Defoggan: Predicting Hidden Information in the Starcraft Fog of War with Generative Adversarial Nets

Total Page:16

File Type:pdf, Size:1020Kb

Defoggan: Predicting Hidden Information in the Starcraft Fog of War with Generative Adversarial Nets The Thirty-Fourth AAAI Conference on Artificial Intelligence (AAAI-20) DefogGAN: Predicting Hidden Information in the StarCraft Fog of War with Generative Adversarial Nets Yonghyun Jeong, Hyunjin Choi, Byoungjip Kim, Youngjune Gwon Samsung SDS Abstract Observed Ours Ground Truth We propose DefogGAN, a generative approach to the prob- lem of inferring state information hidden in the fog of war for real-time strategy (RTS) games. Given a partially observed state, DefogGAN generates defogged images of a game as 1 Replay predictive information. Such information can lead to create a strategic agent for the game. DefogGAN is a conditional GAN variant featuring pyramidal reconstruction loss to opti- mize on multiple feature resolution scales. We have validated DefogGAN empirically using a large dataset of professional StarCraft replays. Our results indicate that DefogGAN can predict the enemy buildings and combat units as accurately as 2 Replay professional players do and achieves a superior performance among state-of-the-art defoggers. Figure 1: Comparison of DefogGAN prediction to ground Introduction truth. Friendly and enemy units are represented as green and red in the map (black). The unobserved enemy units are pre- The success of AlphaGo (Silver et al. 2016) has brought dicted by DefogGAN. a significant attention for artificial intelligence in games (game AI). Agents trained by deep reinforcement learn- ing have demonstrated hands-down victories over expert notoriously difficult for StarCraft whose long withstanding human players in classic games such as Chess (Silver et popularity has compounded a broad range of adept game tac- al. 2018), Go (Silver et al. 2016), and Atari (Mnih et al. tics in addition to micro-control techniques (Ontanon´ et al. 2013). With more complex setting, real-time strategy (RTS) 2013) widespread in the E-sport scenes and Battle.net. games serve a means to evaluate state-of-the-art learning al- The fog of war refers to the lack of vision and information gorithms. Game AI today opens up new opportunities and on an area without a friendly unit around it, including all re- challenges for machine learning. The benefits of develop- gions that have been previously explored but left unattended ing game AI are widespread beyond gaming applications. currently. Partially Observable Markov Decision Process The exploration to adopt an intelligent agent in science (e.g., (POMDP) (Monahan 1982) best describes the fog of war predicting protein folding in organic chemistry (Evans et al. problem. In general, POMDP gives a practical formulation 2018)) and enterprise business service (e.g., chatbots (Satu, for most real-world problems characterized by having many Parvez, and Shamim-Al-Mamun 2015)) is making to enter a unobserved variables. For game AI, solving a partial obser- new era for game AI. vation problem is essential to improving its performance. In In this paper, we describe DefogGAN that takes a gen- fact, many existing approaches to design intelligent game AI erative approach to compensate imperfect information pre- often suffer from the partial observation problem (Xu et al. sented to a gamer due to the fog of war. We use StarCraft, an 2018). Recently, generative models are used to alleviate the RTS game featuring three well-balanced races for a gamer to uncertainty of partial observations. The agent’s performance choose and build substantially different playing styles and is enhanced from taking advantage of the (predictive) results strategies. StarCraft remains a popular E-sport after more obtained through a generative model (Synnaeve et al. 2018; than two decades of the original release. In a daunting aim Kahng et al. 2018). The generative approach, however, can- for our game AI to conquer highly-skilled human players, not fully match highly skillful scouting techniques of a top- we train our DefogGAN with more than 30,000 episodes of notch professional human player. expert and professional human replays. Such aim has been StarCraft provides a great platform to study complex Copyright c 2020, Association for the Advancement of Artificial POMDP problems related to game AI. We set up Defog- Intelligence (www.aaai.org). All rights