Delivering Advanced Unmanned Autonomous Systems and Artificial Intelligence for Naval Superiority the Case for Establishing a U.S
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Artificial Intelligence in Health Care: the Hope, the Hype, the Promise, the Peril
Artificial Intelligence in Health Care: The Hope, the Hype, the Promise, the Peril Michael Matheny, Sonoo Thadaney Israni, Mahnoor Ahmed, and Danielle Whicher, Editors WASHINGTON, DC NAM.EDU PREPUBLICATION COPY - Uncorrected Proofs NATIONAL ACADEMY OF MEDICINE • 500 Fifth Street, NW • WASHINGTON, DC 20001 NOTICE: This publication has undergone peer review according to procedures established by the National Academy of Medicine (NAM). Publication by the NAM worthy of public attention, but does not constitute endorsement of conclusions and recommendationssignifies that it is the by productthe NAM. of The a carefully views presented considered in processthis publication and is a contributionare those of individual contributors and do not represent formal consensus positions of the authors’ organizations; the NAM; or the National Academies of Sciences, Engineering, and Medicine. Library of Congress Cataloging-in-Publication Data to Come Copyright 2019 by the National Academy of Sciences. All rights reserved. Printed in the United States of America. Suggested citation: Matheny, M., S. Thadaney Israni, M. Ahmed, and D. Whicher, Editors. 2019. Artificial Intelligence in Health Care: The Hope, the Hype, the Promise, the Peril. NAM Special Publication. Washington, DC: National Academy of Medicine. PREPUBLICATION COPY - Uncorrected Proofs “Knowing is not enough; we must apply. Willing is not enough; we must do.” --GOETHE PREPUBLICATION COPY - Uncorrected Proofs ABOUT THE NATIONAL ACADEMY OF MEDICINE The National Academy of Medicine is one of three Academies constituting the Nation- al Academies of Sciences, Engineering, and Medicine (the National Academies). The Na- tional Academies provide independent, objective analysis and advice to the nation and conduct other activities to solve complex problems and inform public policy decisions. -
Recursive Incentives and Innovation in Social Networks
Recruiting Hay to Find Needles: Recursive Incentives and Innovation in Social Networks Erik P. Duhaime1, Brittany M. Bond1, Qi Yang1, Patrick de Boer2, & Thomas W. Malone1 1Massachusetts Institute of Technology 2University of Zurich Finding innovative solutions to complex problems is often about finding people who have access to novel information and alternative viewpoints. Research has found that most people are connected to each other through just a few degrees of separation, but successful social search is often difficult because it depends on people using their weak ties to make connections to distant social networks. Recursive incentive schemes have shown promise for social search by motivating people to use their weak ties to find distant targets, such as specific people or even weather balloons placed at undisclosed locations. Here, we report on a case study of a similar recursive incentive scheme for finding innovative ideas. Specifically, we implemented a competition to reward individual(s) who helped refer Grand Prize winner(s) in MIT’s Climate CoLab, an open innovation platform for addressing global climate change. Using data on over 78,000 CoLab members and over 36,000 people from over 100 countries who engaged with the referral contest, we find that people who are referred using this method are more likely than others both to submit proposals and to submit high quality proposals. Furthermore, we find suggestive evidence that among the contributors referred via the contest, those who had more than one degree of separation from a pre-existing CoLab member were more likely to submit high quality proposals. Thus, the results from this case study are consistent with the theory that people from distant networks are more likely to provide innovative solutions to complex problems. -
Transfer Learning Between RTS Combat Scenarios Using Component-Action Deep Reinforcement Learning
