252 research outputs found
Dark, Beyond Deep: A Paradigm Shift to Cognitive AI with Humanlike Common Sense
Recent progress in deep learning is essentially based on a "big data for
small tasks" paradigm, under which massive amounts of data are used to train a
classifier for a single narrow task. In this paper, we call for a shift that
flips this paradigm upside down. Specifically, we propose a "small data for big
tasks" paradigm, wherein a single artificial intelligence (AI) system is
challenged to develop "common sense", enabling it to solve a wide range of
tasks with little training data. We illustrate the potential power of this new
paradigm by reviewing models of common sense that synthesize recent
breakthroughs in both machine and human vision. We identify functionality,
physics, intent, causality, and utility (FPICU) as the five core domains of
cognitive AI with humanlike common sense. When taken as a unified concept,
FPICU is concerned with the questions of "why" and "how", beyond the dominant
"what" and "where" framework for understanding vision. They are invisible in
terms of pixels but nevertheless drive the creation, maintenance, and
development of visual scenes. We therefore coin them the "dark matter" of
vision. Just as our universe cannot be understood by merely studying observable
matter, we argue that vision cannot be understood without studying FPICU. We
demonstrate the power of this perspective to develop cognitive AI systems with
humanlike common sense by showing how to observe and apply FPICU with little
training data to solve a wide range of challenging tasks, including tool use,
planning, utility inference, and social learning. In summary, we argue that the
next generation of AI must embrace "dark" humanlike common sense for solving
novel tasks.Comment: For high quality figures, please refer to
http://wellyzhang.github.io/attach/dark.pd
A Survey of Imitation Learning: Algorithms, Recent Developments, and Challenges
In recent years, the development of robotics and artificial intelligence (AI)
systems has been nothing short of remarkable. As these systems continue to
evolve, they are being utilized in increasingly complex and unstructured
environments, such as autonomous driving, aerial robotics, and natural language
processing. As a consequence, programming their behaviors manually or defining
their behavior through reward functions (as done in reinforcement learning
(RL)) has become exceedingly difficult. This is because such environments
require a high degree of flexibility and adaptability, making it challenging to
specify an optimal set of rules or reward signals that can account for all
possible situations. In such environments, learning from an expert's behavior
through imitation is often more appealing. This is where imitation learning
(IL) comes into play - a process where desired behavior is learned by imitating
an expert's behavior, which is provided through demonstrations.
This paper aims to provide an introduction to IL and an overview of its
underlying assumptions and approaches. It also offers a detailed description of
recent advances and emerging areas of research in the field. Additionally, the
paper discusses how researchers have addressed common challenges associated
with IL and provides potential directions for future research. Overall, the
goal of the paper is to provide a comprehensive guide to the growing field of
IL in robotics and AI.Comment: This work has been submitted to the IEEE for possible publication.
Copyright may be transferred without notice, after which this version may no
longer be accessibl
Intelligent Agents and Their Potential for Future Design and Synthesis Environment
This document contains the proceedings of the Workshop on Intelligent Agents and Their Potential for Future Design and Synthesis Environment, held at NASA Langley Research Center, Hampton, VA, September 16-17, 1998. The workshop was jointly sponsored by the University of Virginia's Center for Advanced Computational Technology and NASA. Workshop attendees came from NASA, industry and universities. The objectives of the workshop were to assess the status of intelligent agents technology and to identify the potential of software agents for use in future design and synthesis environment. The presentations covered the current status of agent technology and several applications of intelligent software agents. Certain materials and products are identified in this publication in order to specify adequately the materials and products that were investigated in the research effort. In no case does such identification imply recommendation or endorsement of products by NASA, nor does it imply that the materials and products are the only ones or the best ones available for this purpose. In many cases equivalent materials and products are available and would probably produce equivalent results
Sequential decision making in artificial musical intelligence
Over the past 60 years, artificial intelligence has grown from a largely academic field of research to a ubiquitous array of tools and approaches used in everyday technology. Despite its many recent successes and growing prevalence, certain meaningful facets of computational intelligence have not been as thoroughly explored. Such additional facets cover a wide array of complex mental tasks which humans carry out easily, yet are difficult for computers to mimic. A prime example of a domain in which human intelligence thrives, but machine understanding is still fairly limited, is music. Over the last decade, many researchers have applied computational tools to carry out tasks such as genre identification, music summarization, music database querying, and melodic segmentation. While these are all useful algorithmic solutions, we are still a long way from constructing complete music agents, able to mimic (at least partially) the complexity with which humans approach music. One key aspect which hasn't been sufficiently studied is that of sequential decision making in musical intelligence. This thesis strives to answer the following question: Can a sequential decision making