A brief guide to multi-objective reinforcement learning and planning JAAMAS track
- Hayes, Conor, Bargiacchi, Eugenio, Källström, Johan, Macfarlane, Matthew, Reymond, Mathieu, Verstraeten, Timothy, Zintgraf, Luisa, Dazeley, Richard, Heintz, Frederik, Howley, Enda, Irissappane, Aathirai, Mannion, Patrick, Nowé, Ann, Ramos, Gabriel, Restelli, Marcello, Vamplew, Peter, Roijers, Diederik
- Authors: Hayes, Conor , Bargiacchi, Eugenio , Källström, Johan , Macfarlane, Matthew , Reymond, Mathieu , Verstraeten, Timothy , Zintgraf, Luisa , Dazeley, Richard , Heintz, Frederik , Howley, Enda , Irissappane, Aathirai , Mannion, Patrick , Nowé, Ann , Ramos, Gabriel , Restelli, Marcello , Vamplew, Peter , Roijers, Diederik
- Date: 2023
- Type: Text , Conference paper
- Relation: 22nd International Conference on Autonomous Agents and Multiagent Systems, AAMAS 2023, London, 29 May to 2 June 2023, Proceedings of the International Joint Conference on Autonomous Agents and Multiagent Systems, AAMAS Vol. 2023-May, p. 1988-1990
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- Description: Real-world sequential decision-making tasks are usually complex, and require trade-offs between multiple - often conflicting - objectives. However, the majority of research in reinforcement learning (RL) and decision-theoretic planning assumes a single objective, or that multiple objectives can be handled via a predefined weighted sum over the objectives. Such approaches may oversimplify the underlying problem, and produce suboptimal results. This extended abstract outlines the limitations of using a semi-blind iterative process to solve multi-objective decision making problems. Our extended paper [4], serves as a guide for the application of explicitly multi-objective methods to difficult problems. © 2023 International Foundation for Autonomous Agents and Multiagent Systems (www.ifaamas.org). All rights reserved.
- Authors: Hayes, Conor , Bargiacchi, Eugenio , Källström, Johan , Macfarlane, Matthew , Reymond, Mathieu , Verstraeten, Timothy , Zintgraf, Luisa , Dazeley, Richard , Heintz, Frederik , Howley, Enda , Irissappane, Aathirai , Mannion, Patrick , Nowé, Ann , Ramos, Gabriel , Restelli, Marcello , Vamplew, Peter , Roijers, Diederik
- Date: 2023
- Type: Text , Conference paper
- Relation: 22nd International Conference on Autonomous Agents and Multiagent Systems, AAMAS 2023, London, 29 May to 2 June 2023, Proceedings of the International Joint Conference on Autonomous Agents and Multiagent Systems, AAMAS Vol. 2023-May, p. 1988-1990
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- Description: Real-world sequential decision-making tasks are usually complex, and require trade-offs between multiple - often conflicting - objectives. However, the majority of research in reinforcement learning (RL) and decision-theoretic planning assumes a single objective, or that multiple objectives can be handled via a predefined weighted sum over the objectives. Such approaches may oversimplify the underlying problem, and produce suboptimal results. This extended abstract outlines the limitations of using a semi-blind iterative process to solve multi-objective decision making problems. Our extended paper [4], serves as a guide for the application of explicitly multi-objective methods to difficult problems. © 2023 International Foundation for Autonomous Agents and Multiagent Systems (www.ifaamas.org). All rights reserved.
A conceptual framework for externally-influenced agents: an assisted reinforcement learning review
- Bignold, Adam, Cruz, Francisco, Taylor, Matthew, Brys, Tim, Dazeley, Richard, Vamplew, Peter, Foale, Cameron
- Authors: Bignold, Adam , Cruz, Francisco , Taylor, Matthew , Brys, Tim , Dazeley, Richard , Vamplew, Peter , Foale, Cameron
- Date: 2023
- Type: Text , Journal article
- Relation: Journal of Ambient Intelligence and Humanized Computing Vol. 14, no. 4 (2023), p. 3621-3644
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- Description: A long-term goal of reinforcement learning agents is to be able to perform tasks in complex real-world scenarios. The use of external information is one way of scaling agents to more complex problems. However, there is a general lack of collaboration or interoperability between different approaches using external information. In this work, while reviewing externally-influenced methods, we propose a conceptual framework and taxonomy for assisted reinforcement learning, aimed at fostering collaboration by classifying and comparing various methods that use external information in the learning process. The proposed taxonomy details the relationship between the external information source and the learner agent, highlighting the process of information decomposition, structure, retention, and how it can be used to influence agent learning. As well as reviewing state-of-the-art methods, we identify current streams of reinforcement learning that use external information in order to improve the agent’s performance and its decision-making process. These include heuristic reinforcement learning, interactive reinforcement learning, learning from demonstration, transfer learning, and learning from multiple sources, among others. These streams of reinforcement learning operate with the shared objective of scaffolding the learner agent. Lastly, we discuss further possibilities for future work in the field of assisted reinforcement learning systems. © 2021, The Author(s), under exclusive licence to Springer-Verlag GmbH Germany, part of Springer Nature.
- Authors: Bignold, Adam , Cruz, Francisco , Taylor, Matthew , Brys, Tim , Dazeley, Richard , Vamplew, Peter , Foale, Cameron
- Date: 2023
- Type: Text , Journal article
- Relation: Journal of Ambient Intelligence and Humanized Computing Vol. 14, no. 4 (2023), p. 3621-3644
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- Description: A long-term goal of reinforcement learning agents is to be able to perform tasks in complex real-world scenarios. The use of external information is one way of scaling agents to more complex problems. However, there is a general lack of collaboration or interoperability between different approaches using external information. In this work, while reviewing externally-influenced methods, we propose a conceptual framework and taxonomy for assisted reinforcement learning, aimed at fostering collaboration by classifying and comparing various methods that use external information in the learning process. The proposed taxonomy details the relationship between the external information source and the learner agent, highlighting the process of information decomposition, structure, retention, and how it can be used to influence agent learning. As well as reviewing state-of-the-art methods, we identify current streams of reinforcement learning that use external information in order to improve the agent’s performance and its decision-making process. These include heuristic reinforcement learning, interactive reinforcement learning, learning from demonstration, transfer learning, and learning from multiple sources, among others. These streams of reinforcement learning operate with the shared objective of scaffolding the learner agent. Lastly, we discuss further possibilities for future work in the field of assisted reinforcement learning systems. © 2021, The Author(s), under exclusive licence to Springer-Verlag GmbH Germany, part of Springer Nature.
A nethack learning environment language wrapper for autonomous agents
- Goodger, Nikolaj, Vamplew, Peter, Foale, Cameron, Dazeley, Richard
- Authors: Goodger, Nikolaj , Vamplew, Peter , Foale, Cameron , Dazeley, Richard
- Date: 2023
- Type: Text , Journal article
- Relation: Journal of Open Research Software Vol. 11, no. (2023), p.
