3 research outputs found

    Towards a Universal Test of Social Intelligence

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    [EN] Under the view of artificial intelligence, an intelligent agent is an autonomous entity which interacts in an environment through observations and actions, trying to achieve one or more goals with the aid of several signals called rewards. The creation of intelligent agents is proliferating during the last decades, and the evaluation of their intelligence is a fundamental issue for their understanding, construction and improvement. Social intelligence is recently obtaining special attention in the creation of intelligent agents due to the current view of human intelligence as highly social. Social intelligence in natural and artificial systems is usually measured by the evaluation of associated traits or tasks that are deemed to represent some facets of social behaviour. The amalgamation of these traits or tasks is then used to configure an operative notion of social intelligence. However, this operative notion does not truly represent what social intelligence is and a definition following this principle will not be precise. Instead, in this thesis we investigate the evaluation of social intelligence in a more formal and general way, by actually considering the evaluee's interaction with other agents. In this thesis we analyse the implications of evaluating social intelligence using a test that evaluates general intelligence. For this purpose, we include other agents into an initially single-agent environment to figure out the issues that appear when evaluating an agent in the context of other agents. From this analysis we obtain useful information for the evaluation of social intelligence. From the lessons learned, we identify the components that should be considered in order to measure social intelligence, and we provide a formal and parametrised definition of social intelligence. This definition calculates an agent's social intelligence as its expected performance in a set of environments with a set of other agents arranged in teams and participating in line-ups, with rewards being re-understood appropriately. This is conceived as a tool to define social intelligence testbeds where we can generate several degrees of competitive and cooperative behaviours. We test this definition by experimentally analysing the influence of teams and agent line-ups for several multi-agent systems with variants of Q-learning agents. However, not all testbeds are appropriate for the evaluation of social intelligence. To facilitate the analysis of a social intelligence testbed, we provide some formal property models about social intelligence in order to characterise the testbed and thus assess its suitability. Finally, we use the presented properties to characterise some social games and multi-agent environments, we make a comparison between them and discuss their strengths and weaknesses in order to evaluate social intelligence.[ES] Bajo la visi贸n de la inteligencia artificial, un agente inteligente es una entidad aut贸noma la cual interact煤a en un entorno a trav茅s de observaciones y acciones, tratando de lograr uno o m谩s objetivos con la ayuda de varias se帽ales llamadas recompensas. La creaci贸n de agentes inteligentes est谩 proliferando durante las 煤ltimas d茅cadas, y la evaluaci贸n de su inteligencia es un asunto fundamental para su entendimiento, construcci贸n y mejora. Recientemente la inteligencia social est谩 obteniendo especial atenci贸n en la creaci贸n de agentes inteligentes debido a la visi贸n actual de la inteligencia humana como altamente social. Normalmente la inteligencia social en sistemas naturales y artificiales se mide mediante la evaluaci贸n de rasgos asociados o tareas que se consideran que representan algunas facetas del comportamiento social. La agrupaci贸n de estos rasgos o tareas se utiliza entonces para configurar una noci贸n operacional de inteligencia social. Sin embargo, esta noci贸n operacional no representa fielmente a la inteligencia social y no ser铆a posible una definici贸n siguiendo este principio. En su lugar, en esta tesis investigamos la evaluaci贸n de la inteligencia social de un modo m谩s formal y general, considerando la interacci贸n del agente a evaluar con otros agentes. En esta tesis analizamos las implicaciones de evaluar la inteligencia social utilizando un test que eval煤e la inteligencia general. Con este objetivo incluimos otros agentes en un entorno inicialmente dise帽ado para un 煤nico agente con el fin de averiguar qu茅 cuestiones aparecen cuando evaluamos a un agente en un contexto con otros agentes. A partir de este an谩lisis obtenemos informaci贸n 煤til para la evaluaci贸n de la inteligencia social. A partir de las lecciones aprendidas identificamos los componentes que deber铆an considerarse al medir la inteligencia social y proporcionamos una definici贸n formal y parametrizada de esta inteligencia social. Esta definici贸n calcula la inteligencia social de un agente como su rendimiento esperado en un conjunto de entornos y con un conjunto de otros agentes organizados en equipos y distribuidos en alineaciones, reinterpretando apropiadamente las recompensas. Esto se concibe como una herramienta para definir bancos de prueba de inteligencia social donde podamos generar varios grados de comportamientos competitivos y cooperativos. Probamos esta definici贸n analizando experimentalmente la influencia de los equipos y las alineaciones de agentes en varios sistemas multiagente con variantes de agentes Q-learning. Sin embargo, no todos los bancos de prueba son apropiados para la evaluaci贸n de la inteligencia social. Para facilitar el an谩lisis de un banco de pruebas de inteligencia social, proporcionamos algunos modelos de propiedades formales sobre la inteligencia social con el objetivo de caracterizar el banco de pruebas y as铆 valorar su idoneidad. Finalmente, usamos las propiedades presentadas para caracterizar algunos juegos sociales y entornos multiagente, hacemos una comparaci贸n entre ellos y discutimos sus puntos fuertes y d茅biles para ser usados en la evaluaci贸n de la inteligencia social.[CA] Davall la visi贸 de la intel路lig猫ncia artificial, un agent intel路ligent 茅s una entitat aut貌noma la qual interactua en un entorn a trav茅s d'observacions i accions, tractant d'aconseguir un o m茅s objectius amb l'ajuda de diverses senyals anomenades recompenses. La creaci贸 d'agents intel路ligents est脿 proliferant durant les 煤ltimes d猫cades, i l'avaluaci贸 de la seua intel路lig猫ncia 茅s un assumpte fonamental per al seu enteniment, construcci贸 i millora. Recentment la intel路lig猫ncia social est脿 obtenint especial atenci贸 en la creaci贸 d'agents intel路ligents a causa de la visi贸 actual de la intel路lig猫ncia humana com altament social. Normalment la intel路lig猫ncia social en sistemes naturals i artificials es mesura per mitj脿 de l'avaluaci贸 de trets associats o tasques que es consideren que representen algunes facetes del comportament social. L'agrupaci贸 d'aquests trets o tasques s'utilitza llavors per a configurar una noci贸 operacional d'intel路lig猫ncia social. No obstant aix貌, aquesta noci贸 operacional no representa fidelment a la intel路lig猫ncia social i no seria possible una definici贸 seguint aquest principi. En el seu lloc, en aquesta tesi investiguem l'avaluaci贸 de la intel路lig猫ncia social d'una manera m茅s formal i general, considerant la interacci贸 de l'agent a avaluar amb altres agents. En aquesta tesi analitzem les implicacions d'avaluar la intel路lig猫ncia social utilitzant un test que avalue la intel路lig猫ncia general. Amb aquest objectiu incloem altres agents en un entorn inicialment dissenyat per a un 煤nic agent amb la finalitat d'esbrinar quines q眉estions apareixen quan avaluem un agent en un context amb altres agents. A partir d'aquesta an脿lisi obtenim informaci贸 煤til per a l'avaluaci贸 de la intel路lig猫ncia social. A partir de les lli莽ons apreses identifiquem els components que haurien de considerar-se al mesurar la intel路lig猫ncia social i proporcionem una definici贸 formal i parametrizada d'aquesta intel路lig猫ncia social. Aquesta definici贸 calcula la intel路lig猫ncia social d'un agent com el seu rendiment esperat en un conjunt d'entorns i amb un conjunt d'altres agents organitzats en equips i distribu茂ts en alineacions, reinterpretant apropiadament les recompenses. A莽貌 es concep com una ferramenta per a definir bancs de prova d'intel路lig猫ncia social on podem generar diversos graus de comportaments competitius i cooperatius. Provem aquesta definici贸 analitzant experimentalment la influ猫ncia dels equips i les alineacions d'agents en diversos sistemes multiagent amb variants d'agents Q-learning. No obstant aix貌, no tots els bancs de prova s贸n apropiats per a l'avaluaci贸 de la intel路lig猫ncia social. Per a facilitar l'an脿lisi d'un banc de proves d'intel路lig猫ncia social, proporcionem alguns models de propietats formals sobre la intel路lig猫ncia social amb l'objectiu de caracteritzar el banc de proves i aix铆 valorar la seua idone茂tat. Finalment, usem les propietats presentades per a caracteritzar alguns jocs socials i entorns multiagent, fem una comparaci贸 entre ells i discutim els seus punts forts i d猫bils per a ser usats en l'avaluaci贸 de la intel路lig猫ncia social.Insa Cabrera, J. (2016). Towards a Universal Test of Social Intelligence [Tesis doctoral no publicada]. Universitat Polit猫cnica de Val猫ncia. https://doi.org/10.4995/Thesis/10251/66080TESI