reserved. GAN to accurately predict the state of an opponent hidden 4296 in the fog using the realistic information generated, thanks Mateas, and Jhala 2011; Xu et al. 2018). Scouting is the to generative adversarial nets (GANs) (Goodfellow et al. most straightforward defogging technique (Park et al. 2012; 2014). We find empirically that GANs generate more real- Si, Pisan, and Tan 2014). Interestingly, Justesen & Risi istic images than variational autoencoders (VAEs) (Kingma (2017) propose a deep learning-based approach to learn and Welling 2013). To generate a defogged game state, we the opponent status from units and upgrades information. have modified the original GAN generator into an encoder- Generative models give a new class of prediction tech- decoder network. niques in StarCraft AI. The convolutional encoder-decoder In principle, DefogGAN is a variant of conditional (CED) model (Synnaeve et al. 2018; Kahng et al. 2018) GAN (Mirza and Osindero 2014). Utilizing skip connec- can be used to recover information hidden in the fog. Syn- tions, the DefogGAN generator is trained on residual learn- naeve et al. (2018) find beneficial to use a convolutional en- ing from the encoder-decoder structure. In addition to the coder and a convolutional-LSTM encoder. Our approach of GAN adversarial loss, we set up a reconstruction loss be- using GAN to generate hidden information as a predictive tween fogged and defogged game states to emphasize the measure is new to the literature. regression of unit positions and quantities. This paper makes the following contributions. Generative Adversarial Nets (GAN) • We develop DefogGAN to resolve a fogged game state Goodfellow et al. (Goodfellow et al. 2014) introduce GAN to generate data from probabilistic sampling. GAN consti- into useful information for winning. DefogGAN makes G D one of the earliest GAN-based approaches to cope with tutes two neural nets, a generator and a discriminator , the StarCraft fog of war; trained in the competition described by a minimax game: • Using skip connections for residual learning, we have set E D x E − D G z min max x∼preal [log( ( ))] + z∼p(z)[log(1 ( ( )))] up DefogGAN to contain past information (sequence) in G D a feedforward manner without introducing any recurrent Radford, Metz, and Chintala (2015) have proposed DC- structure, making it suitable for real-time uses; GAN that uses a deep convolutional neural net as G. Vanilla • We empirically validate DefogGAN in ablation study and GAN is trained on the Jensen-Shannon divergence (JSD), other settings such as testing against extracted game inter- which can cause the vanishing gradient and mode collapse vals and the current state-of-the-art defog strategy. problems. WGAN (Arjovsky, Chintala, and Bottou 2017) Our dataset, source code, and pretrained networks are avail- proposes the use of the Wasserstein-1 metric to improve able online for public access.1 the vanilla GAN problems. Gulrajani et al. (2017) pro- pose WGAN-GP having a gradient penalty that has a sim- ilar effect as the weight clipping. Zhao et al. (2016) intro- Related Work duce Energy-based GAN (EBGAN) using an autoencoder. StarCraft AI Berthelot, Schumm, and Metz (2017) propose BEGAN that StarCraft is an immensely successful RTS game developed combines the WGAN and EBGAN ideas. We will experi- by Blizzard Entertainment. Since its original release in 1998, mentally compare the GAN variants for defogging perfor- StarCraft has attracted professional E-sport leagues and mil- mances. lions of amateur enthusiasts worldwide. Consisting of three Generative Approaches for Defogging fictional races, namely Terran, Protoss, and Zerg, StarCraft is considered as one of the most well-balanced online games The fog of war problem is similar to inpainting (Nazeri et ever created. The combinatorial complexity of player actions al. 2019) and denoising (Kingma and Welling 2013). How- is extremely high, although at a high level, winning condi- ever, there are three key differences. First, the enemy units tions for StarCraft can be built upon the military power and may be hidden even in the presence of the friendly units, so defogging must predict the location and the number of each an economy accumulated by the player. × StarCraft AI has a long history, reflecting a number of enemy unit type in a 2D grid space up to 4096 4096. Sec- different playing styles. Ontanon et al. (2013) point out ondly, defogging is a regression problem, which