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- Description: This paper describes a language wrapper for the NetHack Learning Environment (NLE) [1]. The wrapper replaces the non-language observations and actions with comparable language versions. The NLE offers a grand challenge for AI research while MiniHack [2] extends this potential to more specific and configurable tasks. By providing a language interface, we can enable further research on language agents and directly connect language models to a versatile environment. © 2023 The Author(s). This is an open-access article distributed under the terms of the Creative Commons Attribution 4.0 International License (CC-BY 4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. See http://creativecommons.org/licenses/by/4.0/.
- Authors: Goodger, Nikolaj , Vamplew, Peter , Foale, Cameron , Dazeley, Richard
- Date: 2023
- Type: Text , Journal article
- Relation: Journal of Open Research Software Vol. 11, no. (2023), p.
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- Description: This paper describes a language wrapper for the NetHack Learning Environment (NLE) [1]. The wrapper replaces the non-language observations and actions with comparable language versions. The NLE offers a grand challenge for AI research while MiniHack [2] extends this potential to more specific and configurable tasks. By providing a language interface, we can enable further research on language agents and directly connect language models to a versatile environment. © 2023 The Author(s). This is an open-access article distributed under the terms of the Creative Commons Attribution 4.0 International License (CC-BY 4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. See http://creativecommons.org/licenses/by/4.0/.
AI apology : interactive multi-objective reinforcement learning for human-aligned AI
- Harland, Hadassah, Dazeley, Richard, Nakisa, Bahareh, Cruz, Francisco, Vamplew, Peter
- Authors: Harland, Hadassah , Dazeley, Richard , Nakisa, Bahareh , Cruz, Francisco , Vamplew, Peter
- Date: 2023
- Type: Text , Journal article
- Relation: Neural Computing and Applications Vol. 35, no. 23 (2023), p. 16917-16930
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- Description: For an Artificially Intelligent (AI) system to maintain alignment between human desires and its behaviour, it is important that the AI account for human preferences. This paper proposes and empirically evaluates the first approach to aligning agent behaviour to human preference via an apologetic framework. In practice, an apology may consist of an acknowledgement, an explanation and an intention for the improvement of future behaviour. We propose that such an apology, provided in response to recognition of undesirable behaviour, is one way in which an AI agent may both be transparent and trustworthy to a human user. Furthermore, that behavioural adaptation as part of apology is a viable approach to correct against undesirable behaviours. The Act-Assess-Apologise framework potentially could address both the practical and social needs of a human user, to recognise and make reparations against prior undesirable behaviour and adjust for the future. Applied to a dual-auxiliary impact minimisation problem, the apologetic agent had a near perfect determination and apology provision accuracy in several non-trivial configurations. The agent subsequently demonstrated behaviour alignment with success that included up to complete avoidance of the impacts described by these objectives in some scenarios. © 2023, The Author(s).
- Authors: Harland, Hadassah , Dazeley, Richard , Nakisa, Bahareh , Cruz, Francisco , Vamplew, Peter
- Date: 2023
- Type: Text , Journal article
- Relation: Neural Computing and Applications Vol. 35, no. 23 (2023), p. 16917-16930
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- Description: For an Artificially Intelligent (AI) system to maintain alignment between human desires and its behaviour, it is important that the AI account for human preferences. This paper proposes and empirically evaluates the first approach to aligning agent behaviour to human preference via an apologetic framework. In practice, an apology may consist of an acknowledgement, an explanation and an intention for the improvement of future behaviour. We propose that such an apology, provided in response to recognition of undesirable behaviour, is one way in which an AI agent may both be transparent and trustworthy to a human user. Furthermore, that behavioural adaptation as part of apology is a viable approach to correct against undesirable behaviours. The Act-Assess-Apologise framework potentially could address both the practical and social needs of a human user, to recognise and make reparations against prior undesirable behaviour and adjust for the future. Applied to a dual-auxiliary impact minimisation problem, the apologetic agent had a near perfect determination and apology provision accuracy in several non-trivial configurations. The agent subsequently demonstrated behaviour alignment with success that included up to complete avoidance of the impacts described by these objectives in some scenarios. © 2023, The Author(s).
Explainable reinforcement learning for broad-XAI: a conceptual framework and survey
- Dazeley, Richard, Vamplew, Peter, Cruz, Francisco
- Authors: Dazeley, Richard , Vamplew, Peter , Cruz, Francisco
- Date: 2023
- Type: Text , Journal article
- Relation: Neural Computing and Applications Vol. 35, no. 23 (2023), p. 16893-16916
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- Description: Broad-XAI moves away from interpreting individual decisions based on a single datum and aims to provide integrated explanations from multiple machine learning algorithms into a coherent explanation of an agent’s behaviour that is aligned to the communication needs of the explainee. Reinforcement Learning (RL) methods, we propose, provide a potential backbone for the cognitive model required for the development of Broad-XAI. RL represents a suite of approaches that have had increasing success in solving a range of sequential decision-making problems. However, these algorithms operate as black-box problem solvers, where they obfuscate their decision-making policy through a complex array of values and functions. EXplainable RL (XRL) aims to develop techniques to extract concepts from the agent’s: perception of the environment; intrinsic/extrinsic motivations/beliefs; Q-values, goals and objectives. This paper aims to introduce the Causal XRL Framework (CXF), that unifies the current XRL research and uses RL as a backbone to the development of Broad-XAI. CXF is designed to incorporate many standard RL extensions and integrated with external ontologies and communication facilities so that the agent can answer questions that explain outcomes its decisions. This paper aims to: establish XRL as a distinct branch of XAI; introduce a conceptual framework for XRL; review existing approaches explaining agent behaviour; and identify opportunities for future research. Finally, this paper discusses how additional information can be extracted and ultimately integrated into models of communication, facilitating the development of Broad-XAI. © 2023, The Author(s).
- Authors: Dazeley, Richard , Vamplew, Peter , Cruz, Francisco
- Date: 2023
- Type: Text , Journal article
- Relation: Neural Computing and Applications Vol. 35, no. 23 (2023), p. 16893-16916
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- Description: Broad-XAI moves away from interpreting individual decisions based on a single datum and aims to provide integrated explanations from multiple machine learning algorithms into a coherent explanation of an agent’s behaviour that is aligned to the communication needs of the explainee. Reinforcement Learning (RL) methods, we propose, provide a potential backbone for the cognitive model required for the development of Broad-XAI. RL represents a suite of approaches that have had increasing success in solving a range of sequential decision-making problems. However, these algorithms operate as black-box problem solvers, where they obfuscate their decision-making policy through a complex array of values and functions. EXplainable RL (XRL) aims to develop techniques to extract concepts from the agent’s: perception of the environment; intrinsic/extrinsic motivations/beliefs; Q-values, goals and objectives. This paper aims to introduce the Causal XRL Framework (CXF), that unifies the current XRL research and uses RL as a backbone to the development of Broad-XAI. CXF is designed to incorporate many standard RL extensions and integrated with external ontologies and communication facilities so that the agent can answer questions that explain outcomes its decisions. This paper aims to: establish XRL as a distinct branch of XAI; introduce a conceptual framework for XRL; review existing approaches explaining agent behaviour; and identify opportunities for future research. Finally, this paper discusses how additional information can be extracted and ultimately integrated into models of communication, facilitating the development of Broad-XAI. © 2023, The Author(s).
