108,257 research outputs found
Learning User Preferences via Reinforcement Learning with Spatial Interface Valuing
Interactive Machine Learning is concerned with creating systems that operate
in environments alongside humans to achieve a task. A typical use is to extend
or amplify the capabilities of a human in cognitive or physical ways, requiring
the machine to adapt to the users' intentions and preferences. Often, this
takes the form of a human operator providing some type of feedback to the user,
which can be explicit feedback, implicit feedback, or a combination of both.
Explicit feedback, such as through a mouse click, carries a high cognitive
load. The focus of this study is to extend the current state of the art in
interactive machine learning by demonstrating that agents can learn a human
user's behavior and adapt to preferences with a reduced amount of explicit
human feedback in a mixed feedback setting. The learning agent perceives a
value of its own behavior from hand gestures given via a spatial interface.
This feedback mechanism is termed Spatial Interface Valuing. This method is
evaluated experimentally in a simulated environment for a grasping task using a
robotic arm with variable grip settings. Preliminary results indicate that
learning agents using spatial interface valuing can learn a value function
mapping spatial gestures to expected future rewards much more quickly as
compared to those same agents just receiving explicit feedback, demonstrating
that an agent perceiving feedback from a human user via a spatial interface can
serve as an effective complement to existing approaches.Comment: Submitted to HCI International 2019 Parallel Session on Spatial
Interaction for Universal Acces
Deep Reinforcement Learning for General Video Game AI
The General Video Game AI (GVGAI) competition and its associated software
framework provides a way of benchmarking AI algorithms on a large number of
games written in a domain-specific description language. While the competition
has seen plenty of interest, it has so far focused on online planning,
providing a forward model that allows the use of algorithms such as Monte Carlo
Tree Search.
In this paper, we describe how we interface GVGAI to the OpenAI Gym
environment, a widely used way of connecting agents to reinforcement learning
problems. Using this interface, we characterize how widely used implementations
of several deep reinforcement learning algorithms fare on a number of GVGAI
games. We further analyze the results to provide a first indication of the
relative difficulty of these games relative to each other, and relative to
those in the Arcade Learning Environment under similar conditions.Comment: 8 pages, 4 figures, Accepted at the conference on Computational
Intelligence and Games 2018 IEE
StarCraft II: A New Challenge for Reinforcement Learning
This paper introduces SC2LE (StarCraft II Learning Environment), a
reinforcement learning environment based on the StarCraft II game. This domain
poses a new grand challenge for reinforcement learning, representing a more
difficult class of problems than considered in most prior work. It is a
multi-agent problem with multiple players interacting; there is imperfect
information due to a partially observed map; it has a large action space
involving the selection and control of hundreds of units; it has a large state
space that must be observed solely from raw input feature planes; and it has
delayed credit assignment requiring long-term strategies over thousands of
steps. We describe the observation, action, and reward specification for the
StarCraft II domain and provide an open source Python-based interface for
communicating with the game engine. In addition to the main game maps, we
provide a suite of mini-games focusing on different elements of StarCraft II
gameplay. For the main game maps, we also provide an accompanying dataset of
game replay data from human expert players. We give initial baseline results
for neural networks trained from this data to predict game outcomes and player
actions. Finally, we present initial baseline results for canonical deep
reinforcement learning agents applied to the StarCraft II domain. On the
mini-games, these agents learn to achieve a level of play that is comparable to
a novice player. However, when trained on the main game, these agents are
unable to make significant progress. Thus, SC2LE offers a new and challenging
environment for exploring deep reinforcement learning algorithms and
architectures.Comment: Collaboration between DeepMind & Blizzard. 20 pages, 9 figures, 2
table
CityFlow: A Multi-Agent Reinforcement Learning Environment for Large Scale City Traffic Scenario
Traffic signal control is an emerging application scenario for reinforcement
learning. Besides being as an important problem that affects people's daily
life in commuting, traffic signal control poses its unique challenges for
reinforcement learning in terms of adapting to dynamic traffic environment and
coordinating thousands of agents including vehicles and pedestrians. A key
factor in the success of modern reinforcement learning relies on a good
simulator to generate a large number of data samples for learning. The most
commonly used open-source traffic simulator SUMO is, however, not scalable to
large road network and large traffic flow, which hinders the study of
reinforcement learning on traffic scenarios. This motivates us to create a new
traffic simulator CityFlow with fundamentally optimized data structures and
efficient algorithms. CityFlow can support flexible definitions for road
network and traffic flow based on synthetic and real-world data. It also
provides user-friendly interface for reinforcement learning. Most importantly,
CityFlow is more than twenty times faster than SUMO and is capable of
supporting city-wide traffic simulation with an interactive render for
monitoring. Besides traffic signal control, CityFlow could serve as the base
for other transportation studies and can create new possibilities to test
machine learning methods in the intelligent transportation domain.Comment: WWW 2019 Demo Pape
Agent based cooperative learning System (saca)
Περιέχει το πλήρες κείμενοOver the last several years, there has been significant progress in techniques for creating autonomous agent, i.e.
systems that are capable of performing tasks and achieving goals in complex, dynamic environments. These
agents are able to interact with other agents and collaborate with them to achieve common goals. A promissing
application area for agents is education and training.
In this paper we present the architecture and the main features of SACA (Système d Apprentissage Coopératif
basé sur l Agent): a cooperative learning system based on agents.
