77 research outputs found

    Digested information, a non-semantic motivation for agent-agent interaction

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    This paper is published under Creative Commons Licence 3.0Digested Information is a theory that aims to explain, at the non-semantic level of Information Theory, why it makes sense for one agent to observe another. Based on the formalism of Relevant Information, defined as the minimum amount of information an agent needs in order to determine its optimal strategy, I argue that, following its own motivation, an agent (1) obtains relevant information from the environment (2) displays it in the environment through its own actions, and (3) is likely to display information in a higher density in regard to its bandwidth than other parts of the environment. Furthermore, I argue that this information is also relevant to other, similar, agents and that this could be used to motivate agent-agent interaction (such as observing other agents) in a framework where agent behaviour is determined by information maximisation

    Automatic generation of level maps with the do what's possible representation

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    © 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.Automatic generation of level maps is a popular form of automatic content generation. In this study, a recently developed technique employing the do what's possible representation is used to create open-ended level maps. Generation of the map can continue indefinitely, yielding a highly scalable representation. A parameter study is performed to find good parameters for the evolutionary algorithm used to locate high quality map generators. Variations on the technique are presented, demonstrating its versatility, and an algorithmic variant is given that both improves performance and changes the character of maps located. The ability of the map to adapt to different regions where the map is permitted to occupy space are also tested.Final Accepted Versio

    Don't Believe Everything You Hear : Preserving Relevant Information by Discarding Social Information

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    Integrating information gained by observing others via Social Bayesian Learning can be beneficial for an agent’s performance, but can also enable population wide information cascades that perpetuate false beliefs through the agent population. We show how agents can influence the observation network by changing their probability of observing others, and demonstrate the existence of a population-wide equilibrium, where the advantages and disadvantages of the Social Bayesian update are balanced. We also use the formalism of relevant information to illustrate how negative information cascades are characterized by processing increasing amounts of non-relevant informatio

    The riddle of togelby

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    © 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.At the 2017 Artificial and Computational Intelligence in Games meeting at Dagstuhl, Julian Togelius asked how to make spaces where every way of filling in the details yielded a good game. This study examines the possibility of enriching search spaces so that they contain very high rates of interesting objects, specifically game elements. While we do not answer the full challenge of finding good games throughout the space, this study highlights a number of potential avenues. These include naturally rich spaces, a simple technique for modifying a representation to search only rich parts of a larger search space, and representations that are highly expressive and so exhibit highly restricted and consequently enriched search spaces. We treat the creation of plausible road systems, useful graphics, highly expressive room placement for maps, generation of cavern-like maps, and combinatorial puzzle spaces.Final Accepted Versio

    Digested Information as an Information Theoretic Motivation for Social Interaction

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    Within a universal agent-world interaction framework, based on Information Theory and Causal Bayesian Networks, we demonstrate how every agent that needs to acquire relevant information in regard to its strategy selection will automatically inject part of this information back into the environment. We introduce the concept of 'Digested Information' which both quantifies, and explains this phenomenon. Based on the properties of digested information, especially the high density of relevant information in other agents actions, we outline how this could motivate the development of low level social interaction mechanisms, such as the ability to detect other agents.Information Theory, Collective Behaviour, Inadvertent Social Information, Infotaxis, Digested Information, Bayesian Update

    Information Theoretic Models of Social Interaction

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    This dissertation demonstrates, in a non-semantic information-theoretic framework, how the principles of \maximisation of relevant information" and \information parsimony" can guide the adaptation of an agent towards agent-agent interaction. Central to this thesis is the concept of digested information; I argue that an agent is intrinsically motivated to a.) process the relevant information in its environment and b.) display this information in its own actions. From the perspective of similar agents, who require similar information, this di erentiates other agents from the rest of the environment, by virtue of the information they provide. This provides an informational incentive to observe other agents and integrate their information into one's own decision making process. This process is formalized in the framework of information theory, which allows for a quantitative treatment of the resulting e ects, speci cally how the digested information of an agent is in uenced by several factors, such as the agent's performance and the integrated information of other agents. Two speci c phenomena based on information maximisation arise in this thesis. One is ocking behaviour similar to boids that results when agents are searching for a location in a girdworld and integrated the information in other agent's actions via Bayes' Theorem. The other is an e ect where integrating information from too many agents becomes detrimental to an agent's performance, for which several explanations are provided

    Approximation of empowerment in the continuous domain

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    The empowerment formalism offers a goal-independent utility function fully derived from an agent's embodiment. It produces intrinsic motivations which can be used to generate self-organizing behaviours in agents. One obstacle to the application of empowerment in more demanding (esp. continuous) domains is that previous ways of calculating empowerment have been very time consuming and only provided a proof-of-concept. In this paper we present a new approach to efficiently approximate empowerment as a parallel, linear, Gaussian channel capacity problem. We use pendulum balancing to demonstrate this new method, and compare it to earlier approximation methods.Peer reviewe

    Towards Designing Artificial Universes for Artificial Agents under Interaction Closure

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    We are interested in designing artificial universes for artificial agents. We view artificial agents as networks of highlevel processes on top of of a low-level detailed-description system. We require that the high-level processes have some intrinsic explanatory power and we introduce an extension of informational closure namely interaction closure to capture this. Then we derive a method to design artificial universes in the form of finite Markov chains which exhibit high-level processes that satisfy the property of interaction closure. We also investigate control or information transfer which we see as an building block for networks representing artificial agent

    Empowerment and State-dependent Noise : An Intrinsic Motivation for Avoiding Unpredictable Agents

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    Empowerment is a recently introduced intrinsic motivation algorithm based on the embodiment of an agent and the dynamics of the world the agent is situated in. Computed as the channel capacity from an agent’s actuators to an agent’s sensors, it offers a quantitative measure of how much an agent is in control of the world it can perceive. In this paper, we expand the approximation of empowerment as a Gaussian linear channel to compute empowerment based on the covariance matrix between actuators and sensors, incorporating state dependent noise. This allows for the first time the study of continuous systems with several agents. We found that if the behaviour of another agent cannot be predicted accurately, then interacting with that agent will decrease the empowerment of the original agent. This leads to behaviour realizing collision avoidance with other agents, purely from maximising an agent’s empowermentFinal Accepted Versio
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