Explainable robotic systems : understanding goal-driven actions in a reinforcement learning scenario
- Cruz, Francisco, Dazeley, Richard, Vamplew, Peter, Moreira, Ithan
- Authors: Cruz, Francisco , Dazeley, Richard , Vamplew, Peter , Moreira, Ithan
- Date: 2023
- Type: Text , Journal article
- Relation: Neural Computing and Applications Vol. 35, no. 25 (2023), p. 18113-18130
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- Description: Robotic systems are more present in our society everyday. In human–robot environments, it is crucial that end-users may correctly understand their robotic team-partners, in order to collaboratively complete a task. To increase action understanding, users demand more explainability about the decisions by the robot in particular situations. Recently, explainable robotic systems have emerged as an alternative focused not only on completing a task satisfactorily, but also on justifying, in a human-like manner, the reasons that lead to making a decision. In reinforcement learning scenarios, a great effort has been focused on providing explanations using data-driven approaches, particularly from the visual input modality in deep learning-based systems. In this work, we focus rather on the decision-making process of reinforcement learning agents performing a task in a robotic scenario. Experimental results are obtained using 3 different set-ups, namely, a deterministic navigation task, a stochastic navigation task, and a continuous visual-based sorting object task. As a way to explain the goal-driven robot’s actions, we use the probability of success computed by three different proposed approaches: memory-based, learning-based, and introspection-based. The difference between these approaches is the amount of memory required to compute or estimate the probability of success as well as the kind of reinforcement learning representation where they could be used. In this regard, we use the memory-based approach as a baseline since it is obtained directly from the agent’s observations. When comparing the learning-based and the introspection-based approaches to this baseline, both are found to be suitable alternatives to compute the probability of success, obtaining high levels of similarity when compared using both the Pearson’s correlation and the mean squared error. © 2021, The Author(s), under exclusive licence to Springer-Verlag London Ltd., part of Springer Nature.
Explainable robotic systems : understanding goal-driven actions in a reinforcement learning scenario
- Authors: Cruz, Francisco , Dazeley, Richard , Vamplew, Peter , Moreira, Ithan
- Date: 2023
- Type: Text , Journal article
- Relation: Neural Computing and Applications Vol. 35, no. 25 (2023), p. 18113-18130
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- Description: Robotic systems are more present in our society everyday. In human–robot environments, it is crucial that end-users may correctly understand their robotic team-partners, in order to collaboratively complete a task. To increase action understanding, users demand more explainability about the decisions by the robot in particular situations. Recently, explainable robotic systems have emerged as an alternative focused not only on completing a task satisfactorily, but also on justifying, in a human-like manner, the reasons that lead to making a decision. In reinforcement learning scenarios, a great effort has been focused on providing explanations using data-driven approaches, particularly from the visual input modality in deep learning-based systems. In this work, we focus rather on the decision-making process of reinforcement learning agents performing a task in a robotic scenario. Experimental results are obtained using 3 different set-ups, namely, a deterministic navigation task, a stochastic navigation task, and a continuous visual-based sorting object task. As a way to explain the goal-driven robot’s actions, we use the probability of success computed by three different proposed approaches: memory-based, learning-based, and introspection-based. The difference between these approaches is the amount of memory required to compute or estimate the probability of success as well as the kind of reinforcement learning representation where they could be used. In this regard, we use the memory-based approach as a baseline since it is obtained directly from the agent’s observations. When comparing the learning-based and the introspection-based approaches to this baseline, both are found to be suitable alternatives to compute the probability of success, obtaining high levels of similarity when compared using both the Pearson’s correlation and the mean squared error. © 2021, The Author(s), under exclusive licence to Springer-Verlag London Ltd., part of Springer Nature.
Human engagement providing evaluative and informative advice for interactive reinforcement learning
- Bignold, Adam, Cruz, Francisco, Dazeley, Richard, Vamplew, Peter, Foale, Cameron
- Authors: Bignold, Adam , Cruz, Francisco , Dazeley, Richard , Vamplew, Peter , Foale, Cameron
- Date: 2023
- Type: Text , Journal article
- Relation: Neural Computing and Applications Vol. 35, no. 25 (2023), p. 18215-18230
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- Description: Interactive reinforcement learning proposes the use of externally sourced information in order to speed up the learning process. When interacting with a learner agent, humans may provide either evaluative or informative advice. Prior research has focused on the effect of human-sourced advice by including real-time feedback on the interactive reinforcement learning process, specifically aiming to improve the learning speed of the agent, while minimising the time demands on the human. This work focuses on answering which of two approaches, evaluative or informative, is the preferred instructional approach for humans. Moreover, this work presents an experimental setup for a human trial designed to compare the methods people use to deliver advice in terms of human engagement. The results obtained show that users giving informative advice to the learner agents provide more accurate advice, are willing to assist the learner agent for a longer time, and provide more advice per episode. Additionally, self-evaluation from participants using the informative approach has indicated that the agent’s ability to follow the advice is higher, and therefore, they feel their own advice to be of higher accuracy when compared to people providing evaluative advice. © 2022, The Author(s).
- Authors: Bignold, Adam , Cruz, Francisco , Dazeley, Richard , Vamplew, Peter , Foale, Cameron
- Date: 2023
- Type: Text , Journal article
- Relation: Neural Computing and Applications Vol. 35, no. 25 (2023), p. 18215-18230
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- Description: Interactive reinforcement learning proposes the use of externally sourced information in order to speed up the learning process. When interacting with a learner agent, humans may provide either evaluative or informative advice. Prior research has focused on the effect of human-sourced advice by including real-time feedback on the interactive reinforcement learning process, specifically aiming to improve the learning speed of the agent, while minimising the time demands on the human. This work focuses on answering which of two approaches, evaluative or informative, is the preferred instructional approach for humans. Moreover, this work presents an experimental setup for a human trial designed to compare the methods people use to deliver advice in terms of human engagement. The results obtained show that users giving informative advice to the learner agents provide more accurate advice, are willing to assist the learner agent for a longer time, and provide more advice per episode. Additionally, self-evaluation from participants using the informative approach has indicated that the agent’s ability to follow the advice is higher, and therefore, they feel their own advice to be of higher accuracy when compared to people providing evaluative advice. © 2022, The Author(s).
A practical guide to multi-objective reinforcement learning and planning
- Hayes, Conor, Rădulescu, Roxana, Bargiacchi, Eugenio, Källström, Johan, Macfarlane, Matthew, Reymond, Mathieu, Verstraeten, Timothy, Zintgraf, Luisa, Dazeley, Richard, Heintz, Frederick, Howley, Enda, Irissappane, Athirai, Mannion, Patrick, Nowé, Ann, Ramos, Gabriel, Restelli, Marcello, Vamplew, Peter, Roijers, Diederik
- Authors: Hayes, Conor , Rădulescu, Roxana , Bargiacchi, Eugenio , Källström, Johan , Macfarlane, Matthew , Reymond, Mathieu , Verstraeten, Timothy , Zintgraf, Luisa , Dazeley, Richard , Heintz, Frederick , Howley, Enda , Irissappane, Athirai , Mannion, Patrick , Nowé, Ann , Ramos, Gabriel , Restelli, Marcello , Vamplew, Peter , Roijers, Diederik
- Date: 2022
- Type: Text , Journal article
- Relation: Autonomous Agents and Multi-Agent Systems Vol. 36, no. 1 (2022), p.