must infer that StarCraft playing essentially comprises two tasks. First, the number of units in the entire area based on a partial ob- micro-management refers to the ability to control units in- servation. Lastly, the problem is not just to generate an im- dividually. Good micro-management can keep a player’s age based on the masked (fogged) image. Defogging must worker and combat units alive for a long time. Secondly, indicate the grid where a unit of interest is likely to exist. macro-management is the ability to produce units and ex- pand the production facilities into regions other than the start DefogGAN location. This section presents DefogGAN, explaining its architecture Defogging can be crucial to both micro- and macro- and objective functions. We also describe our implementa- aspects of the game. Better estimation of hidden areas in tion details. the map will help win combats while
Recommended publications
  • Intelligent Agents
    Intelligent Agents Authors: Dr. Gerhard Weiss, SCCH GmbH, Austria Dr. Lars Braubach, University of Hamburg, Germany Dr. Paolo Giorgini, University of Trento, Italy Outline Abstract ..................................................................................................................2 Key Words ..............................................................................................................2 1 Foundations of Intelligent Agents.......................................................................... 3 2 The Intelligent Agents Perspective on Engineering .............................................. 5 2.1 Key Attributes of Agent-Oriented Engineering .................................................. 5 2.2 Summary and Challenges................................................................................ 8 3 Architectures for Intelligent Agents ...................................................................... 9 3.1 Internal Agent Architectures .......................................................................... 10 3.2 Social Agent Architectures............................................................................. 11 3.3 Summary & Challenges ................................................................................. 12 4 Development Methodologies................................................................................ 13 4.1 Overall Characterization ................................................................................ 13 4.2 Selected AO Methodologies..........................................................................
    [Show full text]
  • Intelligent Agents - Catholijn M
    ARTIFICIAL INTELLIGENCE – Intelligent Agents - Catholijn M. Jonker and Jan Treur INTELLIGENT AGENTS Catholijn M. Jonker and Jan Treur Vrije Universiteit Amsterdam, Department of Artificial Intelligence, Amsterdam, The Netherlands Keywords: Intelligent agent, Website, Electronic Commerce Contents 1. Introduction 2. Agent Notions 2.1 Weak Notion of Agent 2.2 Other Notions of Agent 3. Primitive Agent Concepts 3.1 External primitive concepts 3.2 Internal primitive concepts 3.3. An Example Analysis 4. Business Websites 5. A Generic Multi-Agent Architecture for Intelligent Websites 6. Requirements for the Website Agents 6.1 Characteristics and Requirements for the Website Agents 6.2 Characteristics and Requirements for the Personal Assistants 7. The Internal Design of the Information Broker Agents 7.1 A Generic Information Broker Agent Architecture 7.2 The Website Agent: Internal Design 7.3 The Personal Assistant: Internal Design Glossary Bibliography Biographical Sketches Summary In this article first an introduction to the basic concepts of intelligent agents is presented. The notion of weak agent is briefly described, and a number of external and internal primitive agent concepts are introduced. Next, as an illustration, application of intelligent agents to business Websites is addressed. An agent-based architecture for intelligentUNESCO Websites is introduced. Requirements – EOLSS of the agents that play a role in this architecture are discussed. Moreover, their internal design is discussed. 1. IntroductionSAMPLE CHAPTERS The term agent has become popular, and has been used for a wide variety of applications, ranging from simple batch jobs and simple email filters, to mobile applications, to intelligent assistants, and to large, open, complex, mission critical systems (such as systems for air traffic control).
