Human-robot interaction and game theory have developed distinct theories of trust for over three decades in relative isolation from one another. Human-robot interaction has focused on the underlying dimensions, layers, correlates, and antecedents of trust models, while game theory has concentrated on the psychology and strategies behind singular trust decisions. Both fields have grappled to understand over-trust and trust calibration, as well as how to measure trust expectations, risk, and vulnerability. This paper presents initial steps in closing the gap between these fields. Using insights and experimental findings from interdependence theory and social psychology, this work starts by analyzing a large game theory competition data set to demonstrate that the strongest predictors for a wide variety of human-human trust interactions are the interdependence-derived variables for commitment and trust that we have developed. It then presents a second study with human subject results for more realistic trust scenarios, involving both human-human and human-machine trust. In both the competition data and our experimental data, we demonstrate that the interdependence metrics better capture social `overtrust' than either rational or normative psychological reasoning, as proposed by game theory. This work further explores how interdependence theory--with its focus on commitment, coercion, and cooperation--addresses many of the proposed underlying constructs and antecedents within human-robot trust, shedding new light on key similarities and differences that arise when robots replace humans in trust interactions.
What happens to mining when the Bitcoin price changes, when there are mining supply shocks, the price of energy changes, or hardware technology evolves? We give precise answers based on the technical forces and incentives in the system. We then build on these dynamics to consider value: what is the cost and purpose of mining, and is it worth it? Does it use too much energy, is it bad for the environment? Finally we extend our analysis to the long term: is mining economically feasible forever? What will the global hash rate be in 40 years? How is mining impacted by the limits of computation and energy? Is it physically sustainable in the long run? From first principles, we derive a fundamental scale-invariant feasibility constraint, which enables us to analyze the interlocking dynamics, find key invariants, and answer these questions mathematically.
System-oriented IR evaluations are limited to rather abstract understandings of real user behavior. As a solution, simulating user interactions provides a cost-efficient way to support system-oriented experiments with more realistic directives when no interaction logs are available. While there are several user models for simulated clicks or result list interactions, very few attempts have been made towards query simulations, and it has not been investigated if these can reproduce properties of real queries. In this work, we validate simulated user query variants with the help of TREC test collections in reference to real user queries that were made for the corresponding topics. Besides, we introduce a simple yet effective method that gives better reproductions of real queries than the established methods. Our evaluation framework validates the simulations regarding the retrieval performance, reproducibility of topic score distributions, shared task utility, effort and effect, and query term similarity when compared with real user query variants. While the retrieval effectiveness and statistical properties of the topic score distributions as well as economic aspects are close to that of real queries, it is still challenging to simulate exact term matches and later query reformulations.
Communication enables agents to cooperate to achieve their goals. Learning when to communicate, i.e. sparse communication, is particularly important where bandwidth is limited, in situations where agents interact with humans, in partially observable scenarios where agents must convey information unavailable to others, and in non-cooperative scenarios where agents may hide information to gain a competitive advantage. Recent work in learning sparse communication, however, suffers from high variance training where, the price of decreasing communication is a decrease in reward, particularly in cooperative tasks. Sparse communications are necessary to match agent communication to limited human bandwidth. Humans additionally communicate via discrete linguistic tokens, previously shown to decrease task performance when compared to continuous communication vectors. This research addresses the above issues by limiting the loss in reward of decreasing communication and eliminating the penalty for discretization. In this work, we successfully constrain training using a learned gate to regulate when to communicate while using discrete prototypes that reflect what to communicate for cooperative tasks with partial observability. We provide two types of "Enforcers" for hard and soft budget constraints and present results of communication under different budgets. We show that our method satisfies constraints while yielding the same performance as comparable, unconstrained methods.
Classical mechanical systems are central to controller design in energy shaping methods of geometric control. However, their expressivity is limited by position-only metrics and the intimate link between metric and geometry. Recent work on Riemannian Motion Policies (RMPs) has shown that shedding these restrictions results in powerful design tools, but at the expense of theoretical stability guarantees. In this work, we generalize classical mechanics to what we call geometric fabrics, whose expressivity and theory enable the design of systems that outperform RMPs in practice. Geometric fabrics strictly generalize classical mechanics forming a new physics of behavior by first generalizing them to Finsler geometries and then explicitly bending them to shape their behavior while maintaining stability. We develop the theory of fabrics and present both a collection of controlled experiments examining their theoretical properties and a set of robot system experiments showing improved performance over a well-engineered and hardened implementation of RMPs, our current state-of-the-art in controller design.
Evolution and development operate at different timescales; generations for the one, a lifetime for the other. These two processes, the basis of much of life on earth, interact in many non-trivial ways, but their temporal hierarchy -- evolution overarching development -- is observed for most multicellular lifeforms. When designing robots however, this tenet lifts: it becomes -- however natural -- a design choice. We propose to inverse this temporal hierarchy and design a developmental process happening at the phylogenetic timescale. Over a classic evolutionary search aimed at finding good gaits for tentacle 2D robots, we add a developmental process over the robots' morphologies. Within a generation, the morphology of the robots does not change. But from one generation to the next, the morphology develops. Much like we become bigger, stronger, and heavier as we age, our robots are bigger, stronger and heavier with each passing generation. Our robots start with baby morphologies, and a few thousand generations later, end-up with adult ones. We show that this produces better and qualitatively different gaits than an evolutionary search with only adult robots, and that it prevents premature convergence by fostering exploration. In addition, we validate our method on voxel lattice 3D robots from the literature and compare it to a recent evolutionary developmental approach. Our method is conceptually simple, and can be effective on small or large populations of robots, and intrinsic to the robot and its morphology, not the task or environment. Furthermore, by recasting the evolutionary search as a learning process, these results can be viewed in the context of developmental learning robotics.