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- Description: Real-world sequential decision-making tasks are generally complex, requiring trade-offs between multiple, often conflicting, objectives. Despite this, the majority of research in reinforcement learning and decision-theoretic planning either assumes only a single objective, or that multiple objectives can be adequately handled via a simple linear combination. Such approaches may oversimplify the underlying problem and hence produce suboptimal results. This paper serves as a guide to the application of multi-objective methods to difficult problems, and is aimed at researchers who are already familiar with single-objective reinforcement learning and planning methods who wish to adopt a multi-objective perspective on their research, as well as practitioners who encounter multi-objective decision problems in practice. It identifies the factors that may influence the nature of the desired solution, and illustrates by example how these influence the design of multi-objective decision-making systems for complex problems. © 2022, The Author(s).
- Authors: Hayes, Conor , Rădulescu, Roxana , Bargiacchi, Eugenio , Källström, Johan , Macfarlane, Matthew , Reymond, Mathieu , Verstraeten, Timothy , Zintgraf, Luisa , Dazeley, Richard , Heintz, Frederick , Howley, Enda , Irissappane, Athirai , Mannion, Patrick , Nowé, Ann , Ramos, Gabriel , Restelli, Marcello , Vamplew, Peter , Roijers, Diederik
- Date: 2022
- Type: Text , Journal article
- Relation: Autonomous Agents and Multi-Agent Systems Vol. 36, no. 1 (2022), p.
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- Description: Real-world sequential decision-making tasks are generally complex, requiring trade-offs between multiple, often conflicting, objectives. Despite this, the majority of research in reinforcement learning and decision-theoretic planning either assumes only a single objective, or that multiple objectives can be adequately handled via a simple linear combination. Such approaches may oversimplify the underlying problem and hence produce suboptimal results. This paper serves as a guide to the application of multi-objective methods to difficult problems, and is aimed at researchers who are already familiar with single-objective reinforcement learning and planning methods who wish to adopt a multi-objective perspective on their research, as well as practitioners who encounter multi-objective decision problems in practice. It identifies the factors that may influence the nature of the desired solution, and illustrates by example how these influence the design of multi-objective decision-making systems for complex problems. © 2022, The Author(s).
Discrete-to-deep reinforcement learning methods
- Kurniawan, Budi, Vamplew, Peter, Papasimeon, Michael, Dazeley, Richard, Foale, Cameron
- Authors: Kurniawan, Budi , Vamplew, Peter , Papasimeon, Michael , Dazeley, Richard , Foale, Cameron
- Date: 2022
- Type: Text , Journal article
- Relation: Neural Computing and Applications Vol. 34, no. 3 (2022), p. 1713-1733
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- Description: Neural networks are effective function approximators, but hard to train in the reinforcement learning (RL) context mainly because samples are correlated. In complex problems, a neural RL approach is often able to learn a better solution than tabular RL, but generally takes longer. This paper proposes two methods, Discrete-to-Deep Supervised Policy Learning (D2D-SPL) and Discrete-to-Deep Supervised Q-value Learning (D2D-SQL), whose objective is to acquire the generalisability of a neural network at a cost nearer to that of a tabular method. Both methods combine RL and supervised learning (SL) and are based on the idea that a fast-learning tabular method can generate off-policy data to accelerate learning in neural RL. D2D-SPL uses the data to train a classifier which is then used as a controller for the RL problem. D2D-SQL uses the data to initialise a neural network which is then allowed to continue learning using another RL method. We demonstrate the viability of our algorithms with Cartpole, Lunar Lander and an aircraft manoeuvring problem, three continuous-space environments with low-dimensional state variables. Both methods learn at least 38% faster than baseline methods and yield policies that outperform them. © 2021, The Author(s), under exclusive licence to Springer-Verlag London Ltd., part of Springer Nature.
- Authors: Kurniawan, Budi , Vamplew, Peter , Papasimeon, Michael , Dazeley, Richard , Foale, Cameron
- Date: 2022
- Type: Text , Journal article
- Relation: Neural Computing and Applications Vol. 34, no. 3 (2022), p. 1713-1733
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- Description: Neural networks are effective function approximators, but hard to train in the reinforcement learning (RL) context mainly because samples are correlated. In complex problems, a neural RL approach is often able to learn a better solution than tabular RL, but generally takes longer. This paper proposes two methods, Discrete-to-Deep Supervised Policy Learning (D2D-SPL) and Discrete-to-Deep Supervised Q-value Learning (D2D-SQL), whose objective is to acquire the generalisability of a neural network at a cost nearer to that of a tabular method. Both methods combine RL and supervised learning (SL) and are based on the idea that a fast-learning tabular method can generate off-policy data to accelerate learning in neural RL. D2D-SPL uses the data to train a classifier which is then used as a controller for the RL problem. D2D-SQL uses the data to initialise a neural network which is then allowed to continue learning using another RL method. We demonstrate the viability of our algorithms with Cartpole, Lunar Lander and an aircraft manoeuvring problem, three continuous-space environments with low-dimensional state variables. Both methods learn at least 38% faster than baseline methods and yield policies that outperform them. © 2021, The Author(s), under exclusive licence to Springer-Verlag London Ltd., part of Springer Nature.
Evaluating human-like explanations for robot actions in reinforcement learning scenarios
- Cruz, Francisco, Young, Charlotte, Dazeley, Richard, Vamplew, Peter
- Authors: Cruz, Francisco , Young, Charlotte , Dazeley, Richard , Vamplew, Peter
- Date: 2022
- Type: Text , Conference paper
- Relation: 2022 IEEE/RSJ International Conference on Intelligent Robots and Systems, IROS 2022, Kyoto, Japan, 23-27 October 2022, 2022 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS) Vol. 2022-October, p. 894-901
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- Description: Explainable artificial intelligence is a research field that tries to provide more transparency for autonomous intelligent systems. Explainability has been used, particularly in reinforcement learning and robotic scenarios, to better understand the robot decision-making process. Previous work, however, has been widely focused on providing technical explanations that can be better understood by AI practitioners than non-expert end-users. In this work, we make use of human-like explanations built from the probability of success to complete the goal that an autonomous robot shows after performing an action. These explanations are intended to be understood by people who have no or very little experience with artificial intelligence methods. This paper presents a user trial to study whether these explanations that focus on the probability an action has of succeeding in its goal constitute a suitable explanation for non-expert end-users. The results obtained show that non-expert participants rate robot explanations that focus on the probability of success higher and with less variance than technical explanations generated from Q-values, and also favor counterfactual explanations over standalone explanations. © 2022 IEEE.