    [Show full text]
  • Multi-Agent Reinforcement Learning: an Overview∗
    Delft University of Technology Delft Center for Systems and Control Technical report 10-003 Multi-agent reinforcement learning: An overview∗ L. Bus¸oniu, R. Babuska,ˇ and B. De Schutter If you want to cite this report, please use the following reference instead: L. Bus¸oniu, R. Babuska,ˇ and B. De Schutter, “Multi-agent reinforcement learning: An overview,” Chapter 7 in Innovations in Multi-Agent Systems and Applications – 1 (D. Srinivasan and L.C. Jain, eds.), vol. 310 of Studies in Computational Intelligence, Berlin, Germany: Springer, pp. 183–221, 2010. Delft Center for Systems and Control Delft University of Technology Mekelweg 2, 2628 CD Delft The Netherlands phone: +31-15-278.24.73 (secretary) URL: https://www.dcsc.tudelft.nl ∗This report can also be downloaded via https://pub.deschutter.info/abs/10_003.html Multi-Agent Reinforcement Learning: An Overview Lucian Bus¸oniu1, Robert Babuskaˇ 2, and Bart De Schutter3 Abstract Multi-agent systems can be used to address problems in a variety of do- mains, including robotics, distributed control, telecommunications, and economics. The complexity of many tasks arising in these domains makes them difficult to solve with preprogrammed agent behaviors. The agents must instead discover a solution on their own, using learning. A significant part of the research on multi-agent learn- ing concerns reinforcement learning techniques. This chapter reviews a representa- tive selection of Multi-Agent Reinforcement Learning (MARL) algorithms for fully cooperative, fully competitive, and more general (neither cooperative nor competi- tive) tasks. The benefits and challenges of MARL are described. A central challenge in the field is the formal statement of a multi-agent learning goal; this chapter re- views the learning goals proposed in the literature.
    [Show full text]
  • An Exploration in Stigmergy-Based Navigation Algorithms
    From Ants to Service Robots: an Exploration in Stigmergy-Based Navigation Algorithms عمر بهر تيری محبت ميری خدمت گر رہی ميں تری خدمت کےقابل جب هوا توچل بسی )اقبال( To my late parents with love and eternal appreciation, whom I lost during my PhD studies Örebro Studies in Technology 79 ALI ABDUL KHALIQ From Ants to Service Robots: an Exploration in Stigmergy-Based Navigation Algorithms © Ali Abdul Khaliq, 2018 Title: From Ants to Service Robots: an Exploration in Stigmergy-Based Navigation Algorithms Publisher: Örebro University 2018 www.publications.oru.se Print: Örebro University, Repro 05/2018 ISSN 1650-8580 ISBN 978-91-7529-253-3 Abstract Ali Abdul Khaliq (2018): From Ants to Service Robots: an Exploration in Stigmergy-Based Navigation Algorithms. Örebro Studies in Technology 79. Navigation is a core functionality of mobile robots. To navigate autonomously, a mobile robot typically relies on internal maps, self-localization, and path plan- ning. Reliable navigation usually comes at the cost of expensive sensors and often requires significant computational overhead. Many insects in nature perform robust, close-to-optimal goal directed naviga- tion without having the luxury of sophisticated sensors, powerful computational resources, or even an internally stored map. They do so by exploiting a simple but powerful principle called stigmergy: they use their environment as an external memory to store, read and share information. In this thesis, we explore the use of stigmergy as an alternative route to realize autonomous navigation in practical robotic systems. In our approach, we realize a stigmergic medium using RFID (Radio Frequency Identification) technology by embedding a grid of read-write RFID tags in the floor.
    [Show full text]
  • Expert Assessment of Stigmergy: a Report for the Department of National Defence
    Expert Assessment of Stigmergy: A Report for the Department of National Defence Contract No. W7714-040899/003/SV File No. 011 sv.W7714-040899 Client Reference No.: W7714-4-0899 Requisition No. W7714-040899 Contact Info. Tony White Associate Professor School of Computer Science Room 5302 Herzberg Building Carleton University 1125 Colonel By Drive Ottawa, Ontario K1S 5B6 (Office) 613-520-2600 x2208 (Cell) 613-612-2708 [email protected] http://www.scs.carleton.ca/~arpwhite Expert Assessment of Stigmergy Abstract This report describes the current state of research in the area known as Swarm Intelligence. Swarm Intelligence relies upon stigmergic principles in order to solve complex problems using only simple agents. Swarm Intelligence has been receiving increasing attention over the last 10 years as a result of the acknowledgement of the success of social insect systems in solving complex problems without the need for central control or global information. In swarm- based problem solving, a solution emerges as a result of the collective action of the members of the swarm, often using principles of communication known as stigmergy. The individual behaviours of swarm members do not indicate the nature of the emergent collective behaviour and the solution process is generally very robust to the loss of individual swarm members. This report describes the general principles for swarm-based problem solving, the way in which stigmergy is employed, and presents a number of high level algorithms that have proven utility in solving hard optimization and control problems. Useful tools for the modelling and investigation of swarm-based systems are then briefly described.