Most of the popular dependence measures for two random variables $X$ and $Y$ (such as Pearson's and Spearman's correlation, Kendall's $\tau$ and Gini's $\gamma$) vanish whenever $X$ and $Y$ are independent. However, neither does a vanishing dependence measure necessarily imply independence, nor does a measure equal to $1$ imply that one variable is a measurable function of the other. Yet, both properties are natural desiderata for a convincing dependence measure. In this paper, we present a general approach to transforming a given dependence measure into a new one which exactly characterizes independence as well as functional dependence. Our approach uses the concept of monotone rearrangements as introduced by Hardy and Littlewood and is applicable to a broad class of measures. In particular, we are able to define a rearranged Spearman's $\rho$ and a rearranged Kendall's $\tau$ which do attain the value $1$ if, and only if, one variable is a measurable function of the other. We also present simple estimators for the rearranged dependence measures, prove their consistency and illustrate their finite sample properties by means of a simulation study.
Augmented reality technology is one of the leading technologies in the context of Industry 4.0. The promising potential application of augmented reality in industrial production systems has received much attention, which led to the concept of industrial augmented reality. On the one hand, this technology provides a suitable platform that facilitates the registration of information and access to them to help make decisions and allows concurrent training for the user while executing the production processes. This leads to increased work speed and accuracy of the user as a process operator and consequently offers economic benefits to the companies. Moreover, recent advances in the internet of things, smart sensors, and advanced algorithms have increased the possibility of widespread and more effective use of augmented reality. Currently, many research pieces are being done to expand the application of augmented reality and increase its effectiveness in industrial production processes. This research demonstrates the influence of augmented reality in Industry 4.0 while critically reviewing the industrial augmented reality history. Afterward, the paper discusses the critical role of industrial augmented reality by analyzing some use cases and their prospects. With a systematic analysis, this paper discusses the main future directions for industrial augmented reality applications in industry 4.0. The article investigates various areas of application for this technology and its impact on improving production conditions. Finally, the challenges that this technology faces and its research opportunities are discussed.
User engagement is a critical metric for evaluating the quality of open-domain dialogue systems. Prior work has focused on conversation-level engagement by using heuristically constructed features such as the number of turns and the total time of the conversation. In this paper, we investigate the possibility and efficacy of estimating utterance-level engagement and define a novel metric, {\em predictive engagement}, for automatic evaluation of open-domain dialogue systems. Our experiments demonstrate that (1) human annotators have high agreement on assessing utterance-level engagement scores; (2) conversation-level engagement scores can be predicted from properly aggregated utterance-level engagement scores. Furthermore, we show that the utterance-level engagement scores can be learned from data. These scores can improve automatic evaluation metrics for open-domain dialogue systems, as shown by correlation with human judgements. This suggests that predictive engagement can be used as a real-time feedback for training better dialogue models.
Deep learning is increasingly used in decision-making tasks. However, understanding how neural networks produce final predictions remains a fundamental challenge. Existing work on interpreting neural network predictions for images often focuses on explaining predictions for single images or neurons. As predictions are often computed from millions of weights that are optimized over millions of images, such explanations can easily miss a bigger picture. We present Summit, an interactive system that scalably and systematically summarizes and visualizes what features a deep learning model has learned and how those features interact to make predictions. Summit introduces two new scalable summarization techniques: (1) activation aggregation discovers important neurons, and (2) neuron-influence aggregation identifies relationships among such neurons. Summit combines these techniques to create the novel attribution graph that reveals and summarizes crucial neuron associations and substructures that contribute to a model's outcomes. Summit scales to large data, such as the ImageNet dataset with 1.2M images, and leverages neural network feature visualization and dataset examples to help users distill large, complex neural network models into compact, interactive visualizations. We present neural network exploration scenarios where Summit helps us discover multiple surprising insights into a prevalent, large-scale image classifier's learned representations and informs future neural network architecture design. The Summit visualization runs in modern web browsers and is open-sourced.
Classification tasks are usually analysed and improved through new model architectures or hyperparameter optimisation but the underlying properties of datasets are discovered on an ad-hoc basis as errors occur. However, understanding the properties of the data is crucial in perfecting models. In this paper we analyse exactly which characteristics of a dataset best determine how difficult that dataset is for the task of text classification. We then propose an intuitive measure of difficulty for text classification datasets which is simple and fast to calculate. We show that this measure generalises to unseen data by comparing it to state-of-the-art datasets and results. This measure can be used to analyse the precise source of errors in a dataset and allows fast estimation of how difficult a dataset is to learn. We searched for this measure by training 12 classical and neural network based models on 78 real-world datasets, then use a genetic algorithm to discover the best measure of difficulty. Our difficulty-calculating code ( //github.com/Wluper/edm ) and datasets ( //data.wluper.com ) are publicly available.