order to separately deal with the inheritance of different properties in an ontology with exceptions. We provide a multipreference closure mechanism which is sound with respect to the multipreference semantics.
[ { "version": "v1", "created": "Thu, 18 Jan 2018 20:50:48 GMT" } ]
1,516,665,600,000
[ [ "Giordano", "Laura", "" ], [ "Gliozzi", "Valentina", "" ] ]
1801.07357
Yoav Artzi
Claudia Yan, Dipendra Misra, Andrew Bennnett, Aaron Walsman, Yonatan Bisk and Yoav Artzi
CHALET: Cornell House Agent Learning Environment
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We present CHALET, a 3D house simulator with support for navigation and manipulation. CHALET includes 58 rooms and 10 house configuration, and allows to easily create new house and room layouts. CHALET supports a range of common household activities, including moving objects, toggling appliances, and placing objects inside closeable containers. The environment and actions available are designed to create a challenging domain to train and evaluate autonomous agents, including for tasks that combine language, vision, and planning in a dynamic environment.
[ { "version": "v1", "created": "Tue, 23 Jan 2018 00:22:25 GMT" }, { "version": "v2", "created": "Mon, 16 Sep 2019 21:13:22 GMT" } ]
1,568,764,800,000
[ [ "Yan", "Claudia", "" ], [ "Misra", "Dipendra", "" ], [ "Bennnett", "Andrew", "" ], [ "Walsman", "Aaron", "" ], [ "Bisk", "Yonatan", "" ], [ "Artzi", "Yoav", "" ] ]
1801.07411
I-Chen Wu
Wen-Jie Tseng, Jr-Chang Chen, I-Chen Wu, Tinghan Wei
Comparison Training for Computer Chinese Chess
Submitted to IEEE Transaction on Games
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper describes the application of comparison training (CT) for automatic feature weight tuning, with the final objective of improving the evaluation functions used in Chinese chess programs. First, we propose an n-tuple network to extract features, since n-tuple networks require very little expert knowledge through its large numbers of features, while simulta-neously allowing easy access. Second, we propose a novel evalua-tion method that incorporates tapered eval into CT. Experiments show that with the same features and the same Chinese chess program, the automatically tuned comparison training feature weights achieved a win rate of 86.58% against the weights that were hand-tuned. The above trained version was then improved by adding additional features, most importantly n-tuple features. This improved version achieved a win rate of 81.65% against the trained version without additional features.
[ { "version": "v1", "created": "Tue, 23 Jan 2018 07:09:26 GMT" } ]
1,516,752,000,000
[ [ "Tseng", "Wen-Jie", "" ], [ "Chen", "Jr-Chang", "" ], [ "Wu", "I-Chen", "" ], [ "Wei", "Tinghan", "" ] ]
1801.07440
Ildefons Magrans de Abril
Ildefons Magrans de Abril and Ryota Kanai
Curiosity-driven reinforcement learning with homeostatic regulation
Presented at the NIPS 2017 Workshop: Cognitively Informed Artificial Intelligence: Insights From Natural Intelligence
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We propose a curiosity reward based on information theory principles and consistent with the animal instinct to maintain certain critical parameters within a bounded range. Our experimental validation shows the added value of the additional homeostatic drive to enhance the overall information gain of a reinforcement learning agent interacting with a complex environment using continuous actions. Our method builds upon two ideas: i) To take advantage of a new Bellman-like equation of information gain and ii) to simplify the computation of the local rewards by avoiding the approximation of complex distributions over continuous states and actions.
[ { "version": "v1", "created": "Tue, 23 Jan 2018 08:52:22 GMT" }, { "version": "v2", "created": "Wed, 7 Feb 2018 02:27:12 GMT" } ]
1,518,048,000,000
[ [ "de Abril", "Ildefons Magrans", "" ], [ "Kanai", "Ryota", "" ] ]
1801.08175
Colm V. Gallagher
Colm V. Gallagher, Kevin Leahy, Peter O'Donovan, Ken Bruton, Dominic T.J. O'Sullivan
Development and application of a machine learning supported methodology for measurement and verification (M&V) 2.0
17 pages. Pre-print submitted to Energy and Buildings. This manuscript version is made available under the CC-BY-NC-ND 4.0 licence
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The foundations of all methodologies for the measurement and verification (M&V) of energy savings are based on the same five key principles: accuracy, completeness, conservatism, consistency and transparency. The most widely accepted methodologies tend to generalise M&V so as to ensure applicability across the spectrum of energy conservation measures (ECM's). These do not provide a rigid calculation procedure to follow. This paper aims to bridge the gap between high-level methodologies and the practical application of modelling algorithms, with a focus on the industrial buildings sector. This is achieved with the development of a novel, machine learning supported methodology for M&V 2.0 which enables accurate quantification of savings. A novel and computationally efficient feature selection algorithm and powerful machine learning regression algorithms are employed to maximise the effectiveness of available data. The baseline period energy consumption is modelled using artificial neural networks, support vector machines, k-nearest neighbours and multiple ordinary least squares regression. Improved knowledge discovery and an expanded boundary of analysis allow more complex energy systems be analysed, thus increasing the applicability of M&V. A case study in a large biomedical manufacturing facility is used to demonstrate the methodology's ability to accurately quantify the savings under real-world conditions. The ECM was found to result in 604,527 kWh of energy savings with 57% uncertainty at a confidence interval of 68%. 20 baseline energy models are developed using an exhaustive approach with the optimal model being used to quantify savings. The range of savings estimated with each model are presented and the acceptability of uncertainty is reviewed. The case study demonstrates the ability of the methodology to perform M&V to an acceptable standard in challenging circumstances.
[ { "version": "v1", "created": "Wed, 24 Jan 2018 20:16:26 GMT" } ]
1,516,924,800,000
[ [ "Gallagher", "Colm V.", "" ], [ "Leahy", "Kevin", "" ], [ "O'Donovan", "Peter", "" ], [ "Bruton", "Ken", "" ], [ "O'Sullivan", "Dominic T. J.", "" ] ]