Martí Sánchez-Fibla

AI
h-index16
8papers
82citations
Novelty40%
AI Score22

8 Papers

3.3MADec 5, 2022
Cooperative control of environmental extremes by artificial intelligent agents

Martí Sánchez-Fibla, Clément Moulin-Frier, Ricard Solé

Humans have been able to tackle biosphere complexities by acting as ecosystem engineers, profoundly changing the flows of matter, energy and information. This includes major innovations that allowed to reduce and control the impact of extreme events. Modelling the evolution of such adaptive dynamics can be challenging given the potentially large number of individual and environmental variables involved. This paper shows how to address this problem by using fire as the source of external, bursting and wide fluctuations. Fire propagates on a spatial landscape where a group of agents harvest and exploit trees while avoiding the damaging effects of fire spreading. The agents need to solve a conflict to reach a group-level optimal state: while tree harvesting reduces the propagation of fires, it also reduces the availability of resources provided by trees. It is shown that the system displays two major evolutionary innovations that end up in an ecological engineering strategy that favours high biomass along with the suppression of large fires. The implications for potential A.I. management of complex ecosystems are discussed.

2.0AIDec 29, 2019
Individual specialization in multi-task environments with multiagent reinforcement learners

Marco Jerome Gasparrini, Ricard Solé, Martí Sánchez-Fibla

There is a growing interest in Multi-Agent Reinforcement Learning (MARL) as the first steps towards building general intelligent agents that learn to make low and high-level decisions in non-stationary complex environments in the presence of other agents. Previous results point us towards increased conditions for coordination, efficiency/fairness, and common-pool resource sharing. We further study coordination in multi-task environments where several rewarding tasks can be performed and thus agents don't necessarily need to perform well in all tasks, but under certain conditions may specialize. An observation derived from the study is that epsilon greedy exploration of value-based reinforcement learning methods is not adequate for multi-agent independent learners because the epsilon parameter that controls the probability of selecting a random action synchronizes the agents artificially and forces them to have deterministic policies at the same time. By using policy-based methods with independent entropy regularised exploration updates, we achieved a better and smoother convergence. Another result that needs to be further investigated is that with an increased number of agents specialization tends to be more probable.

3.6AIDec 29, 2019
Loss aversion fosters coordination among independent reinforcement learners

Marco Jerome Gasparrini, Martí Sánchez-Fibla

We study what are the factors that can accelerate the emergence of collaborative behaviours among independent selfish learning agents. We depart from the "Battle of the Exes" (BoE), a spatial repeated game from which human behavioral data has been obtained (by Hawkings and Goldstone, 2016) that we find interesting because it considers two cases: a classic game theory version, called ballistic, in which agents can only make one action/decision (equivalent to the Battle of the Sexes) and a spatial version, called dynamic, in which agents can change decision (a spatial continuous version). We model both versions of the game with independent reinforcement learning agents and we manipulate the reward function transforming it into an utility introducing "loss aversion": the reward that an agent obtains can be perceived as less valuable when compared to what the other got. We prove experimentally the introduction of loss aversion fosters cooperation by accelerating its appearance, and by making it possible in some cases like in the dynamic condition. We suggest that this may be an important factor explaining the rapid converge of human behaviour towards collaboration reported in the experiment of Hawkings and Goldstone.

1.0LGDec 29, 2019
Speeding up reinforcement learning by combining attention and agency features

Berkay Demirel, Martí Sánchez-Fibla

When playing video-games we immediately detect which entity we control and we center the attention towards it to focus the learning and reduce its dimensionality. Reinforcement Learning (RL) has been able to deal with big state spaces, including states derived from pixel images in Atari games, but the learning is slow, depends on the brute force mapping from the global state to the action values (Q-function), thus its performance is severely affected by the dimensionality of the state and cannot be transferred to other games or other parts of the same game. We propose different transformations of the input state that combine attention and agency detection mechanisms which both have been addressed separately in RL but not together to our knowledge. We propose and benchmark different architectures including both global and local agency centered versions of the state and also including summaries of the surroundings. Results suggest that even a redundant global-local state network can learn faster than the global alone. Summarized versions of the state look promising to achieve input-size independence learning.

8.0MAFeb 16, 2018
Modeling the Formation of Social Conventions from Embodied Real-Time Interactions

Ismael T. Freire, Clement Moulin-Frier, Marti Sanchez-Fibla et al.