Transfer Learning Between RTS Combat Scenarios Using Component-Action Deep Reinforcement Learning Richard Kelly and David Churchill Department of Computer Science Memorial University of Newfoundland St. John’s, NL, Canada [email protected], [email protected] Abstract an enormous financial investment in hardware for training, using over 80000 CPU cores to run simultaneous instances Real-time Strategy (RTS) games provide a challenging en- of StarCraft II, 1200 Tensor Processor Units (TPUs) to train vironment for AI research, due to their large state and ac- the networks, as well as a large amount of infrastructure and tion spaces, hidden information, and real-time gameplay. Star- Craft II has become a new test-bed for deep reinforcement electricity to drive this large-scale computation. While Al- learning systems using the StarCraft II Learning Environment phaStar is estimated to be the strongest existing RTS AI agent (SC2LE). Recently the full game of StarCraft II has been ap- and was capable of beating many players at the Grandmas- proached with a complex multi-agent reinforcement learning ter rank on the StarCraft II ladder, it does not yet play at the (RL) system, however this is currently only possible with ex- level of the world’s best human players (e.g. in a tournament tremely large financial investments out of the reach of most setting). The creation of AlphaStar demonstrated that using researchers. In this paper we show progress on using varia- deep learning to tackle RTS AI is a powerful solution, how- tions of easier to use RL techniques, modified to accommo- ever applying it to the entire game as a whole is not an eco- date actions with multiple components used in the SC2LE. -
RAND Study of Reserve Xxii Realigning the Stars
Realigning the Stars A Methodology for Reviewing Active Component General and Flag Officer Requirements RAND National Defense Research Institute C O R P O R A T I O N For more information on this publication, visit www.rand.org/t/RR2384 Library of Congress Cataloging-in-Publication Data is available for this publication. ISBN: 978-1-9774-0070-3 Published by the RAND Corporation, Santa Monica, Calif. © Copyright 2018 RAND Corporation R® is a registered trademark. Cover design by Eileen Delson La Russo; image by almagami/Getty Images. Limited Print and Electronic Distribution Rights This document and trademark(s) contained herein are protected by law. This representation of RAND intellectual property is provided for noncommercial use only. Unauthorized posting of this publication online is prohibited. Permission is given to duplicate this document for personal use only, as long as it is unaltered and complete. Permission is required from RAND to reproduce, or reuse in another form, any of its research documents for commercial use. For information on reprint and linking permissions, please visit www.rand.org/pubs/permissions. The RAND Corporation is a research organization that develops solutions to public policy challenges to help make communities throughout the world safer and more secure, healthier and more prosperous. RAND is nonprofit, nonpartisan, and committed to the public interest. RAND’s publications do not necessarily reflect the opinions of its research clients and sponsors. Support RAND Make a tax-deductible charitable contribution at www.rand.org/giving/contribute www.rand.org Realigning the Stars Study Team Principal Investigator Lisa M. Harrington Structure and Organization Position-by-Position Position Pyramid Health Analysis Analysis Analysis Igor Mikolic-Torreira, Paul Mayberry, team lead Katharina Ley Best, team lead Sean Mann team lead Kimberly Jackson Joslyn Fleming Peter Schirmer Lisa Davis Alexander D. -
Towards Incremental Agent Enhancement for Evolving Games
Evaluating Reinforcement Learning Algorithms For Evolving Military Games James Chao*, Jonathan Sato*, Crisrael Lucero, Doug S. Lange Naval Information Warfare Center Pacific *Equal Contribution ffi[email protected] Abstract games in 2013 (Mnih et al. 2013), Google DeepMind devel- oped AlphaGo (Silver et al. 2016) that defeated world cham- In this paper, we evaluate reinforcement learning algorithms pion Lee Sedol in the game of Go using supervised learning for military board games. Currently, machine learning ap- and reinforcement learning. One year later, AlphaGo Zero proaches to most games assume certain aspects of the game (Silver et al. 2017b) was able to defeat AlphaGo with no remain static. This methodology results in a lack of algorithm robustness and a drastic drop in performance upon chang- human knowledge and pure reinforcement learning. Soon ing in-game mechanics. To this end, we will evaluate general after, AlphaZero (Silver et al. 2017a) generalized AlphaGo game playing (Diego Perez-Liebana 2018) AI algorithms on Zero to be able to play more games including Chess, Shogi, evolving military games. and Go, creating a more generalized AI to apply to differ- ent problems. In 2018, OpenAI Five used five Long Short- term Memory (Hochreiter and Schmidhuber 1997) neural Introduction networks and a Proximal Policy Optimization (Schulman et al. 2017) method to defeat a professional DotA team, each AlphaZero (Silver et al. 2017a) described an approach that LSTM acting as a player in a team to collaborate and achieve trained an AI agent through self-play to achieve super- a common goal. AlphaStar used a transformer (Vaswani et human performance. -