In our system, agents are modelled in terms of their capabilities and their mental state, which refers to an explicit
representation of an agent s commitments and beliefs.
SACA is composed of four agents: Tutor Agent which follows the formation session of each student, a Domain
agent for representing the matter to be teached, a student agent for helping students in the learning task and finally
the author agent for monitoring the matter and following the progress of the student.
The Domain agent organises the matter to be taught on educational objectives based on some prerequisite
relations. The agent tutor supervises the formation of learners and provides them with cooperation opportunities.
A student interface holds informations about the student (initial level of knowledge, final objective, psychological
attributes, ). It is used to adapt the teaching to the student.
Another interface, the author interface, is used for following the formation sessions by the person who is
responsible of students s formation
How intelligence can change the course of evolution
The effect of phenotypic plasticity on evolution, the so-called Baldwin
effect, has been studied extensively for more than 100 years. Plasticity is
known to influence the speed of evolution towards a specific genetic
configuration, but whether it also influences what that genetic configuration
is, is still an open question. This question is investigated, in an environment
where the distribution of resources follows seasonal cycles, both analytically
and experimentally by means of an agent-based model of a foraging task.
Individuals can either specialize to foraging only one specific resource type
or generalize to foraging all resource types at a low success rate. It is found
that the introduction of learning, one instance of phenotypic plasticity,
changes what genetic configuration evolves. Specifically, the genome of
learning agents evolves a predisposition to adapt quickly to changes in the
resource distribution, under the same conditions for which non-learners would
evolve a predisposition to maximize the foraging efficiency for a specific
resource type. This paper expands the literature at the interface between
Biology and Machine Learning by identifying the Baldwin effects in
cyclically-changing environments and demonstrating that learning can change the
outcome of evolution
Development of user interface agent in multimedia courseware / Mohamad Shukri Abdurrahman Zuhair
Recent years have witnessed the birth of a new paradigm for learning environments:
animated interface agents. These lifelike autonomous characters inhabit learning
environments with students to create rich, face-to-face learning interactions. This
opens up exciting new possibilities; for example, agents can demonstrate complex
tasks, employ gesture to focus student's attention on the most significant aspect of
the task at hand and express emotional responses to the tutorial situation. Animated
interface agents offer great promise for broadening the bandwidth of tutorial
communication and increasing learning environment's ability to engage and motivate
students. This project develops an animated pedagogical interface agent for
multimedia courseware entitles KOMSAS. The introduction of a pedagogical
interface agent to KOMSAS courseware enables it to provide higher motivational
support to the students and enhances their quality of learning
Towards Teachable Conversational Agents
The traditional process of building interactive machine learning systems can
be viewed as a teacher-learner interaction scenario where the machine-learners
are trained by one or more human-teachers. In this work, we explore the idea of
using a conversational interface to investigate the interaction between
human-teachers and interactive machine-learners. Specifically, we examine
whether teachable AI agents can reliably learn from human-teachers through
conversational interactions, and how this learning compare with traditional
supervised learning algorithms. Results validate the concept of teachable
conversational agents and highlight the factors relevant for the development of
machine learning systems that intend to learn from conversational interactions.Comment: 9 Pages, 3 Figures, 2 Tables, Presented at NeurIPS 2020: Human in the
Loop Dialogue Systems Worksho
The AI Arena: A Framework for Distributed Multi-Agent Reinforcement Learning
Advances in reinforcement learning (RL) have resulted in recent breakthroughs
in the application of artificial intelligence (AI) across many different
domains. An emerging landscape of development environments is making powerful
RL techniques more accessible for a growing community of researchers. However,
most existing frameworks do not directly address the problem of learning in
complex operating environments, such as dense urban settings or defense-related
scenarios, that incorporate distributed, heterogeneous teams of agents. To help
enable AI research for this important class of applications, we introduce the
AI Arena: a scalable framework with flexible abstractions for distributed
multi-agent reinforcement learning. The AI Arena extends the OpenAI Gym
interface to allow greater flexibility in learning control policies across
multiple agents with heterogeneous learning strategies and localized views of
the environment. To illustrate the utility of our framework, we present
experimental results that demonstrate performance gains due to a distributed
multi-agent learning approach over commonly-used RL techniques in several
different learning environments
marl-jax: Multi-Agent Reinforcement Leaning Framework
Recent advances in Reinforcement Learning (RL) have led to many exciting
applications. These advancements have been driven by improvements in both
algorithms and engineering, which have resulted in faster training of RL
agents. We present marl-jax, a multi-agent reinforcement learning software
package for training and evaluating social generalization of the agents. The
package is designed for training a population of agents in multi-agent
environments and evaluating their ability to generalize to diverse background
agents. It is built on top of DeepMind's JAX ecosystem~\cite{deepmind2020jax}
and leverages the RL ecosystem developed by DeepMind. Our framework marl-jax is
capable of working in cooperative and competitive, simultaneous-acting
environments with multiple agents. The package offers an intuitive and
user-friendly command-line interface for training a population and evaluating
its generalization capabilities. In conclusion, marl-jax provides a valuable
resource for researchers interested in exploring social generalization in the
context of MARL. The open-source code for marl-jax is available at:
\href{https://github.com/kinalmehta/marl-jax}{https://github.com/kinalmehta/marl-jax}Comment: Accepted at ECML-PKDD 2023 Demo Trac
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