Since Alan Turing envisioned artificial intelligence, technical progress has often been measured by the ability to defeat humans in zero-sum encounters (e.g., Chess, Poker, or Go). Less attention has been given to scenarios in which human–machine cooperation is beneficial but non-trivial, such as scenarios in which human and machine preferences are neither fully aligned nor fully in conflict. Cooperation does not require sheer computational power, but instead is facilitated by intuition, cultural norms, emotions, signals, and pre-evolved dispositions. Here, we develop an algorithm that combines a state-of-the-art reinforcement-learning algorithm with mechanisms for signaling. We show that this algorithm can cooperate with people and other algorithms at levels that rival human cooperation in a variety of two-player repeated stochastic games. These results indicate that general human–machine cooperation is achievable using a non-trivial, but ultimately simple, set of algorithmic mechanisms.
The coalition formation problem has received a considerable amount of attention in recent years. In this work we present a novel distributed algorithm that returns a solution in polynomial time and the quality of the returned solution increases as agents gain more experience. Our solution utilizes an underlying organization to guide the coalition formation process. We use reinforcement learning techniques to optimize decisions made locally by agents in the organization. Experimental results are presented, showing the potential of our approach.
Several multiagent reinforcement learning (MARL) algorithms have been proposed to optimize agents decisions. Due to the complexity of the problem, the majority of the previously developed MARL algorithms assumed agents either had some knowledge of the underlying game (such as Nash equilibria) and/or observed other agents actions and the rewards they received. We introduce a new MARL algorithm called the Weighted Policy Learner (WPL), which allows agents to reach a Nash Equilibrium (NE) in benchmark 2-player-2-action games with minimum knowledge. Using WPL, the only feedback an agent needs is its own local reward (the agent does not observe other agents actions or rewards). Furthermore, WPL does not assume that agents know the underlying game or the corresponding Nash Equilibrium a priori. We experimentally show that our algorithm converges in benchmark two-player-two-action games. We also show that our algorithm converges in the challenging Shapleys game where previous MARL algorithms failed to converge without knowing the underlying game or the NE. Furthermore, we show that WPL outperforms the state-of-the-art algorithms in a more realistic setting of 100 agents interacting and learning concurrently. An important aspect of understanding the behavior of a MARL algorithm is analyzing the dynamics of the algorithm: how the policies of multiple learning agents evolve over time as agents interact with one another. Such an analysis not only verifies whether agents using a given MARL algorithm will eventually converge, but also reveals the behavior of the MARL algorithm prior to convergence. We analyze our algorithm in two-player-two-action games and show that symbolically proving WPLs convergence is difficult, because of the non-linear nature of WPLs dynamics, unlike previous MARL algorithms that had either linear or piece-wise-linear dynamics. Instead, we numerically solve WPLs dynamics differential equations and compare the solution to the dynamics of previous MARL algorithms
Argumentation is a very fertile area of research in Artificial Intelligence, and various semantics have been developed to predict when an argument can be accepted, depending on the abstract structure of its defeaters and defenders. When these semantics make conflicting predictions, theoretical arbitration typically relies on ad hoc examples and normative intuition about what prediction ought to be the correct one. We advocate a complementary, descriptive-experimental method, based on the collection of behavioral data about the way human reasoners handle these critical cases. We report two studies applying this method to the case of reinstatement (both in its simple and floating forms). Results speak for the cognitive plausibility of reinstatement and yet show that it does not yield the full expected recovery of the attacked argument. Furthermore, results show that floating reinstatement yields comparable effects to that of simple reinstatement, thus arguing in favor of preferred argumentation semantics, rather than grounded argumentation semantics. Besides their theoretical value for validating and inspiring argumentation semantics, these results have applied value for developing artificial agents meant to argue with human users.
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