Alphastar: an Evolutionary Computation Perspective GECCO ’19 Companion, July 13–17, 2019, Prague, Czech Republic
AlphaStar: An Evolutionary Computation Perspective Kai Arulkumaran Antoine Cully Julian Togelius Imperial College London Imperial College London New York University London, United Kingdom London, United Kingdom New York City, NY, United States [email protected] [email protected] [email protected] ABSTRACT beat a grandmaster at StarCraft (SC), a real-time strategy game. In January 2019, DeepMind revealed AlphaStar to the world—the Both the original game, and its sequel SC II, have several prop- first artificial intelligence (AI) system to beat a professional player erties that make it considerably more challenging than even Go: at the game of StarCraft II—representing a milestone in the progress real-time play, partial observability, no single dominant strategy, of AI. AlphaStar draws on many areas of AI research, including complex rules that make it hard to build a fast forward model, and deep learning, reinforcement learning, game theory, and evolution- a particularly large and varied action space. ary computation (EC). In this paper we analyze AlphaStar primar- DeepMind recently took a considerable step towards this grand ily through the lens of EC, presenting a new look at the system and challenge with AlphaStar, a neural-network-based AI system that relating it to many concepts in the field. We highlight some of its was able to beat a professional SC II player in December 2018 [20]. most interesting aspects—the use of Lamarckian evolution, com- This system, like its predecessor AlphaGo, was initially trained us- petitive co-evolution, and quality diversity. In doing so, we hope ing imitation learning to mimic human play, and then improved to provide a bridge between the wider EC community and one of through a combination of reinforcement learning (RL) and self- the most significant AI systems developed in recent times. -
A Survey of Systemic Risk Analytics
OFFICE OF FINANCIAL RESEARCH U.S. DEPARTMENT OF THE TREASURY Office of Financial Research Working Paper #0001 January 5, 2012 A Survey of Systemic Risk Analytics 1 Dimitrios Bisias 2 Mark Flood 3 Andrew W. Lo 4 Stavros Valavanis 1 MIT Operations Research Center 2 Senior Policy Advisor, OFR, [email protected] 3 MIT Sloan School of Management, [email protected] 4 MIT Laboratory for Financial Engineering The Office of Financial Research (OFR) Working Paper Series allows staff and their co-authors to disseminate preliminary research findings in a format intended to generate discussion and critical comments. Papers in the OFR Working Paper Series are works in progress and subject to revision. Views and opinions expressed are those of the authors and do not necessarily represent official OFR or Treasury positions or policy. Comments are welcome as are suggestions for improvements, and should be directed to the authors. OFR Working Papers may be quoted without additional permission. www.treasury.gov/ofr A Survey of Systemic Risk Analytics∗ Dimitrios Bisias†, Mark Flood‡, Andrew W. Lo§, Stavros Valavanis¶ This Draft: January 5, 2012 We provide a survey of 31 quantitative measures of systemic risk in the economics and finance literature, chosen to span key themes and issues in systemic risk measurement and manage- ment. We motivate these measures from the supervisory, research, and data perspectives in the main text, and present concise definitions of each risk measure—including required inputs, expected outputs, and data requirements—in an extensive appendix. To encourage experimentation and innovation among as broad an audience as possible, we have developed open-source Matlab code for most of the analytics surveyed, which can be accessed through the Office of Financial Research (OFR) at http://www.treasury.gov/ofr. -
Long-Term Planning and Situational Awareness in Openai Five