- Authors: Cruz, Francisco , Young, Charlotte , Dazeley, Richard , Vamplew, Peter
- Date: 2022
- Type: Text , Conference paper
- Relation: 2022 IEEE/RSJ International Conference on Intelligent Robots and Systems, IROS 2022, Kyoto, Japan, 23-27 October 2022, 2022 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS) Vol. 2022-October, p. 894-901
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- Description: Explainable artificial intelligence is a research field that tries to provide more transparency for autonomous intelligent systems. Explainability has been used, particularly in reinforcement learning and robotic scenarios, to better understand the robot decision-making process. Previous work, however, has been widely focused on providing technical explanations that can be better understood by AI practitioners than non-expert end-users. In this work, we make use of human-like explanations built from the probability of success to complete the goal that an autonomous robot shows after performing an action. These explanations are intended to be understood by people who have no or very little experience with artificial intelligence methods. This paper presents a user trial to study whether these explanations that focus on the probability an action has of succeeding in its goal constitute a suitable explanation for non-expert end-users. The results obtained show that non-expert participants rate robot explanations that focus on the probability of success higher and with less variance than technical explanations generated from Q-values, and also favor counterfactual explanations over standalone explanations. © 2022 IEEE.
Scalar reward is not enough : a response to Silver, Singh, Precup and Sutton (2021)
- Vamplew, Peter, Smith, Benjamin, Källström, Johan, Ramos, Gabriel, Rădulescu, Roxana, Roijers, Diederik, Hayes, Conor, Heintz, Fredrik, Mannion, Patrick, Libin, Pieter, Dazeley, Richard, Foale, Cameron
- Authors: Vamplew, Peter , Smith, Benjamin , Källström, Johan , Ramos, Gabriel , Rădulescu, Roxana , Roijers, Diederik , Hayes, Conor , Heintz, Fredrik , Mannion, Patrick , Libin, Pieter , Dazeley, Richard , Foale, Cameron
- Date: 2022
- Type: Text , Journal article
- Relation: Autonomous Agents and Multi-Agent Systems Vol. 36, no. 2 (2022), p.
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- Description: The recent paper “Reward is Enough” by Silver, Singh, Precup and Sutton posits that the concept of reward maximisation is sufficient to underpin all intelligence, both natural and artificial, and provides a suitable basis for the creation of artificial general intelligence. We contest the underlying assumption of Silver et al. that such reward can be scalar-valued. In this paper we explain why scalar rewards are insufficient to account for some aspects of both biological and computational intelligence, and argue in favour of explicitly multi-objective models of reward maximisation. Furthermore, we contend that even if scalar reward functions can trigger intelligent behaviour in specific cases, this type of reward is insufficient for the development of human-aligned artificial general intelligence due to unacceptable risks of unsafe or unethical behaviour. © 2022, The Author(s).
- Authors: Vamplew, Peter , Smith, Benjamin , Källström, Johan , Ramos, Gabriel , Rădulescu, Roxana , Roijers, Diederik , Hayes, Conor , Heintz, Fredrik , Mannion, Patrick , Libin, Pieter , Dazeley, Richard , Foale, Cameron
- Date: 2022
- Type: Text , Journal article
- Relation: Autonomous Agents and Multi-Agent Systems Vol. 36, no. 2 (2022), p.
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- Description: The recent paper “Reward is Enough” by Silver, Singh, Precup and Sutton posits that the concept of reward maximisation is sufficient to underpin all intelligence, both natural and artificial, and provides a suitable basis for the creation of artificial general intelligence. We contest the underlying assumption of Silver et al. that such reward can be scalar-valued. In this paper we explain why scalar rewards are insufficient to account for some aspects of both biological and computational intelligence, and argue in favour of explicitly multi-objective models of reward maximisation. Furthermore, we contend that even if scalar reward functions can trigger intelligent behaviour in specific cases, this type of reward is insufficient for the development of human-aligned artificial general intelligence due to unacceptable risks of unsafe or unethical behaviour. © 2022, The Author(s).
The impact of environmental stochasticity on value-based multiobjective reinforcement learning
- Vamplew, Peter, Foale, Cameron, Dazeley, Richard
- Authors: Vamplew, Peter , Foale, Cameron , Dazeley, Richard
- Date: 2022
- Type: Text , Journal article
- Relation: Neural Computing and Applications Vol. 34, no. 3 (2022), p. 1783-1799
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- Description: A common approach to address multiobjective problems using reinforcement learning methods is to extend model-free, value-based algorithms such as Q-learning to use a vector of Q-values in combination with an appropriate action selection mechanism that is often based on scalarisation. Most prior empirical evaluation of these approaches has focused on deterministic environments. This study examines the impact on stochasticity in rewards and state transitions on the behaviour of multi-objective Q-learning. It shows that the nature of the optimal solution depends on these environmental characteristics, and also on whether we desire to maximise the Expected Scalarised Return (ESR) or the Scalarised Expected Return (SER). We also identify a novel aim which may arise in some applications of maximising SER subject to satisfying constraints on the variation in return and show that this may require different solutions than ESR or conventional SER. The analysis of the interaction between environmental stochasticity and multi-objective Q-learning is supported by empirical evaluations on several simple multiobjective Markov Decision Processes with varying characteristics. This includes a demonstration of a novel approach to learning deterministic SER-optimal policies for environments with stochastic rewards. In addition, we report a previously unidentified issue with model-free, value-based approaches to multiobjective reinforcement learning in the context of environments with stochastic state transitions. Having highlighted the limitations of value-based model-free MORL methods, we discuss several alternative methods that may be more suitable for maximising SER in MOMDPs with stochastic transitions. © 2021, The Author(s), under exclusive licence to Springer-Verlag London Ltd., part of Springer Nature.
- Authors: Vamplew, Peter , Foale, Cameron , Dazeley, Richard
- Date: 2022
- Type: Text , Journal article
- Relation: Neural Computing and Applications Vol. 34, no. 3 (2022), p. 1783-1799
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- Description: A common approach to address multiobjective problems using reinforcement learning methods is to extend model-free, value-based algorithms such as Q-learning to use a vector of Q-values in combination with an appropriate action selection mechanism that is often based on scalarisation. Most prior empirical evaluation of these approaches has focused on deterministic environments. This study examines the impact on stochasticity in rewards and state transitions on the behaviour of multi-objective Q-learning. It shows that the nature of the optimal solution depends on these environmental characteristics, and also on whether we desire to maximise the Expected Scalarised Return (ESR) or the Scalarised Expected Return (SER). We also identify a novel aim which may arise in some applications of maximising SER subject to satisfying constraints on the variation in return and show that this may require different solutions than ESR or conventional SER. The analysis of the interaction between environmental stochasticity and multi-objective Q-learning is supported by empirical evaluations on several simple multiobjective Markov Decision Processes with varying characteristics. This includes a demonstration of a novel approach to learning deterministic SER-optimal policies for environments with stochastic rewards. In addition, we report a previously unidentified issue with model-free, value-based approaches to multiobjective reinforcement learning in the context of environments with stochastic state transitions. Having highlighted the limitations of value-based model-free MORL methods, we discuss several alternative methods that may be more suitable for maximising SER in MOMDPs with stochastic transitions. © 2021, The Author(s), under exclusive licence to Springer-Verlag London Ltd., part of Springer Nature.