    [Show full text]
  • Intelligent Agent
    INTELLIGENT AGENT INTELLIGENT AGENT By, P.V. Raja Shekar & CH. Madhuri MRITS MCA FINAL YEAR. INTRODUCTION 1 | P a g e INTELLIGENT AGENT 1 What is artificial intelligence? 2 Branches of artificial intelligence. 3 Introduction to intelligence agent. 4 What is an agent. 5 What is a rational agent. 6 Common attributes of intelligent agent 7 What is bounded rationality. 8 What is an environment and different types of them. 9 Different agent architectures. 10 Applications . 11 Limitations . 12 Conclusion . Artificial Intelligence(AI) Artificial intelligence (AI) is both the intelligence of machines and the branch of computer science which aims to create it. Artificial Intelligence is a combination of cognitive science, linguistics, ontology, physiology, psychology, philosophy, operations research, economics, control theory, neuroscience, computer science, probability, optimization and logic. AI is a very 2 | P a g e INTELLIGENT AGENT large subject-matter. It consists of many different fields, from machine vision to expert systems. The aim of all the fields is the creation of machines that can "think". Researches hope that AI machines will be capable of reasoning, knowledge, learning, communication, planning, perception and the ability to move and manipulate objects. What's it all about? Artificial Intelligence (AI) is the science and engineering of creating intelligent machines and computer programs. It is related to similar tasks of using computers to understand human intelligence but AI does not only have to confine itself to methods that are biologically observable. The interest in AI has commonly increased since years and some classical sub- disciplines like robotics, language processing, or natural computing have produced reliable solutions Intelligence is prediction Intelligence is the ability to predict what comes next, even when faced with incomplete knowledge.
    [Show full text]
  • A Systematic Approach to Artificial Agents
    A Systematic Approach to Artificial Agents Mark Burgin1 and Gordana Dodig-Crnkovic2 1 Department of Mathematics, University of California, Los Angeles, California, USA, 2 School of Innovation, Design and Engineering, Mälardalen University, Sweden, Abstract. Agents and agent systems are becoming more and more important in the development of a variety of fields such as ubiquitous computing, ambient intelligence, autonomous computing, intelligent systems and intelligent robotics. The need for improvement of our basic knowledge on agents is very essential. We take a systematic approach and present extended classification of artificial agents which can be useful for understanding of what artificial agents are and what they can be in the future. The aim of this classification is to give us insights in what kind of agents can be created and what type of problems demand a specific kind of agents for their solution. Keywords: Artificial agents, classification, perception, reasoning, evaluation, mobility 1 Introduction Agents are advanced tools people use to achieve different goals and to various problems. The main difference between ordinary tools and agents is that agents can function more or less independently from those who delegated agency to the agents. For a long time people used only other people and sometimes animals as their agents. Developments in information processing technology, computers and their networks, have made possible to build and use artificial agents. Now the most popular approach in artificial intelligence is based on agents. Intelligent agents form a basis for many kinds of advanced software systems that incorporate varying methodologies, diverse sources of domain knowledge, and a variety of data types.
