31.5AIJun 3
Fog of Love: Engineering Virtuous Agent Behavior with Affinity-based Reinforcement Learning in a Game EnvironmentAjay Vishwanath, Christian Omlin
Instilling virtuous behavior in artificial intelligence has seen increasing interest. One of the techniques proposed is known as affinity-based reinforcement learning, which uses policy regularization on the objective function to incentivize virtuous actions without being fully dependent on the reward function design. Thus far, this technique has been demonstrated to be effective in grid worlds and toy-problem environments with minimal state and action spaces. To expand this research to more sophisticated environments, we introduce a two-player multi-agent environment based on the role-playing board game known as Fog of Love. In this environment, two agents compete to fulfill their individual virtues, while also cooperating to satisfy their relationship. Given the multi-agent nature, this is a complex problem where multi-agent deep deterministic policy gradient agents neither compete nor cooperate successfully. We present evidence that localized affinities enhance agent performance in achieving both competitive and cooperative objectives, resulting from superior overall scores in both domains. This not only results in virtuous choices but also clarifies an agent's teleology and makes its behavior human-level interpretable.
AIAug 30, 2022
Towards Artificial Virtuous Agents: Games, Dilemmas and Machine LearningAjay Vishwanath, Einar Duenger Bøhn, Ole-Christoffer Granmo et al.
Machine ethics has received increasing attention over the past few years because of the need to ensure safe and reliable artificial intelligence (AI). The two dominantly used theories in machine ethics are deontological and utilitarian ethics. Virtue ethics, on the other hand, has often been mentioned as an alternative ethical theory. While this interesting approach has certain advantages over popular ethical theories, little effort has been put into engineering artificial virtuous agents due to challenges in their formalization, codifiability, and the resolution of ethical dilemmas to train virtuous agents. We propose to bridge this gap by using role-playing games riddled with moral dilemmas. There are several such games in existence, such as Papers, Please and Life is Strange, where the main character encounters situations where they must choose the right course of action by giving up something else dear to them. We draw inspiration from such games to show how a systemic role-playing game can be designed to develop virtues within an artificial agent. Using modern day AI techniques, such as affinity-based reinforcement learning and explainable AI, we motivate the implementation of virtuous agents that play such role-playing games, and the examination of their decisions through a virtue ethical lens. The development of such agents and environments is a first step towards practically formalizing and demonstrating the value of virtue ethics in the development of ethical agents.
CLMar 19, 2023
How People Respond to the COVID-19 Pandemic on Twitter: A Comparative Analysis of Emotional Expressions from US and IndiaBrandon Siyuan Loh, Raj Kumar Gupta, Ajay Vishwanath et al.
The COVID-19 pandemic has claimed millions of lives worldwide and elicited heightened emotions. This study examines the expression of various emotions pertaining to COVID-19 in the United States and India as manifested in over 54 million tweets, covering the fifteen-month period from February 2020 through April 2021, a period which includes the beginnings of the huge and disastrous increase in COVID-19 cases that started to ravage India in March 2021. Employing pre-trained emotion analysis and topic modeling algorithms, four distinct types of emotions (fear, anger, happiness, and sadness) and their time- and location-associated variations were examined. Results revealed significant country differences and temporal changes in the relative proportions of fear, anger, and happiness, with fear declining and anger and happiness fluctuating in 2020 until new situations over the first four months of 2021 reversed the trends. Detected differences are discussed briefly in terms of the latent topics revealed and through the lens of appraisal theories of emotions, and the implications of the findings are discussed.
AIJul 2, 2024
Reinforcement Learning and Machine ethics:a systematic reviewAjay Vishwanath, Louise A. Dennis, Marija Slavkovik
Machine ethics is the field that studies how ethical behaviour can be accomplished by autonomous systems. While there exist some systematic reviews aiming to consolidate the state of the art in machine ethics prior to 2020, these tend to not include work that uses reinforcement learning agents as entities whose ethical behaviour is to be achieved. The reason for this is that only in the last years we have witnessed an increase in machine ethics studies within reinforcement learning. We present here a systematic review of reinforcement learning for machine ethics and machine ethics within reinforcement learning. Additionally, we highlight trends in terms of ethics specifications, components and frameworks of reinforcement learning, and environments used to result in ethical behaviour. Our systematic review aims to consolidate the work in machine ethics and reinforcement learning thus completing the gap in the state of the art machine ethics landscape
CLJul 14, 2020
COVID-19 Twitter Dataset with Latent Topics, Sentiments and Emotions AttributesRaj Kumar Gupta, Ajay Vishwanath, Yinping Yang
This paper describes a large global dataset on people's discourse and responses to the COVID-19 pandemic over the Twitter platform. From 28 January 2020 to 1 June 2022, we collected and processed over 252 million Twitter posts from more than 29 million unique users using four keywords: "corona", "wuhan", "nCov" and "covid". Leveraging probabilistic topic modelling and pre-trained machine learning-based emotion recognition algorithms, we labelled each tweet with seventeen attributes, including a) ten binary attributes indicating the tweet's relevance (1) or irrelevance (0) to the top ten detected topics, b) five quantitative emotion attributes indicating the degree of intensity of the valence or sentiment (from 0: extremely negative to 1: extremely positive) and the degree of intensity of fear, anger, sadness and happiness emotions (from 0: not at all to 1: extremely intense), and c) two categorical attributes indicating the sentiment (very negative, negative, neutral or mixed, positive, very positive) and the dominant emotion (fear, anger, sadness, happiness, no specific emotion) the tweet is mainly expressing. We discuss the technical validity and report the descriptive statistics of these attributes, their temporal distribution, and geographic representation. The paper concludes with a discussion of the dataset's usage in communication, psychology, public health, economics, and epidemiology.