perspective guide us in the creation of better music agents, and social agents in general? And if so, how? More specifically, this thesis focuses on two aspects of musical intelligence: music recommendation and human-agent (and more generally agent-agent) interaction in the context of music. The key contributions of this thesis are the design of better music playlist recommendation algorithms; the design of algorithms for tracking user preferences over time; new approaches for modeling people's behavior in situations that involve music; and the design of agents capable of meaningful interaction with humans and other agents in a setting where music plays a roll (either directly or indirectly). Though motivated primarily by music-related tasks, and focusing largely on people's musical preferences, this thesis also establishes that insights from music-specific case studies can also be applicable in other concrete social domains, such as different types of content recommendation. Showing the generality of insights from musical data in other contexts serves as evidence for the utility of music domains as testbeds for the development of general artificial intelligence techniques. Ultimately, this thesis demonstrates the overall usefulness of taking a sequential decision making approach in settings previously unexplored from this perspectiveComputer Science
Agents for educational games and simulations
This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications
A computational framework for unsupervised analysis of everyday human activities
In order to make computers proactive and assistive, we must enable them to perceive, learn, and predict what is happening in their surroundings. This presents us with the challenge of formalizing computational models of everyday human activities. For a majority of environments, the structure of the in situ activities is generally not known a priori. This thesis therefore investigates knowledge representations and manipulation techniques that can facilitate learning of such everyday human activities in a minimally supervised manner.
A key step towards this end is finding appropriate representations for human activities. We posit that if we chose to describe activities as finite sequences of an appropriate set of events, then the global structure of these activities can be uniquely encoded using their local event sub-sequences. With this perspective at hand, we particularly investigate representations that characterize activities in terms of their fixed and variable length event subsequences. We comparatively analyze these representations in terms of their representational scope, feature cardinality and noise sensitivity.
Exploiting such representations, we propose a computational framework to discover the various activity-classes taking place in an environment. We model these activity-classes as maximally similar activity-cliques in a completely connected graph of activities, and describe how to discover them efficiently. Moreover, we propose methods for finding concise characterizations of these discovered activity-classes, both from a holistic as well as a by-parts perspective. Using such characterizations, we present an incremental method to classify
a new activity instance to one of the discovered activity-classes, and to automatically detect if it is anomalous with respect to the general characteristics of its membership class. Our results show the efficacy of our framework in a variety of everyday environments.Ph.D.Committee Chair: Aaron Bobick; Committee Member: Charles Isbell; Committee Member: David Hogg; Committee Member: Irfan Essa; Committee Member: James Reh
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Multilayered skill learning and movement coordination for autonomous robotic agents
With advances in technology expanding the capabilities of robots, while at the same time making robots cheaper to manufacture, robots are rapidly becoming more prevalent in both industrial and domestic settings. An increase in the number of robots, and the likely subsequent decrease in the ratio of people currently trained to directly control the robots, engenders a need for robots to be able to act autonomously. Larger numbers of robots present together provide new challenges and opportunities for developing complex autonomous robot behaviors capable of multirobot collaboration and coordination.
The focus of this thesis is twofold. The first part explores applying machine learning techniques to teach simulated humanoid robots skills such as how to move or walk and manipulate objects in their environment. Learning is performed using reinforcement learning policy search methods, and layered learning methodologies are employed during the learning process in which multiple lower level skills are incrementally learned and combined with each other to develop richer higher level skills. By incrementally learning skills in layers such that new skills are learned in the presence of previously learned skills, as opposed to individually in isolation, we ensure that the learned skills will work well together and can be combined to perform complex behaviors (e.g. playing soccer). The second part of the thesis centers on developing algorithms to coordinate the movement and efforts of multiple robots working together to quickly complete tasks. These algorithms prioritize minimizing the makespan, or time for all robots to complete a task, while also attempting to avoid interference and collisions among the robots. An underlying objective of this research is to develop techniques and methodologies that allow autonomous robots to robustly interact with their environment (through skill learning) and with each other (through movement coordination) in order to perform tasks and accomplish goals asked of them.
The work in this thesis is implemented and evaluated in the RoboCup 3D simulation soccer domain, and has been a key component of the UT Austin Villa team winning the RoboCup 3D simulation league world championship six out of the past seven years.Computer Science
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