2.2ROMay 4, 2020
Proceedings of the 2020 Workshop on Assessing, Explaining, and Conveying Robot Proficiency for Human-Robot TeamingAaron Steinfeld, Michael Goodrich
This record contains the proceedings of the 2020 Workshop on Assessing, Explaining, and Conveying Robot Proficiency for Human-Robot Teaming, which was held in conjunction with the 2020 ACM/IEEE International Conference on Human-Robot Interaction (HRI). This workshop was originally scheduled to occur in Cambridge, UK on March 23, but was moved to a set of online talks due to the COVID-19 pandemic.
2.3AIApr 26, 2020
Predicting Plans and Actions in Two-Player Repeated GamesNajma Mathema, Michael A. Goodrich, Jacob W. Crandall
Artificial intelligence (AI) agents will need to interact with both other AI agents and humans. Creating models of associates help to predict the modeled agents' actions, plans, and intentions. This work introduces algorithms that predict actions, plans and intentions in repeated play games, with providing an exploration of algorithms. We form a generative Bayesian approach to model S#. S# is designed as a robust algorithm that learns to cooperate with its associate in 2 by 2 matrix games. The actions, plans and intentions associated with each S# expert are identified from the literature, grouping the S# experts accordingly, and thus predicting actions, plans, and intentions based on their state probabilities. Two prediction methods are explored for Prisoners Dilemma: the Maximum A Posteriori (MAP) and an Aggregation approach. MAP (~89% accuracy) performed the best for action prediction. Both methods predicted plans of S# with ~88% accuracy. Paired T-test shows that MAP performs significantly better than Aggregation for predicting S#'s actions without cheap talk. Intention is explored based on the goals of the S# experts; results show that goals are predicted precisely when modeling S#. The obtained results show that the proposed Bayesian approach is well suited for modeling agents in two-player repeated games.
26.6AIMar 17, 2017
Cooperating with MachinesJacob W. Crandall, Mayada Oudah, Tennom et al.
Since Alan Turing envisioned Artificial Intelligence (AI) [1], a major driving force behind technical progress has been competition with human cognition. Historical milestones have been frequently associated with computers matching or outperforming humans in difficult cognitive tasks (e.g. face recognition [2], personality classification [3], driving cars [4], or playing video games [5]), or defeating humans in strategic zero-sum encounters (e.g. Chess [6], Checkers [7], Jeopardy! [8], Poker [9], or Go [10]). In contrast, less attention has been given to developing autonomous machines that establish mutually cooperative relationships with people who may not share the machine's preferences. A main challenge has been that human cooperation does not require sheer computational power, but rather relies on intuition [11], cultural norms [12], emotions and signals [13, 14, 15, 16], and pre-evolved dispositions toward cooperation [17], common-sense mechanisms that are difficult to encode in machines for arbitrary contexts. Here, we combine a state-of-the-art machine-learning algorithm with novel mechanisms for generating and acting on signals to produce a new learning algorithm that cooperates with people and other machines at levels that rival human cooperation in a variety of two-player repeated stochastic games. This is the first general-purpose algorithm that is capable, given a description of a previously unseen game environment, of learning to cooperate with people within short timescales in scenarios previously unanticipated by algorithm designers. This is achieved without complex opponent modeling or higher-order theories of mind, thus showing that flexible, fast, and general human-machine cooperation is computationally achievable using a non-trivial, but ultimately simple, set of algorithmic mechanisms.