An evaluation methodology for interactive reinforcement learning with simulated users
- Bignold, Adam, Cruz, Francisco, Dazeley, Richard, Vamplew, Peter, Foale, Cameron
- Authors: Bignold, Adam , Cruz, Francisco , Dazeley, Richard , Vamplew, Peter , Foale, Cameron
- Date: 2021
- Type: Text , Journal article
- Relation: Biomimetics Vol. 6, no. 1 (2021), p. 1-15
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- Description: Interactive reinforcement learning methods utilise an external information source to evaluate decisions and accelerate learning. Previous work has shown that human advice could significantly improve learning agents’ performance. When evaluating reinforcement learning algorithms, it is common to repeat experiments as parameters are altered or to gain a sufficient sample size. In this regard, to require human interaction every time an experiment is restarted is undesirable, particularly when the expense in doing so can be considerable. Additionally, reusing the same people for the experiment introduces bias, as they will learn the behaviour of the agent and the dynamics of the environment. This paper presents a methodology for evaluating interactive reinforcement learning agents by employing simulated users. Simulated users allow human knowledge, bias, and interaction to be simulated. The use of simulated users allows the development and testing of reinforcement learning agents, and can provide indicative results of agent performance under defined human constraints. While simulated users are no replacement for actual humans, they do offer an affordable and fast alternative for evaluative assisted agents. We introduce a method for performing a preliminary evaluation utilising simulated users to show how performance changes depending on the type of user assisting the agent. Moreover, we describe how human interaction may be simulated, and present an experiment illustrating the applicability of simulating users in evaluating agent performance when assisted by different types of trainers. Experimental results show that the use of this methodology allows for greater insight into the performance of interactive reinforcement learning agents when advised by different users. The use of simulated users with varying characteristics allows for evaluation of the impact of those characteristics on the behaviour of the learning agent. © 2021 by the authors. Licensee MDPI, Basel, Switzerland.
- Authors: Bignold, Adam , Cruz, Francisco , Dazeley, Richard , Vamplew, Peter , Foale, Cameron
- Date: 2021
- Type: Text , Journal article
- Relation: Biomimetics Vol. 6, no. 1 (2021), p. 1-15
- Full Text:
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- Description: Interactive reinforcement learning methods utilise an external information source to evaluate decisions and accelerate learning. Previous work has shown that human advice could significantly improve learning agents’ performance. When evaluating reinforcement learning algorithms, it is common to repeat experiments as parameters are altered or to gain a sufficient sample size. In this regard, to require human interaction every time an experiment is restarted is undesirable, particularly when the expense in doing so can be considerable. Additionally, reusing the same people for the experiment introduces bias, as they will learn the behaviour of the agent and the dynamics of the environment. This paper presents a methodology for evaluating interactive reinforcement learning agents by employing simulated users. Simulated users allow human knowledge, bias, and interaction to be simulated. The use of simulated users allows the development and testing of reinforcement learning agents, and can provide indicative results of agent performance under defined human constraints. While simulated users are no replacement for actual humans, they do offer an affordable and fast alternative for evaluative assisted agents. We introduce a method for performing a preliminary evaluation utilising simulated users to show how performance changes depending on the type of user assisting the agent. Moreover, we describe how human interaction may be simulated, and present an experiment illustrating the applicability of simulating users in evaluating agent performance when assisted by different types of trainers. Experimental results show that the use of this methodology allows for greater insight into the performance of interactive reinforcement learning agents when advised by different users. The use of simulated users with varying characteristics allows for evaluation of the impact of those characteristics on the behaviour of the learning agent. © 2021 by the authors. Licensee MDPI, Basel, Switzerland.
Language representations for generalization in reinforcement learning
- Goodger, Nikolaj, Vamplew, Peter, Foale, Cameron, Dazeley, Richard
- Authors: Goodger, Nikolaj , Vamplew, Peter , Foale, Cameron , Dazeley, Richard
- Date: 2021
- Type: Text , Conference paper
- Relation: 13th Asian Conference on Machine Learning, Virtual, 17-19 November 2021, Proceedings of The 13th Asian Conference on Machine Learning Vol. 157, p. 390-405
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- Description: The choice of state and action representation in Reinforcement Learning (RL) has a significant effect on agent performance for the training task. But its relationship with generalization to new tasks is under-explored. One approach to improving generalization investigated here is the use of language as a representation. We compare vector-states and discreteactions to language representations. We find the agents using language representations generalize better and could solve tasks with more entities, new entities, and more complexity than seen in the training task. We attribute this to the compositionality of language
- Authors: Goodger, Nikolaj , Vamplew, Peter , Foale, Cameron , Dazeley, Richard
- Date: 2021
- Type: Text , Conference paper
- Relation: 13th Asian Conference on Machine Learning, Virtual, 17-19 November 2021, Proceedings of The 13th Asian Conference on Machine Learning Vol. 157, p. 390-405
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- Description: The choice of state and action representation in Reinforcement Learning (RL) has a significant effect on agent performance for the training task. But its relationship with generalization to new tasks is under-explored. One approach to improving generalization investigated here is the use of language as a representation. We compare vector-states and discreteactions to language representations. We find the agents using language representations generalize better and could solve tasks with more entities, new entities, and more complexity than seen in the training task. We attribute this to the compositionality of language
Levels of explainable artificial intelligence for human-aligned conversational explanations
- Dazeley, Richard, Vamplew, Peter, Foale, Cameron, Young, Cameron, Aryal, Sunil, Cruz, Francisco
- Authors: Dazeley, Richard , Vamplew, Peter , Foale, Cameron , Young, Cameron , Aryal, Sunil , Cruz, Francisco
- Date: 2021
- Type: Text , Journal article
- Relation: Artificial Intelligence Vol. 299, no. (2021), p.
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- Description: Over the last few years there has been rapid research growth into eXplainable Artificial Intelligence (XAI) and the closely aligned Interpretable Machine Learning (IML). Drivers for this growth include recent legislative changes and increased investments by industry and governments, along with increased concern from the general public. People are affected by autonomous decisions every day and the public need to understand the decision-making process to accept the outcomes. However, the vast majority of the applications of XAI/IML are focused on providing low-level ‘narrow’ explanations of how an individual decision was reached based on a particular datum. While important, these explanations rarely provide insights into an agent's: beliefs and motivations; hypotheses of other (human, animal or AI) agents' intentions; interpretation of external cultural expectations; or, processes used to generate its own explanation. Yet all of these factors, we propose, are essential to providing the explanatory depth that people require to accept and trust the AI's decision-making. This paper aims to define levels of explanation and describe how they can be integrated to create a human-aligned conversational explanation system. In so doing, this paper will survey current approaches and discuss the integration of different technologies to achieve these levels with Broad eXplainable Artificial Intelligence (Broad-XAI), and thereby move towards high-level ‘strong’ explanations. © 2021 Elsevier B.V.
- Authors: Dazeley, Richard , Vamplew, Peter , Foale, Cameron , Young, Cameron , Aryal, Sunil , Cruz, Francisco
- Date: 2021
- Type: Text , Journal article
- Relation: Artificial Intelligence Vol. 299, no. (2021), p.