    [Show full text]
  • Adversarial Attack and Defense in Reinforcement Learning-From AI Security View Tong Chen , Jiqiang Liu, Yingxiao Xiang, Wenjia Niu*, Endong Tong and Zhen Han
    Chen et al. Cybersecurity (2019) 2:11 Cybersecurity https://doi.org/10.1186/s42400-019-0027-x SURVEY Open Access Adversarial attack and defense in reinforcement learning-from AI security view Tong Chen , Jiqiang Liu, Yingxiao Xiang, Wenjia Niu*, Endong Tong and Zhen Han Abstract Reinforcement learning is a core technology for modern artificial intelligence, and it has become a workhorse for AI applications ranging from Atrai Game to Connected and Automated Vehicle System (CAV). Therefore, a reliable RL system is the foundation for the security critical applications in AI, which has attracted a concern that is more critical than ever. However, recent studies discover that the interesting attack mode adversarial attack also be effective when targeting neural network policies in the context of reinforcement learning, which has inspired innovative researches in this direction. Hence, in this paper, we give the very first attempt to conduct a comprehensive survey on adversarial attacks in reinforcement learning under AI security. Moreover, we give briefly introduction on the most representative defense technologies against existing adversarial attacks. Keywords: Reinforcement learning, Artificial intelligence, Security, Adversarial attack, Adversarial example, Defense Introduction best moves with reinforcement learning from games of Artificial intelligence (AI) is providing major break- self-play. Meanwhile, for Atari game, Mnih et al. (2013) throughs in solving the problems that have withstood presented the first deep learning model to learn con- many attempts of natural language understanding, speech trol policies directly from high-dimensional sensory input recognition, image understanding and so on. The latest using reinforcement learning. Moreover, Liang et al. (Guo studies (He et al.
    [Show full text]
  • Extending Universal Intelligence Models with Formal Notion of Representation
    Extending Universal Intelligence Models with Formal Notion of Representation Alexey Potapov, Sergey Rodionov AIDEUS, Russia {potapov,rodionov}@aideus.com Abstract. Solomonoff induction is known to be universal, but incomputable. Its approximations, namely, the Minimum Description (or Message) Length (MDL) principles, are adopted in practice in the efficient, but non-universal form. Recent attempts to bridge this gap leaded to development of the Repre- sentational MDL principle that originates from formal decomposition of the task of induction. In this paper, possible extension of the RMDL principle in the context of universal intelligence agents is considered, for which introduction of representations is shown to be an unavoidable meta-heuristic and a step toward efficient general intelligence. Hierarchical representations and model optimiza- tion with the use of information-theoretic interpretation of the adaptive reso- nance are also discussed. Key words: Universal Agents, Kolmogorov Complexity, Minimum Descrip- tion Length Principle, Representations 1 Introduction The idea of universal induction and prediction on the basis of algorithmic information theory was invented a long time ago [1]. In theory, it eliminates the fundamental problem of prior probabilities, incorrect solutions of which result in such negative practical effects as overlearning, overfitting, oversegmentation, and so on. It would be rather natural to try to develop some models of universal intelligence on this basis. However, the corresponding detailed models were published only relatively recently (e.g. [2]). Moreover, the theory of universal induction was not popular even in ma- chine learning. The reason is quite obvious – it offers incomputable methods, which additionally require training sets of large sizes in order to make good predictions.
