Mila is hosting its first quantum computing hackathon on November 21, a unique day to explore quantum and AI prototyping, collaborate on Quandela and IBM platforms, and learn, share, and network in a stimulating environment at the heart of Quebec’s AI and quantum ecosystem.
This new initiative aims to strengthen connections between Mila’s research community, its partners, and AI experts across Quebec and Canada through in-person meetings and events focused on AI adoption in industry.
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A major challenge as we move towards building agents for real-world problems, which could involve a massive number of human and/or machine a… (see more)gents, is that we must learn to reason about the behavior of these many other agents. In this paper, we consider the problem of scaling a predictive Theory of Mind (ToM) model to a very large number of interacting agents with a fixed computational budget. Motivated by the limited diversity of agent types, existing approaches to scalable TOM learn versatile single-agent representations for quickly adapting to new agents encountered sequentially. We consider the more general setting that many agents are observed in parallel and formulate the corresponding Theory of Many Minds (ToMM) problem of estimating the joint policy. We frame the scaling behavior of solutions in terms of parameter sharing schemes and in particular propose two parameter-free architectural features that endow models with the ability to exploit action correlations: encoding a multi-agent context, and decoding through an abstracted joint action space. The increased predictive capabilities that have come with foundation models have made it easier to imagine the possibility of using these models to make simulations that imitate the behavior of many agents within complex real-world systems. Being able to perform these simulations in a general-purpose way would not only help make more capable agents, it also would be a very useful capability for applications in social science, political science, and economics.
Cancer treatment is an arduous process for patients and causes many side-effects during and post-treatment. The treatment can affect almost … (see more)all body systems and result in pain, fatigue, sleep disturbances, cognitive impairments, etc. These conditions are often under-diagnosed or under-treated. In this paper, we use patient data to predict the evolution of their symptoms such that treatment-related impairments can be prevented or effects meaningfully ameliorated. The focus of this study is on predicting the pain and tiredness level of a patient post their diagnosis. We implement an interpretable decision tree based model called LightGBM on real-world patient data consisting of 20163 patients. There exists a class imbalance problem in the dataset which we resolve using the oversampling technique of SMOTE. Our empirical results show that the value of the previous level of a symptom is a key indicator for prediction and the weighted average deviation in prediction of pain level is 3.52 and of tiredness level is 2.27.
Agents cannot make sense of many-agent societies through direct consideration of small-scale, low-level agent identities, but instead must r… (see more)ecognize emergent collective identities. Here, we take a first step towards a framework for recognizing this structure in large groups of low-level agents so that they can be modeled as a much smaller number of high-level agents—a process that we call agent abstraction. We illustrate this process by extending bisimulation metrics for state abstraction in reinforcement learning to the setting of multi-agent reinforcement learning and analyze a straightforward, if crude, abstraction based on experienced joint actions. It addresses non-stationarity due to other learning agents by improving minimax regret by a intuitive factor. To test if this compression factor provides signal for higher-level agency, we applied it to a large dataset of human play of the popular social dilemma game Diplomacy. We find that it correlates strongly with the degree of ground-truth abstraction of low-level units into the human players.