7,021 research outputs found

    Is the Most Accurate AI the Best Teammate? Optimizing AI for Teamwork

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    AI practitioners typically strive to develop the most accurate systems, making an implicit assumption that the AI system will function autonomously. However, in practice, AI systems often are used to provide advice to people in domains ranging from criminal justice and finance to healthcare. In such AI-advised decision making, humans and machines form a team, where the human is responsible for making final decisions. But is the most accurate AI the best teammate? We argue "No" -- predictable performance may be worth a slight sacrifice in AI accuracy. Instead, we argue that AI systems should be trained in a human-centered manner, directly optimized for team performance. We study this proposal for a specific type of human-AI teaming, where the human overseer chooses to either accept the AI recommendation or solve the task themselves. To optimize the team performance for this setting we maximize the team's expected utility, expressed in terms of the quality of the final decision, cost of verifying, and individual accuracies of people and machines. Our experiments with linear and non-linear models on real-world, high-stakes datasets show that the most accuracy AI may not lead to highest team performance and show the benefit of modeling teamwork during training through improvements in expected team utility across datasets, considering parameters such as human skill and the cost of mistakes. We discuss the shortcoming of current optimization approaches beyond well-studied loss functions such as log-loss, and encourage future work on AI optimization problems motivated by human-AI collaboration.Comment: v

    A principled information valuation for communications during multi-agent coordination

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    Decentralised coordination in multi-agent systems is typically achieved using communication. However, in many cases, communication is expensive to utilise because there is limited bandwidth, it may be dangerous to communicate, or communication may simply be unavailable at times. In this context, we argue for a rational approach to communication --- if it has a cost, the agents should be able to calculate a value of communicating. By doing this, the agents can balance the need to communicate with the cost of doing so. In this research, we present a novel model of rational communication that uses information theory to value communications, and employ this valuation in a decision theoretic coordination mechanism. A preliminary empirical evaluation of the benefits of this approach is presented in the context of the RoboCupRescue simulator

    Artificial Intelligence and Systems Theory: Applied to Cooperative Robots

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    This paper describes an approach to the design of a population of cooperative robots based on concepts borrowed from Systems Theory and Artificial Intelligence. The research has been developed under the SocRob project, carried out by the Intelligent Systems Laboratory at the Institute for Systems and Robotics - Instituto Superior Tecnico (ISR/IST) in Lisbon. The acronym of the project stands both for "Society of Robots" and "Soccer Robots", the case study where we are testing our population of robots. Designing soccer robots is a very challenging problem, where the robots must act not only to shoot a ball towards the goal, but also to detect and avoid static (walls, stopped robots) and dynamic (moving robots) obstacles. Furthermore, they must cooperate to defeat an opposing team. Our past and current research in soccer robotics includes cooperative sensor fusion for world modeling, object recognition and tracking, robot navigation, multi-robot distributed task planning and coordination, including cooperative reinforcement learning in cooperative and adversarial environments, and behavior-based architectures for real time task execution of cooperating robot teams

    "Illusion of control" in Minority and Parrondo Games

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    Human beings like to believe they are in control of their destiny. This ubiquitous trait seems to increase motivation and persistence, and is probably evolutionarily adaptive. But how good really is our ability to control? How successful is our track record in these areas? There is little understanding of when and under what circumstances we may over-estimate or even lose our ability to control and optimize outcomes, especially when they are the result of aggregations of individual optimization processes. Here, we demonstrate analytically using the theory of Markov Chains and by numerical simulations in two classes of games, the Minority game and the Parrondo Games, that agents who optimize their strategy based on past information actually perform worse than non-optimizing agents. In other words, low-entropy (more informative) strategies under-perform high-entropy (or random) strategies. This provides a precise definition of the "illusion of control" in set-ups a priori defined to emphasize the importance of optimization.Comment: 17 pages, four figures, 1 tabl

    A multi-agent system with application in project scheduling

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    The new economic and social dynamics increase project complexity and makes scheduling problems more difficult, therefore scheduling requires more versatile solutions as Multi Agent Systems (MAS). In this paper the authors analyze the implementation of a Multi-Agent System (MAS) considering two scheduling problems: TCPSP (Time-Constrained Project Scheduling), and RCPSP (Resource-Constrained Project Scheduling). The authors propose an improved BDI (Beliefs, Desires, and Intentions) model and present the first the MAS implementation results in JADE platform.multi-agent architecture, scheduling, project management, BDI architecture, JADE.

    Seafarers’ current awareness, knowledge, motivation and ideas towards Low Carbon – Energy Efficient operations

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    Worldwide there is increasing concern regarding green house gases, in particular carbon emissions and their detrimental effects to our earth’s atmosphere; resulting in climate change. International and National pressure requires the shipping industry to play its’ role in reducing the 3.3% of total global carbon emission that it currently emits into the atmosphere. On the 1st January 2013 the IMO are expected to enforce mandatory measures to reduce shipping carbon emissions and these measures will directly and indirectly affect the daily operations of seafarers, onshore performance staff, and managerial personnel with influence over operational procedures. It is therefore imperative that these personnel have the awareness, knowledge, skills, and motivation necessary to successfully implement the operational changes that are needed. A questionnaire has been distributed to investigate seafarers’ and onshore personnels current levels of awareness, knowledge and motivation towards carbon emissions in general and towards shipping carbon emissions. The questionnaire also asked participants to contribute which level of personnel have the most influence over carbon changes and what are the most important operational improvements that can be made. 317 questionnaire responses were collected in total and the analysis of the results is discussed within this paper. The primary benefit of this study has been to support the development of a specific Low Carbon – Energy Efficiency maritime education and training program, by identifying target group needs and attitudes, and key areas for focus

    Ms Pac-Man versus Ghost Team CEC 2011 competition

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    Games provide an ideal test bed for computational intelligence and significant progress has been made in recent years, most notably in games such as Go, where the level of play is now competitive with expert human play on smaller boards. Recently, a significantly more complex class of games has received increasing attention: real-time video games. These games pose many new challenges, including strict time constraints, simultaneous moves and open-endedness. Unlike in traditional board games, computational play is generally unable to compete with human players. One driving force in improving the overall performance of artificial intelligence players are game competitions where practitioners may evaluate and compare their methods against those submitted by others and possibly human players as well. In this paper we introduce a new competition based on the popular arcade video game Ms Pac-Man: Ms Pac-Man versus Ghost Team. The competition, to be held at the Congress on Evolutionary Computation 2011 for the first time, allows participants to develop controllers for either the Ms Pac-Man agent or for the Ghost Team and unlike previous Ms Pac-Man competitions that relied on screen capture, the players now interface directly with the game engine. In this paper we introduce the competition, including a review of previous work as well as a discussion of several aspects regarding the setting up of the game competition itself. © 2011 IEEE
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