NEJan 3, 2023Code
Increasing biases can be more efficient than increasing weightsCarlo Metta, Marco Fantozzi, Andrea Papini et al.
We introduce a novel computational unit for neural networks that features multiple biases, challenging the traditional perceptron structure. This unit emphasizes the importance of preserving uncorrupted information as it is passed from one unit to the next, applying activation functions later in the process with specialized biases for each unit. Through both empirical and theoretical analyses, we show that by focusing on increasing biases rather than weights, there is potential for significant enhancement in a neural network model's performance. This approach offers an alternative perspective on optimizing information flow within neural networks. See source code at https://github.com/CuriosAI/dac-dev.
AIOct 14, 2022
Artificial intelligence and renegotiation of commercial lease contracts affected by pandemic-related contingencies from Covid-19. The project A.I.A.CoMaurizio Parton, Marco Angelone, Carlo Metta et al.
This paper aims to investigate the possibility of using artificial intelligence (AI) to resolve the legal issues raised by the Covid-19 emergency about the fate of continuing execution contracts, or those with deferred or periodic execution, as well as, more generally, to deal with exceptional events and contingencies. We first study whether the Italian legal system allows for ''maintenance'' remedies to cope with contingencies and to avoid the termination of the contract, while ensuring effective protection of the interests of both parties. We then give a complete and technical description of an AI-based predictive framework, aimed at assisting both the Magistrate (in the course of litigation) and the parties themselves (in out-of-court proceedings) in the redetermination of the rent of commercial lease contracts. This framework, called A.I.A.Co. for Artificial Intelligence for contract law Against Covid-19, has been developed under the Italian grant ''Fondo Integrativo Speciale per la Ricerca''.
AIJan 31, 2022
Score vs. Winrate in Score-Based Games: which Reward for Reinforcement Learning?Luca Pasqualini, Gianluca Amato, Marco Fantozzi et al.
In the last years, the DeepMind algorithm AlphaZero has become the state of the art to efficiently tackle perfect information two-player zero-sum games with a win/lose outcome. However, when the win/lose outcome is decided by a final score difference, AlphaZero may play score-suboptimal moves because all winning final positions are equivalent from the win/lose outcome perspective. This can be an issue, for instance when used for teaching, or when trying to understand whether there is a better move. Moreover, there is the theoretical quest for the perfect game. A naive approach would be training an AlphaZero-like agent to predict score differences instead of win/lose outcomes. Since the game of Go is deterministic, this should as well produce an outcome-optimal play. However, it is a folklore belief that "this does not work". In this paper, we first provide empirical evidence for this belief. We then give a theoretical interpretation of this suboptimality in general perfect information two-player zero-sum game where the complexity of a game like Go is replaced by the randomness of the environment. We show that an outcome-optimal policy has a different preference for uncertainty when it is winning or losing. In particular, when in a losing state, an outcome-optimal agent chooses actions leading to a higher score variance. We then posit that when approximation is involved, a deterministic game behaves like a nondeterministic game, where the score variance is modeled by how uncertain the position is. We validate this hypothesis in AlphaZero-like software with a human expert.
AIMay 26, 2019
SAI: a Sensible Artificial Intelligence that plays with handicap and targets high scores in 9x9 Go (extended version)Francesco Morandin, Gianluca Amato, Marco Fantozzi et al.
We develop a new model that can be applied to any perfect information two-player zero-sum game to target a high score, and thus a perfect play. We integrate this model into the Monte Carlo tree search-policy iteration learning pipeline introduced by Google DeepMind with AlphaGo. Training this model on 9x9 Go produces a superhuman Go player, thus proving that it is stable and robust. We show that this model can be used to effectively play with both positional and score handicap, and to minimize suboptimal moves. We develop a family of agents that can target high scores against any opponent, and recover from very severe disadvantage against weak opponents. To the best of our knowledge, these are the first effective achievements in this direction.
AISep 11, 2018
SAI, a Sensible Artificial Intelligence that plays GoFrancesco Morandin, Gianluca Amato, Rosa Gini et al.
We propose a multiple-komi modification of the AlphaGo Zero/Leela Zero paradigm. The winrate as a function of the komi is modeled with a two-parameters sigmoid function, so that the neural network must predict just one more variable to assess the winrate for all komi values. A second novel feature is that training is based on self-play games that occasionally branch -- with changed komi -- when the position is uneven. With this setting, reinforcement learning is showed to work on 7x7 Go, obtaining very strong playing agents. As a useful byproduct, the sigmoid parameters given by the network allow to estimate the score difference on the board, and to evaluate how much the game is decided.