Markov Models
Commitment Semantics for Sequential Decision Making Under Reward Uncertainty
Durfee, Edmund H. (University of Michigan) | Singh, Satinder (University of Michigan)
A commitment represents an agent's intention to attempt to bring about some state of the world that is desired by some agent (possibly itself) in the future. Thus, by making a commitment, an agent is agreeing to make sequential decisions that it believes can cause the desired state to arise. In general, though, an agent's actions will have uncertain outcomes, and thus reaching the desired state cannot be guaranteed. For such sequential decision settings with uncertainty, therefore, commitments can only be probabilistic. We argue that standard notions of commitment are insufficient for probabilistic commitments, and propose a new semantics that judges commitment fulfillment not in terms of whether the agent achieved the desired state, but rather in terms of whether the agent made sequential decisions that in expectation would have achieved the desired state with (at least) the promised probability. We have devised various algorithms that operationalize our semantics, to capture problem contexts with probabilistic commitments arising because action outcomes are uncertain, as well as arising because an agent might realize over time that it does not want to fulfill the commitment.
Planning Under Uncertainty with Weighted State Scenarios
Walraven, Erwin (Delft University of Technology) | Spaan, Matthijs T. J. (Delft University of Technology)
External factors are hard to model using a Markovian state in several real-world planning domains. Although planning can be difficult in such domains, it may be possible to exploit long-term dependencies between states of the environment during planning. We introduce weighted state scenarios to model long-term sequences of states, and we use a model based on a Partially Observable Markov Decision Process to reason about scenarios during planning. Experiments show that our model outperforms other methods for decision making in two real-world domains.
Complexity of Self-Preserving, Team-Based Competition in Partially Observable Stochastic Games
Allen, Marty (University of Wisconsin-La Crosse)
Partially observable stochastic games (POSGs) are a robust and precise model for decentralized decision making under conditions of imperfect information, and extend popular Markov decision problem models. Complexity results for a wide range of such problems are known when agents work cooperatively to pursue common interests. When agents compete, things are less well understood. We show that under one understanding of rational competition, such problems are complete for the class NEXP^NP. This result holds for any such problem comprised of two competing teams of agents, where teams may be of any size whatsoever.
The MADP Toolbox: An Open-Source Library for Planning and Learning in (Multi-)Agent Systems
Oliehoek, Frans A. (University of Liverpool,ย University of Amsterdam) | Spaan, Matthijs T. J. (Delft University of Technology) | Robbel, Philipp (Massachusetts Institute of Technology) | Messias, Joao (University of Amsterdam)
This article describes the MultiAgent Decision Process (MADP) toolbox, a software library to support planning and learning for intelligent agents and multiagent systems in uncertain environments. Some of its key features are that it supports partially observable environments and stochastic transition models; has unified support for single- and multiagent systems; provides a large number of models for decision-theoretic decision making, including one-shot decision making (e.g., Bayesian games) and sequential decision making under various assumptions of observability and cooperation, such as Dec-POMDPs and POSGs; provides tools and parsers to quickly prototype new problems; provides an extensive range of planning and learning algorithms for single-and multiagent systems; and is written in C++ and designed to be extensible via the object-oriented paradigm.
A Parallel Point-Based POMDP Algorithm Leveraging GPUs
Wray, Kyle Hollins (University of Massachusetts Amherst) | Zilberstein, Shlomo (University of Massachusetts Amherst)
We parallelize the Point-Based Value Iteration (PBVI) algorithm, which approximates the solution to Partially Observable Markov Decision Processes (POMDPs), using a Graphics Processing Unit (GPU). We detail additional optimizations, such as leveraging the bounded size of non-zero values over all belief point vectors, usable by serial and parallel algorithms. We compare serial (CPU) and parallel (GPU) implementations on 10 distinct problem domains, and demonstrate that our approach provides an order of magnitude improvement.
Online Transfer Learning in Reinforcement Learning Domains
Zhan, Yusen (Washington State University) | Taylor, Mattew E. (Washington State University)
This paper proposes an online transfer framework to capture the interaction among agents and shows that current transfer learning in reinforcement learning is a special case of online transfer. Furthermore, this paper re-characterizes existing agents-teaching-agents methods as online transfer and analyze one such teaching method in three ways. First, the convergence of Q-learning and Sarsa with tabular representation with a finite budget is proven. Second, the convergence of Q-learning and Sarsa with linear function approximation is established. Third, the we show the asymptotic performance cannot be hurt through teaching. Additionally, all theoretical results are empirically validated.