Long-Term Planning and Situational Awareness in OpenAI Five Jonathan Raiman∗ Susan Zhang∗ Filip Wolski Dali OpenAI OpenAI [email protected] [email protected] [email protected] Abstract Understanding how knowledge about the world is represented within model-free deep reinforcement learning methods is a major challenge given the black box nature of its learning process within high-dimensional observation and action spaces. AlphaStar and OpenAI Five have shown that agents can be trained without any explicit hierarchical macro-actions to reach superhuman skill in games that require taking thousands of actions before reaching the final goal. Assessing the agent’s plans and game understanding becomes challenging given the lack of hierarchy or explicit representations of macro-actions in these models, coupled with the incomprehensible nature of the internal representations. In this paper, we study the distributed representations learned by OpenAI Five to investigate how game knowledge is gradually obtained over the course of training. We also introduce a general technique for learning a model from the agent’s hidden states to identify the formation of plans and subgoals. We show that the agent can learn situational similarity across actions, and find evidence of planning towards accomplishing subgoals minutes before they are executed. We perform a qualitative analysis of these predictions during the games against the DotA 2 world champions OG in April 2019. 1 Introduction The choice of action and plan representation has dramatic consequences on the ability for an agent to explore, learn, or generalize when trying to accomplish a task. Inspired by how humans methodically organize and plan for long-term goals, Hierarchical Reinforcement Learning (HRL) methods were developed in an effort to augment the set of actions available to the agent to include temporally extended multi-action subroutines. -
Reflecting on the DARPA Red Balloon Challenge
contributed articles Doi:10.1145/1924421.1924441 how more recent developments (such Finding 10 balloons across the U.S. illustrates as social media and crowdsourcing) could be used to solve challenging how the Internet has changed the way problems involving distributed geo- we solve highly distributed problems. locations. Since the Challenge was an- nounced only about one month before By John C. tanG, manueL Cebrian, nicklaus a. GiaCoBe, the balloons were deployed, it was not hyun-Woo Kim, taemie Kim, anD Douglas “BeaKeR” WickeRt only a timed contest to find the bal- loons but also a time-limited challenge to prepare for the contest. Both the dif- fusion of how teams heard about the Challenge and the solution itself dem- Reflecting onstrated the relative effectiveness of mass media and social media. The surprising efficiency of apply- ing social networks of acquaintances on the DaRPa to solve widely distributed tasks was demonstrated in Stanley Milgram’s celebrated work9 popularizing the no- tion of “six degrees of separation”; that is, it typically takes no more than six in- Red Balloon termediaries to connect any arbitrary pair of people. Meanwhile, the Internet and other communication technolo- gies have emerged that increase the Challenge ease and opportunity for connections. These developments have enabled crowdsourcing—aggregating bits of information across a large number of users to create productive value—as a popular mechanism for creating en- cyclopedias of information (such as ThE 2009 dARPA Red Balloon Challenge (also known Wikipedia) and solving other highly distributed problems.1 as the DARPA Network Challenge) explored how the The Challenge was announced at the Internet and social networking can be used to solve “40th Anniversary of the Internet” event a distributed, time-critical, geo-location problem. -
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Vol. 10, No. 1 (2019) http://www.eludamos.org Alive: A Case Study of the Design of an AI Conversation Simulator Eric Walsh Eludamos. Journal for Computer Game Culture. 2019; 10 (1), pp. 161–181 Alive: A Case Study of the Design of an AI Conversation Simulator ERIC WALSH On December 19, 2018, DeepMind’s AlphaStar became the first artificial intelligence (AI) to defeat a top-level StarCraft II professional player (AlphaStar Team 2019). StarCraft II (Blizzard Entertainment 2010) is a real-time strategy game where players must balance developing their base and building up an economy with producing units and using those units to attack their opponent. Like chess, matches typically take place between two players and last until one player has been defeated. AlphaStar was trained to play StarCraft II using a combination of supervised learning (i. e., humans