    [Show full text]
  • Arxiv:1607.08289V4 [Cs.AI] 21 Jan 2019 Keywords: USA CA [email protected] Francisco, San FPC, Vicarious Hay J
    1 Mammalian Value Systems Gopal P. Sarma School of Medicine, Emory University, Atlanta, GA USA [email protected] Nick J. Hay Vicarious FPC, San Francisco, CA USA [email protected] Keywords: Friendly AI, value alignment, human values, biologically inspired AI, human-mimetic AI Characterizing human values is a topic deeply interwoven with the sciences, humanities, political philosophy, art, and many other human endeavors. In recent years, a number of thinkers have argued that accelerating trends in computer science, cognitive science, and related disciplines foreshadow the creation of intelligent machines which meet and ultimately surpass the cognitive abilities of human beings, thereby entangling an understanding of human values with future technological development. Contemporary research accomplishments suggest increasingly sophisticated AI systems becoming widespread and responsible for managing many aspects of the modern world, from preemptively planning users’ travel schedules and logistics, to fully autonomous vehicles, to domestic robots assisting in daily living. The extrapolation of these trends has been most forcefully described in the context of a hypothetical “intelligence explosion,” in which the capabilities of an intelligent software agent would rapidly increase due to the presence of feedback loops unavailable to biological organisms. The possibility of super- intelligent agents, or simply the widespread deployment of sophisticated, autonomous AI systems, highlights an important theoretical problem: the need to separate
    [Show full text]
  • Intelligent Agents Web-Mining Agents
    Intelligent Agents Web-Mining Agents Prof. Dr. Ralf Möller Dr. Tanya Braun Universität zu Lübeck Institut für Informationssysteme Acknowledgements • Some slides have been designed by PD Dr. Özgür Özcep. Since Özgür works in my group, those slides are not explicitly marked. Thank you nevertheless, Özgür. • Other slides have been take from lecture material provided by researchers on the web. I hope this material is indicated appropriately. Thank you all. 2 Artificial Intelligence and Intelligent Agents • Artificial intelligence (AI) is the science of systematic synthesis and analysis of computational agents that act intelligently – Agents are central to AI (and vice versa) – Intelligent agent = computational agent that acts intelligently – Talking about AI w/o talking about agents misses the point (and vice versa) • Need to technically define the notion of “acting intelligently” • AI = Science of Intelligent Systems – Systems are called computational agents in AI, or agents for short 3 Literature http://aima.cs.berkeley.edu (AIMA, 1st edition 1995) http://artint.info st (AIFCA, 1 edition 2010) 4 Literature 5 Literature 6 What is an Agent? • Anything that can be viewed as perceiving its environment through sensors and acting upon that environment through actuators [AIMA-Def] Sensors Percepts ? Environment Agent Actions – Human agent Actuators eyes, ears, and other organs for sensors; hands, legs, mouth, and other body parts for actuators – Robotic agent cameras and infrared range finders for sensors; various motors for actuators – Software agent interfaces, data integration, interpretation, data manipulation/output 7 Abstractions: Agents and Environments Sensors Percepts ? Environment Agent Actions Actuators • The agent function maps from percept histories to actions: [f: P* à A] • The agent program runs on Really insist on functional a physical architecture to produce f behavior? • Agent = architecture + program 8 Reactive vs.
    [Show full text]
  • Using Stories to Teach Human Values to Artificial Agents
    The Workshops of the Thirtieth AAAI Conference on Artificial Intelligence AI, Ethics, and Society: Technical Report WS-16-02 Using Stories to Teach Human Values to Artificial Agents Mark O. Riedl and Brent Harrison School of Interactive Computing, Georgia Institute of Technology Atlanta, Georgia, USA friedl, [email protected] Abstract achieve a goal without doing anything “bad.” Value align- ment is a property of an intelligent agent indicating that it Value alignment is a property of an intelligent agent in- can only pursue goals that are beneficial to humans (Soares dicating that it can only pursue goals that are beneficial to humans. Successful value alignment should ensure and Fallenstein 2014; Russell, Dewey, and Tegmark 2015). that an artificial general intelligence cannot intention- Value alignment concerns itself with the definition of “good” ally or unintentionally perform behaviors that adversely and “bad,” which can subjectively differ from human to hu- affect humans. This is problematic in practice since it man and from culture to culture. is difficult to exhaustively enumerated by human pro- Value alignment is not trivial to achieve. As argued by grammers. In order for successful value alignment, we Soares (2015) and effectively demonstrated by Asimov’s argue that values should be learned. In this paper, we Robot series of books, it is very hard to directly specify val- hypothesize that an artificial intelligence that can read ues. This is because there are infinitely many undesirable and understand stories can learn the values tacitly held by the culture from which the stories originate. We de- outcomes in an open world.
    [Show full text]