Tuning Belief Revision for Coordination with Inconsistent Teammates
Sarratt, Trevor (University of California Santa Cruz) | Jhala, Arnav (University of California Santa Cruz)
Coordination with an unknown human teammate is a notable challenge for cooperative agents. Behavior of human players in games with cooperating AI agents is often sub-optimal and inconsistent leading to choreographed and limited cooperative scenarios in games. This paper considers the difficulty of cooperating with a teammate whose goal and corresponding behavior change periodically. Previous work uses Bayesian models for updating beliefs about cooperating agents based on observations. We describe belief models for on-line planning, discuss tuning in the presence of noisy observations, and demonstrate empirically its effectiveness in coordinating with inconsistent agents in a simple domain. Further work in this area promises to lead to techniques for more interesting cooperative AI in games.
Exploiting Anonymity in Approximate Linear Programming: Scaling to Large Multiagent MDPs
Robbel, Philipp (Massachusetts Institute of Technology) | Oliehoek, Frans A. (University of Amsterdam) | Kochenderfer, Mykel J. (Stanford University)
The Markov Decision Process (MDP) framework is a versatile method for addressing single and multiagent sequential decision making problems. Many exact and approximate solution methods attempt to exploit structure in the problem and are based on value factorization. Especially multiagent settings (MAS), however, are known to suffer from an exponential increase in value component sizes as interactions become denser, meaning that approximation architectures are overly restricted in the problem sizes and types they can handle. We present an approach to mitigate this limitation for certain types of MASs, exploiting a property that can be thought of as "anonymous influence" in the factored MDP. In particular, we show how anonymity can lead to representational and computational efficiencies, both for general variable elimination in a factor graph but also for the approximate linear programming solution to factored MDPs. The latter allows to scale linear programming to factored MDPs that were previously unsolvable. Our results are shown for a disease control domain over a graph with 50 nodes that are each connected with up to 15 neighbors.
Minecraft as an Experimental World for AI in Robotics
Aluru, Krishna Chaitanya (Brown University) | Tellex, Stefanie (Brown University) | Oberlin, John (Brown University) | MacGlashan, James (Brown University)
Performing experimental research on robotic platforms involves numerous practical complications, while studying collaborative interactions and efficiently collecting data from humans benefit from real time response. Roboticists can circumvent some complications by using simulators like Gazebo to test algorithms and building games like the Mars Escape game to collect data. Making use of existing resources for simulation and game creation requires the development of assets and algorithms along with the recruitment and training of users. We have created a Minecraft mod called BurlapCraft which enables the use of the reinforcement learning and planning library BURLAP to model and solve different tasks within Minecraft. BurlapCraft makes AI-HRI development easier in three core ways: the underlying Minecraft environment makes the construction of experiments simple for the developer and so allows the rapid prototyping of experimental setup; BURLAP contributes a wide variety of extensible algorithms for learning and planning, allowing easy iteration and development of task models and algorithms; and the familiarity and ubiquity of Minecraft trivializes the recruitment and training of users. To validate BurlapCraft as a platform for AI development, we demonstrate the execution of A*, BFS, RMax, language understanding, and learning language groundings from user demonstrations in five Minecraft "dungeons."
MDPVIS: An Interactive Visualization for Testing Markov Decision Processes
McGregor, Sean (Oregon State University) | Buckingham, Hailey (Oregon State University) | Houtman, Rachel (Oregon State University) | Montgomery, Claire (Oregon State University) | Metoyer, Ronald (Oregon State University ) | Dietterich, Thomas G. (Oregon State University)
Whereas computational steering traditionally A common approach for solving Markov Decision Processes refers to modifying a computer process during its execution is to implement a simulator of the stochastic dynamics of (Mulder, van Wijk, and van Liere 1999), we treat optimization the MDP and a Monte Carlo optimization algorithm that invokes as an open-ended process whose parameters are repeatedly this simulator. The resulting software system is often changed for testing and debugging.