No Arabic abstract
From the early days of computing, games have been important testbeds for studying how well machines can do sophisticated decision making. In recent years, machine learning has made dramatic advances with artificial agents reaching superhuman performance in challenge domains like Go, Atari, and some variants of poker. As with their predecessors of chess, checkers, and backgammon, these game domains have driven research by providing sophisticated yet well-defined challenges for artificial intelligence practitioners. We continue this tradition by proposing the game of Hanabi as a new challenge domain with novel problems that arise from its combination of purely cooperative gameplay with two to five players and imperfect information. In particular, we argue that Hanabi elevates reasoning about the beliefs and intentions of other agents to the foreground. We believe developing novel techniques for such theory of mind reasoning will not only be crucial for success in Hanabi, but also in broader collaborative efforts, especially those with human partners. To facilitate future research, we introduce the open-source Hanabi Learning Environment, propose an experimental framework for the research community to evaluate algorithmic advances, and assess the performance of current state-of-the-art techniques.
We present Etymo (https://etymo.io), a discovery engine to facilitate artificial intelligence (AI) research and development. It aims to help readers navigate a large number of AI-related papers published every week by using a novel form of search that finds relevant papers and displays related papers in a graphical interface. Etymo constructs and maintains an adaptive similarity-based network of research papers as an all-purpose knowledge graph for ranking, recommendation, and visualisation. The network is constantly evolving and can learn from user feedback to adjust itself.
Machine Learning and Artificial Intelligence are considered an integral part of the Fourth Industrial Revolution. Their impact, and far-reaching consequences, while acknowledged, are yet to be comprehended. These technologies are very specialized, and few organizations and select highly trained professionals have the wherewithal, in terms of money, manpower, and might, to chart the future. However, concentration of power can lead to marginalization, causing severe inequalities. Regulatory agencies and governments across the globe are creating national policies, and laws around these technologies to protect the rights of the digital citizens, as well as to empower them. Even private, not-for-profit organizations are also contributing to democratizing the technologies by making them emph{accessible} and emph{affordable}. However, accessibility and affordability are all but a few of the facets of democratizing the field. Others include, but not limited to, emph{portability}, emph{explainability}, emph{credibility}, emph{fairness}, among others. As one can imagine, democratizing AI is a multi-faceted problem, and it requires advancements in science, technology and policy. At texttt{mlsquare}, we are developing scientific tools in this space. Specifically, we introduce an opinionated, extensible, texttt{Python} framework that provides a single point of interface to a variety of solutions in each of the categories mentioned above. We present the design details, APIs of the framework, reference implementations, road map for development, and guidelines for contributions.
The domain of Embodied AI, in which agents learn to complete tasks through interaction with their environment from egocentric observations, has experienced substantial growth with the advent of deep reinforcement learning and increased interest from the computer vision, NLP, and robotics communities. This growth has been facilitated by the creation of a large number of simulated environments (such as AI2-THOR, Habitat and CARLA), tasks (like point navigation, instruction following, and embodied question answering), and associated leaderboards. While this diversity has been beneficial and organic, it has also fragmented the community: a huge amount of effort is required to do something as simple as taking a model trained in one environment and testing it in another. This discourages good science. We introduce AllenAct, a modular and flexible learning framework designed with a focus on the unique requirements of Embodied AI research. AllenAct provides first-class support for a growing collection of embodied environments, tasks and algorithms, provides reproductions of state-of-the-art models and includes extensive documentation, tutorials, start-up code, and pre-trained models. We hope that our framework makes Embodied AI more accessible and encourages new researchers to join this exciting area. The framework can be accessed at: https://allenact.org/
The AI City Challenge was created with two goals in mind: (1) pushing the boundaries of research and development in intelligent video analysis for smarter cities use cases, and (2) assessing tasks where the level of performance is enough to cause real-world adoption. Transportation is a segment ripe for such adoption. The fifth AI City Challenge attracted 305 participating teams across 38 countries, who leveraged city-scale real traffic data and high-quality synthetic data to compete in five challenge tracks. Track 1 addressed video-based automatic vehicle counting, where the evaluation being conducted on both algorithmic effectiveness and computational efficiency. Track 2 addressed city-scale vehicle re-identification with augmented synthetic data to substantially increase the training set for the task. Track 3 addressed city-scale multi-target multi-camera vehicle tracking. Track 4 addressed traffic anomaly detection. Track 5 was a new track addressing vehicle retrieval using natural language descriptions. The evaluation system shows a general leader board of all submitted results, and a public leader board of results limited to the contest participation rules, where teams are not allowed to use external data in their work. The public leader board shows results more close to real-world situations where annotated data is limited. Results show the promise of AI in Smarter Transportation. State-of-the-art performance for some tasks shows that these technologies are ready for adoption in real-world systems.
We describe a framework for research and evaluation in Embodied AI. Our proposal is based on a canonical task: Rearrangement. A standard task can focus the development of new techniques and serve as a source of trained models that can be transferred to other settings. In the rearrangement task, the goal is to bring a given physical environment into a specified state. The goal state can be specified by object poses, by images, by a description in language, or by letting the agent experience the environment in the goal state. We characterize rearrangement scenarios along different axes and describe metrics for benchmarking rearrangement performance. To facilitate research and exploration, we present experimental testbeds of rearrangement scenarios in four different simulation environments. We anticipate that other datasets will be released and new simulation platforms will be built to support training of rearrangement agents and their deployment on physical systems.