providing replays of past games for it to study) and reinforcement learning (i. e., the AI playing games against other versions of itself to hone its skills) (Dickson 2019). The StarCraft series has long been of interest to AI developers looking to test their AI’s mettle; in 2017, Blizzard Entertainment partnered with DeepMind to release a set of tools designed to “accelerate AI research in the real-time strategy game” (Vinyals, Gaffney, and Ewalds 2017, n.p.). Games like StarCraft II are often useful for AI development due to the challenges inherent in the complexity of their decision- making process. In this case, such challenges included the need to interpret imperfect information and the need to make numerous decisions simultaneously in real time (AlphaStar Team 2019). -
V-MPO: On-Policy Maximum a Posteriori Policy Optimization For
Preprint V-MPO: ON-POLICY MAXIMUM A POSTERIORI POLICY OPTIMIZATION FOR DISCRETE AND CONTINUOUS CONTROL H. Francis Song,∗ Abbas Abdolmaleki,∗ Jost Tobias Springenberg, Aidan Clark, Hubert Soyer, Jack W. Rae, Seb Noury, Arun Ahuja, Siqi Liu, Dhruva Tirumala, Nicolas Heess, Dan Belov, Martin Riedmiller, Matthew M. Botvinick DeepMind, London, UK fsongf,aabdolmaleki,springenberg,aidanclark, soyer,jwrae,snoury,arahuja,liusiqi,dhruvat, heess,danbelov,riedmiller,[email protected] ABSTRACT Some of the most successful applications of deep reinforcement learning to chal- lenging domains in discrete and continuous control have used policy gradient methods in the on-policy setting. However, policy gradients can suffer from large variance that may limit performance, and in practice require carefully tuned entropy regularization to prevent policy collapse. As an alternative to policy gradient algo- rithms, we introduce V-MPO, an on-policy adaptation of Maximum a Posteriori Policy Optimization (MPO) that performs policy iteration based on a learned state- value function. We show that V-MPO surpasses previously reported scores for both the Atari-57 and DMLab-30 benchmark suites in the multi-task setting, and does so reliably without importance weighting, entropy regularization, or population-based tuning of hyperparameters. On individual DMLab and Atari levels, the proposed algorithm can achieve scores that are substantially higher than has previously been reported. V-MPO is also applicable to problems with high-dimensional, continuous action spaces, which we demonstrate in the context of learning to control simulated humanoids with 22 degrees of freedom from full state observations and 56 degrees of freedom from pixel observations, as well as example OpenAI Gym tasks where V-MPO achieves substantially higher asymptotic scores than previously reported. -
Center for Unconventional Weapons Studies (CUWS) Outreach Journal
Issue No. 1308 30 March 2018 // USAFCUWS Outreach Journal Issue 1308 // Feature Report “Nuclear Weapons: NNSA Should Clarify Long-Term Uranium Enrichment Mission Needs and Improve Technology Cost Estimates”. Published by the U.S. Government Accountability Office; February 2018 https://www.gao.gov/assets/700/690143.pdf The National Nuclear Security Administration (NNSA), a separately organized agency within the Department of Energy (DOE), is taking or plans to take four actions to extend inventories of low- enriched uranium (LEU) that is unobligated, or carries no promises or peaceful use to foreign trade partners until about 2038 to 2041. Two of the actions involve preserving supplies of LEU, and the other two involve diluting highly enriched uranium (HEU) with lower enriched forms of uranium to produce LEU. GAO reviewed these actions and found the actual costs and schedules for those taken to date generally align with estimates. NNSA and GAO have identified risks associated with two of these actions. One of these risks has been resolved; NNSA is taking steps to mitigate another, while others, such as uncertainty of future appropriations, are unresolved. NNSA’s preliminary plan for analyzing options to supply unobligated enriched uranium in the long term is inconsistent with DOE directives for the acquisition of capital assets, which state that the mission need statement should be a clear and concise description of the gap between current capabilities and the mission need. The scope of the mission need statement that NNSA has developed can be interpreted to meet two different mission needs: (1) a need for enriched uranium for multiple national security needs, including tritium, and (2) a specific need for enriched uranium to produce tritium.