    Decision shaping and strategy learning in multi-robot interactions

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    Recent developments in robot technology have contributed to the advancement of autonomous behaviours in human-robot systems; for example, in following instructions received from an interacting human partner. Nevertheless, increasingly many systems are moving towards more seamless forms of interaction, where factors such as implicit trust and persuasion between humans and robots are brought to the fore. In this context, the problem of attaining, through suitable computational models and algorithms, more complex strategic behaviours that can influence human decisions and actions during an interaction, remains largely open. To address this issue, this thesis introduces the problem of decision shaping in strategic interactions between humans and robots, where a robot seeks to lead, without however forcing, an interacting human partner to a particular state. Our approach to this problem is based on a combination of statistical modeling and synthesis of demonstrated behaviours, which enables robots to efficiently adapt to novel interacting agents. We primarily focus on interactions between autonomous and teleoperated (i.e. human-controlled) NAO humanoid robots, using the adversarial soccer penalty shooting game as an illustrative example. We begin by describing the various challenges that a robot operating in such complex interactive environments is likely to face. Then, we introduce a procedure through which composable strategy templates can be learned from provided human demonstrations of interactive behaviours. We subsequently present our primary contribution to the shaping problem, a Bayesian learning framework that empirically models and predicts the responses of an interacting agent, and computes action strategies that are likely to influence that agent towards a desired goal. We then address the related issue of factors affecting human decisions in these interactive strategic environments, such as the availability of perceptual information for the human operator. Finally, we describe an information processing algorithm, based on the Orient motion capture platform, which serves to facilitate direct (as opposed to teleoperation-mediated) strategic interactions between humans and robots. Our experiments introduce and evaluate a wide range of novel autonomous behaviours, where robots are shown to (learn to) influence a variety of interacting agents, ranging from other simple autonomous agents, to robots controlled by experienced human subjects. These results demonstrate the benefits of strategic reasoning in human-robot interaction, and constitute an important step towards realistic, practical applications, where robots are expected to be not just passive agents, but active, influencing participants
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