- Full Text:
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- Description: Over the last few years there has been rapid research growth into eXplainable Artificial Intelligence (XAI) and the closely aligned Interpretable Machine Learning (IML). Drivers for this growth include recent legislative changes and increased investments by industry and governments, along with increased concern from the general public. People are affected by autonomous decisions every day and the public need to understand the decision-making process to accept the outcomes. However, the vast majority of the applications of XAI/IML are focused on providing low-level ‘narrow’ explanations of how an individual decision was reached based on a particular datum. While important, these explanations rarely provide insights into an agent's: beliefs and motivations; hypotheses of other (human, animal or AI) agents' intentions; interpretation of external cultural expectations; or, processes used to generate its own explanation. Yet all of these factors, we propose, are essential to providing the explanatory depth that people require to accept and trust the AI's decision-making. This paper aims to define levels of explanation and describe how they can be integrated to create a human-aligned conversational explanation system. In so doing, this paper will survey current approaches and discuss the integration of different technologies to achieve these levels with Broad eXplainable Artificial Intelligence (Broad-XAI), and thereby move towards high-level ‘strong’ explanations. © 2021 Elsevier B.V.
Potential-based multiobjective reinforcement learning approaches to low-impact agents for AI safety
- Vamplew, Peter, Foale, Cameron, Dazeley, Richard, Bignold, Adam
- Authors: Vamplew, Peter , Foale, Cameron , Dazeley, Richard , Bignold, Adam
- Date: 2021
- Type: Text , Journal article
- Relation: Engineering Applications of Artificial Intelligence Vol. 100, no. (2021), p.
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- Description: The concept of impact-minimisation has previously been proposed as an approach to addressing the safety concerns that can arise from utility-maximising agents. An impact-minimising agent takes into account the potential impact of its actions on the state of the environment when selecting actions, so as to avoid unacceptable side-effects. This paper proposes and empirically evaluates an implementation of impact-minimisation within the framework of multiobjective reinforcement learning. The key contributions are a novel potential-based approach to specifying a measure of impact, and an examination of a variety of non-linear action-selection operators so as to achieve an acceptable trade-off between achieving the agent's primary task and minimising environmental impact. These experiments also highlight a previously unreported issue with noisy estimates for multiobjective agents using non-linear action-selection, which has broader implications for the application of multiobjective reinforcement learning. © 2021
- Authors: Vamplew, Peter , Foale, Cameron , Dazeley, Richard , Bignold, Adam
- Date: 2021
- Type: Text , Journal article
- Relation: Engineering Applications of Artificial Intelligence Vol. 100, no. (2021), p.
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- Description: The concept of impact-minimisation has previously been proposed as an approach to addressing the safety concerns that can arise from utility-maximising agents. An impact-minimising agent takes into account the potential impact of its actions on the state of the environment when selecting actions, so as to avoid unacceptable side-effects. This paper proposes and empirically evaluates an implementation of impact-minimisation within the framework of multiobjective reinforcement learning. The key contributions are a novel potential-based approach to specifying a measure of impact, and an examination of a variety of non-linear action-selection operators so as to achieve an acceptable trade-off between achieving the agent's primary task and minimising environmental impact. These experiments also highlight a previously unreported issue with noisy estimates for multiobjective agents using non-linear action-selection, which has broader implications for the application of multiobjective reinforcement learning. © 2021
A multi-objective deep reinforcement learning framework
- Nguyen, Thanh, Nguyen, Ngoc, Vamplew, Peter, Nahavandi, Saeid, Dazeley, Richard, Lim, Chee
- Authors: Nguyen, Thanh , Nguyen, Ngoc , Vamplew, Peter , Nahavandi, Saeid , Dazeley, Richard , Lim, Chee
- Date: 2020
- Type: Text , Journal article
- Relation: Engineering Applications of Artificial Intelligence Vol. 96, no. (2020), p.
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- Description: This paper introduces a new scalable multi-objective deep reinforcement learning (MODRL) framework based on deep Q-networks. We develop a high-performance MODRL framework that supports both single-policy and multi-policy strategies, as well as both linear and non-linear approaches to action selection. The experimental results on two benchmark problems (two-objective deep sea treasure environment and three-objective Mountain Car problem) indicate that the proposed framework is able to find the Pareto-optimal solutions effectively. The proposed framework is generic and highly modularized, which allows the integration of different deep reinforcement learning algorithms in different complex problem domains. This therefore overcomes many disadvantages involved with standard multi-objective reinforcement learning methods in the current literature. The proposed framework acts as a testbed platform that accelerates the development of MODRL for solving increasingly complicated multi-objective problems. © 2020 Elsevier Ltd
- Authors: Nguyen, Thanh , Nguyen, Ngoc , Vamplew, Peter , Nahavandi, Saeid , Dazeley, Richard , Lim, Chee
- Date: 2020
- Type: Text , Journal article
- Relation: Engineering Applications of Artificial Intelligence Vol. 96, no. (2020), p.
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- Description: This paper introduces a new scalable multi-objective deep reinforcement learning (MODRL) framework based on deep Q-networks. We develop a high-performance MODRL framework that supports both single-policy and multi-policy strategies, as well as both linear and non-linear approaches to action selection. The experimental results on two benchmark problems (two-objective deep sea treasure environment and three-objective Mountain Car problem) indicate that the proposed framework is able to find the Pareto-optimal solutions effectively. The proposed framework is generic and highly modularized, which allows the integration of different deep reinforcement learning algorithms in different complex problem domains. This therefore overcomes many disadvantages involved with standard multi-objective reinforcement learning methods in the current literature. The proposed framework acts as a testbed platform that accelerates the development of MODRL for solving increasingly complicated multi-objective problems. © 2020 Elsevier Ltd
Function similarity using family context
- Black, Paul, Gondal, Iqbal, Vamplew, Peter, Lakhotia, Arun
- Authors: Black, Paul , Gondal, Iqbal , Vamplew, Peter , Lakhotia, Arun
- Date: 2020
- Type: Text , Journal article
- Relation: Electronics Vol. 9, no. 7 (Jul 2020), p. 20
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- Description: Finding changed and similar functions between a pair of binaries is an important problem in malware attribution and for the identification of new malware capabilities. This paper presents a new technique called Function Similarity using Family Context (FSFC) for this problem. FSFC trains a Support Vector Machine (SVM) model using pairs of similar functions from two program variants. This method improves upon previous research called Cross Version Contextual Function Similarity (CVCFS) e epresenting a function using features extracted not just from the function itself, but also, from other functions with which it has a caller and callee relationship. We present the results of an initial experiment that shows that the use of additional features from the context of a function significantly decreases the false positive rate, obviating the need for a separate pass for cleaning false positives. The more surprising and unexpected finding is that the SVM model produced by FSFC can abstract function similarity features from one pair of program variants to find similar functions in an unrelated pair of program variants. If validated by a larger study, this new property leads to the possibility of creating generic similar function classifiers that can be packaged and distributed in reverse engineering tools such as IDA Pro and Ghidra.
- Description: This research was performed in the Internet Commerce Security Lab (ICSL), which is a joint venture with research partners Westpac, IBM, and Federation University Australia.