What is the role of real-time control and learning in the formation of social conventions? To answer this question, we propose a computational model that matches human behavioral data in a social decision-making game that was analyzed both in discrete-time and continuous-time setups. Furthermore, unlike previous approaches, our model takes into account the role of sensorimotor control loops in embodied decision-making scenarios. For this purpose, we introduce the Control-based Reinforcement Learning (CRL) model. CRL is grounded in the Distributed Adaptive Control (DAC) theory of mind and brain, where low-level sensorimotor control is modulated through perceptual and behavioral learning in a layered structure. CRL follows these principles by implementing a feedback control loop handling the agent's reactive behaviors (pre-wired reflexes), along with an adaptive layer that uses reinforcement learning to maximize long-term reward. We test our model in a multi-agent game-theoretic task in which coordination must be achieved to find an optimal solution. We show that CRL is able to reach human-level performance on standard game-theoretic metrics such as efficiency in acquiring rewards and fairness in reward distribution.

1.7AINov 22, 2017
A correlational analysis of multiagent sensorimotor interactions: clustering autonomous and controllable entities

M. Sánchez-Fibla, C. Moulin-Frier, X. Arsiwalla et al.

A first step to reach Theory of Mind (ToM) abilities (attribution of beliefs to others) in synthetic agents through sensorimotor interactions, would be to tag sensory data with agent typology and action intentions: autonomous agent X moved an object under the box. We propose a dual arm robotic setup in which ToM could be probed. We then discuss what measures can be extracted from sensorimotor interaction data (based on a correlation analysis) in the proposed setup that allow to distinguish self than other and other/inanimate from other/active with intentions. We finally discuss what elements are missing in current cognitive architectures to be able to acquire ToM abilities in synthetic agents from sensorimotor interactions, bottom-up from reactive agent interaction behaviors and top-down from the optimization of social behaviour and cooperation.

6.6NCMay 31, 2017
The Morphospace of Consciousness

Xerxes D. Arsiwalla, Ricard Sole, Clement Moulin-Frier et al.

We construct a complexity-based morphospace to study systems-level properties of conscious & intelligent systems. The axes of this space label 3 complexity types: autonomous, cognitive & social. Given recent proposals to synthesize consciousness, a generic complexity-based conceptualization provides a useful framework for identifying defining features of conscious & synthetic systems. Based on current clinical scales of consciousness that measure cognitive awareness and wakefulness, we take a perspective on how contemporary artificially intelligent machines & synthetically engineered life forms measure on these scales. It turns out that awareness & wakefulness can be associated to computational & autonomous complexity respectively. Subsequently, building on insights from cognitive robotics, we examine the function that consciousness serves, & argue the role of consciousness as an evolutionary game-theoretic strategy. This makes the case for a third type of complexity for describing consciousness: social complexity. Having identified these complexity types, allows for a representation of both, biological & synthetic systems in a common morphospace. A consequence of this classification is a taxonomy of possible conscious machines. We identify four types of consciousness, based on embodiment: (i) biological consciousness, (ii) synthetic consciousness, (iii) group consciousness (resulting from group interactions), & (iv) simulated consciousness (embodied by virtual agents within a simulated reality). This taxonomy helps in the investigation of comparative signatures of consciousness across domains, in order to highlight design principles necessary to engineer conscious machines. This is particularly relevant in the light of recent developments at the crossroads of cognitive neuroscience, biomedical engineering, artificial intelligence & biomimetics.

6.6AIApr 5, 2017
Embodied Artificial Intelligence through Distributed Adaptive Control: An Integrated Framework

Clément Moulin-Frier, Jordi-Ysard Puigbò, Xerxes D. Arsiwalla et al.

In this paper, we argue that the future of Artificial Intelligence research resides in two keywords: integration and embodiment. We support this claim by analyzing the recent advances of the field. Regarding integration, we note that the most impactful recent contributions have been made possible through the integration of recent Machine Learning methods (based in particular on Deep Learning and Recurrent Neural Networks) with more traditional ones (e.g. Monte-Carlo tree search, goal babbling exploration or addressable memory systems). Regarding embodiment, we note that the traditional benchmark tasks (e.g. visual classification or board games) are becoming obsolete as state-of-the-art learning algorithms approach or even surpass human performance in most of them, having recently encouraged the development of first-person 3D game platforms embedding realistic physics. Building upon this analysis, we first propose an embodied cognitive architecture integrating heterogenous sub-fields of Artificial Intelligence into a unified framework. We demonstrate the utility of our approach by showing how major contributions of the field can be expressed within the proposed framework. We then claim that benchmarking environments need to reproduce ecologically-valid conditions for bootstrapping the acquisition of increasingly complex cognitive skills through the concept of a cognitive arms race between embodied agents.