392,501 research outputs found

    An ARTMAP-incorporated Multi-Agent System for Building Intelligent Heat Management

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    This paper presents an ARTMAP-incorporated multi-agent system (MAS) for building heat management, which aims to maintain the desired space temperature defined by the building occupants (thermal comfort management) and improve energy efficiency by intelligently controlling the energy flow and usage in the building (building energy control). Existing MAS typically uses rule-based approaches to describe the behaviours and the processes of its agents, and the rules are fixed. The incorporation of artificial neural network (ANN) techniques to the agents can provide for the required online learning and adaptation capabilities. A three-layer MAS is proposed for building heat management and ARTMAP is incorporated into the agents so as to facilitate online learning and adaptation capabilities. Simulation results demonstrate that ARTMAP incorporated MAS provides better (automated) energy control and thermal comfort management for a building environment in comparison to its existing rule-based MAS approach

    Arena: A General Evaluation Platform and Building Toolkit for Multi-Agent Intelligence

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    Learning agents that are not only capable of taking tests, but also innovating is becoming a hot topic in AI. One of the most promising paths towards this vision is multi-agent learning, where agents act as the environment for each other, and improving each agent means proposing new problems for others. However, existing evaluation platforms are either not compatible with multi-agent settings, or limited to a specific game. That is, there is not yet a general evaluation platform for research on multi-agent intelligence. To this end, we introduce Arena, a general evaluation platform for multi-agent intelligence with 35 games of diverse logics and representations. Furthermore, multi-agent intelligence is still at the stage where many problems remain unexplored. Therefore, we provide a building toolkit for researchers to easily invent and build novel multi-agent problems from the provided game set based on a GUI-configurable social tree and five basic multi-agent reward schemes. Finally, we provide Python implementations of five state-of-the-art deep multi-agent reinforcement learning baselines. Along with the baseline implementations, we release a set of 100 best agents/teams that we can train with different training schemes for each game, as the base for evaluating agents with population performance. As such, the research community can perform comparisons under a stable and uniform standard. All the implementations and accompanied tutorials have been open-sourced for the community at https://sites.google.com/view/arena-unity/

    Quantum speedup for active learning agents

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    Can quantum mechanics help us in building intelligent robots and agents? One of the defining characteristics of intelligent behavior is the capacity to learn from experience. However, a major bottleneck for agents to learn in any real-life situation is the size and complexity of the corresponding task environment. Owing to, e.g., a large space of possible strategies, learning is typically slow. Even for a moderate task environment, it may simply take too long to rationally respond to a given situation. If the environment is impatient, allowing only a certain time for a response, an agent may then be unable to cope with the situation and to learn at all. Here we show that quantum physics can help and provide a significant speed-up for active learning as a genuine problem of artificial intelligence. We introduce a large class of quantum learning agents for which we show a quadratic boost in their active learning efficiency over their classical analogues. This result will be particularly relevant for applications involving complex task environments.Comment: Minor updates, 14 pages, 3 figure

    Integrating Planning and Learning for Agents Acting in Unknown Environments

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    An Artificial Intelligence (AI) agent acting in an environment can perceive the environment through sensors and execute actions through actuators. Symbolic planning provides an agent with decision-making capabilities about the actions to execute for accomplishing tasks in the environment. For applying symbolic planning, an agent needs to know its symbolic state, and an abstract model of the environment dynamics. However, in the real world, an agent has low-level perceptions of the environment (e.g. its position given by a GPS sensor), rather than symbolic observations representing its current state. Furthermore, in many real-world scenarios, it is not feasible to provide an agent with a complete and correct model of the environment, e.g., when the environment is unknown a priori. The gap between the high-level representations, suitable for symbolic planning, and the low-level sensors and actuators, available in a real-world agent, can be bridged by integrating learning, planning, and acting. Firstly, an agent has to map its continuous perceptions into its current symbolic state, e.g. by detecting the set of objects and their properties from an RGB image provided by an onboard camera. Afterward, the agent has to build a model of the environment by interacting with the environment and observing the effects of the executed actions. Finally, the agent has to plan on the learned environment model and execute the symbolic actions through its actuators. We propose an architecture that integrates learning, planning, and acting. Our approach combines data-driven learning methods for building an environment model online with symbolic planning techniques for reasoning on the learned model. In particular, we focus on learning the environment model, from either continuous or symbolic observations, assuming the agent perceptual input is the complete and correct state of the environment, and the agent is able to execute symbolic actions in the environment. Afterward, we assume a partial model of the environment and the capability of mapping perceptions into noisy and incomplete symbolic states are given, and the agent has to exploit the environment model and its perception capabilities to perform tasks in unknown and partially observable environments. Then, we tackle the problem of online learning the mapping between continuous perceptions and symbolic states, assuming the agent is given a partial model of the environment and is able to execute symbolic actions in the real world. In our approach, we take advantage of learning methods for overcoming some of the simplifying assumptions of symbolic planning, such as the full observability of the environment, or the need of having a correct environment model. Similarly, we take advantage of symbolic planning techniques to enable an agent to autonomously gather relevant information online, which is necessary for data-driven learning methods. We experimentally show the effectiveness of our approach in simulated and complex environments, outperforming state-of-the-art methods. Finally, we empirically demonstrate the applicability of our approach in real environments, by conducting experiments on a real robot

    Learning to execute or ask clarification questions

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    Collaborative tasks are ubiquitous activities where a form of communication is required in order to reach a joint goal. Collaborative building is one of such tasks. We wish to develop an intelligent builder agent in a simulated building environment (Minecraft) that can build whatever users wish to build by just talking to the agent. In order to achieve this goal, such agents need to be able to take the initiative by asking clarification questions when further information is needed. Existing works on Minecraft Corpus Dataset only learn to execute instructions neglecting the importance of asking for clarifications. In this paper, we extend the Minecraft Corpus Dataset by annotating all builder utterances into eight types, including clarification questions, and propose a new builder agent model capable of determining when to ask or execute instructions. Experimental results show that our model achieves state-of-the-art performance on the collaborative building task with a substantial improvement. We also define two new tasks, the learning to ask task and the joint learning task. The latter consists of solving both collaborating building and learning to ask tasks jointly
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