- Authors: Black, Paul , Gondal, Iqbal , Vamplew, Peter , Lakhotia, Arun
- Date: 2020
- Type: Text , Journal article
- Relation: Electronics Vol. 9, no. 7 (Jul 2020), p. 20
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- Description: Finding changed and similar functions between a pair of binaries is an important problem in malware attribution and for the identification of new malware capabilities. This paper presents a new technique called Function Similarity using Family Context (FSFC) for this problem. FSFC trains a Support Vector Machine (SVM) model using pairs of similar functions from two program variants. This method improves upon previous research called Cross Version Contextual Function Similarity (CVCFS) e epresenting a function using features extracted not just from the function itself, but also, from other functions with which it has a caller and callee relationship. We present the results of an initial experiment that shows that the use of additional features from the context of a function significantly decreases the false positive rate, obviating the need for a separate pass for cleaning false positives. The more surprising and unexpected finding is that the SVM model produced by FSFC can abstract function similarity features from one pair of program variants to find similar functions in an unrelated pair of program variants. If validated by a larger study, this new property leads to the possibility of creating generic similar function classifiers that can be packaged and distributed in reverse engineering tools such as IDA Pro and Ghidra.
- Description: This research was performed in the Internet Commerce Security Lab (ICSL), which is a joint venture with research partners Westpac, IBM, and Federation University Australia.
Hybrid intrusion detection system based on the stacking ensemble of C5 decision tree classifier and one class support vector machine
- Khraisat, Ansam, Gondal, Iqbal, Vamplew, Peter, Kamruzzaman, Joarder, Alazab, Ammar
- Authors: Khraisat, Ansam , Gondal, Iqbal , Vamplew, Peter , Kamruzzaman, Joarder , Alazab, Ammar
- Date: 2020
- Type: Text , Journal article
- Relation: Electronics (Switzerland) Vol. 9, no. 1 (2020), p.
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- Description: Cyberttacks are becoming increasingly sophisticated, necessitating the efficient intrusion detection mechanisms to monitor computer resources and generate reports on anomalous or suspicious activities. Many Intrusion Detection Systems (IDSs) use a single classifier for identifying intrusions. Single classifier IDSs are unable to achieve high accuracy and low false alarm rates due to polymorphic, metamorphic, and zero-day behaviors of malware. In this paper, a Hybrid IDS (HIDS) is proposed by combining the C5 decision tree classifier and One Class Support Vector Machine (OC-SVM). HIDS combines the strengths of SIDS) and Anomaly-based Intrusion Detection System (AIDS). The SIDS was developed based on the C5.0 Decision tree classifier and AIDS was developed based on the one-class Support Vector Machine (SVM). This framework aims to identify both the well-known intrusions and zero-day attacks with high detection accuracy and low false-alarm rates. The proposed HIDS is evaluated using the benchmark datasets, namely, Network Security Laboratory-Knowledge Discovery in Databases (NSL-KDD) and Australian Defence Force Academy (ADFA) datasets. Studies show that the performance of HIDS is enhanced, compared to SIDS and AIDS in terms of detection rate and low false-alarm rates. © 2020 by the authors. Licensee MDPI, Basel, Switzerland.
- Authors: Khraisat, Ansam , Gondal, Iqbal , Vamplew, Peter , Kamruzzaman, Joarder , Alazab, Ammar
- Date: 2020
- Type: Text , Journal article
- Relation: Electronics (Switzerland) Vol. 9, no. 1 (2020), p.
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- Description: Cyberttacks are becoming increasingly sophisticated, necessitating the efficient intrusion detection mechanisms to monitor computer resources and generate reports on anomalous or suspicious activities. Many Intrusion Detection Systems (IDSs) use a single classifier for identifying intrusions. Single classifier IDSs are unable to achieve high accuracy and low false alarm rates due to polymorphic, metamorphic, and zero-day behaviors of malware. In this paper, a Hybrid IDS (HIDS) is proposed by combining the C5 decision tree classifier and One Class Support Vector Machine (OC-SVM). HIDS combines the strengths of SIDS) and Anomaly-based Intrusion Detection System (AIDS). The SIDS was developed based on the C5.0 Decision tree classifier and AIDS was developed based on the one-class Support Vector Machine (SVM). This framework aims to identify both the well-known intrusions and zero-day attacks with high detection accuracy and low false-alarm rates. The proposed HIDS is evaluated using the benchmark datasets, namely, Network Security Laboratory-Knowledge Discovery in Databases (NSL-KDD) and Australian Defence Force Academy (ADFA) datasets. Studies show that the performance of HIDS is enhanced, compared to SIDS and AIDS in terms of detection rate and low false-alarm rates. © 2020 by the authors. Licensee MDPI, Basel, Switzerland.
Motivational factors of Australian mobile gamers
- Greenwood, Jordan, Achterbosch, Leigh, Meredith, Grant, Vamplew, Peter
- Authors: Greenwood, Jordan , Achterbosch, Leigh , Meredith, Grant , Vamplew, Peter
- Date: 2020
- Type: Text , Conference proceedings , Conference paper
- Relation: Proceedings of the Australasian Computer Science Week Multiconference (ACSW 2020); Melbourne, Australia; 4th-6th February 2020 p. 6
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- Description: Mobile games are a fast growing industry, overtaking all other video game platforms with year on year increases in revenue. Many studies have been conducted to explore the motivations of why video games players play their selected games. However very little research has focused on mobile gamers. In addition, Australian studies on the topic are sparse. This paper aimed to discover what motivates a mobile gamer from the perspective of the initial motivational factors attracting them to a mobile game, and the motivational factors that provide interest to continue playing and thereby increase game longevity. A survey was conducted online for Australian participants, which attracted 123 respondents. The survey was formulated by focusing on the 12 key subcomponents as motivational factors of the Gamer Motivational Profile v2 model devised by Quantic Foundry. It was discovered that mobile gamers are a completely different breed of gamer in contrast to the general video gamer. Strategy and challenge which are subcomponents of mastery proved popular among all mobile gamers, while destruction and excitement, subcomponents of action, were often the least motivating factors of all. With the newly discovered data, perhaps mobile game developers can pursue the correct avenues of game design when catering to their target audience.
- Authors: Greenwood, Jordan , Achterbosch, Leigh , Meredith, Grant , Vamplew, Peter
- Date: 2020
- Type: Text , Conference proceedings , Conference paper
- Relation: Proceedings of the Australasian Computer Science Week Multiconference (ACSW 2020); Melbourne, Australia; 4th-6th February 2020 p. 6
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- Description: Mobile games are a fast growing industry, overtaking all other video game platforms with year on year increases in revenue. Many studies have been conducted to explore the motivations of why video games players play their selected games. However very little research has focused on mobile gamers. In addition, Australian studies on the topic are sparse. This paper aimed to discover what motivates a mobile gamer from the perspective of the initial motivational factors attracting them to a mobile game, and the motivational factors that provide interest to continue playing and thereby increase game longevity. A survey was conducted online for Australian participants, which attracted 123 respondents. The survey was formulated by focusing on the 12 key subcomponents as motivational factors of the Gamer Motivational Profile v2 model devised by Quantic Foundry. It was discovered that mobile gamers are a completely different breed of gamer in contrast to the general video gamer. Strategy and challenge which are subcomponents of mastery proved popular among all mobile gamers, while destruction and excitement, subcomponents of action, were often the least motivating factors of all. With the newly discovered data, perhaps mobile game developers can pursue the correct avenues of game design when catering to their target audience.