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 Agent Societies


Opponent-aware Role-based Learning in Team Competitive Markov Games

arXiv.org Artificial Intelligence

Team competition in multi-agent Markov games is an increasingly important setting for multi-agent reinforcement learning, due to its general applicability in modeling many real-life situations. Multi-agent actor-critic methods are the most suitable class of techniques for learning optimal policies in the team competition setting, due to their flexibility in learning agent-specific critic functions, which can also learn from other agents. In many real-world team competitive scenarios, the roles of the agents naturally emerge, in order to aid in coordination and collaboration within members of the teams. However, existing methods for learning emergent roles rely heavily on the Q-learning setup which does not allow learning of agent-specific Q-functions. In this paper, we propose RAC, a novel technique for learning the emergent roles of agents within a team that are diverse and dynamic. In the proposed method, agents also benefit from predicting the roles of the agents in the opponent team. RAC uses the actor-critic framework with role encoder and opponent role predictors for learning an optimal policy. Experimentation using 2 games demonstrates that the policies learned by RAC achieve higher rewards than those learned using state-of-the-art baselines. Moreover, experiments suggest that the agents in a team learn diverse and opponent-aware policies.


TransfQMix: Transformers for Leveraging the Graph Structure of Multi-Agent Reinforcement Learning Problems

arXiv.org Artificial Intelligence

Coordination is one of the most difficult aspects of multi-agent reinforcement learning (MARL). One reason is that agents normally choose their actions independently of one another. In order to see coordination strategies emerging from the combination of independent policies, the recent research has focused on the use of a centralized function (CF) that learns each agent's contribution to the team reward. However, the structure in which the environment is presented to the agents and to the CF is typically overlooked. We have observed that the features used to describe the coordination problem can be represented as vertex features of a latent graph structure. Here, we present TransfQMix, a new approach that uses transformers to leverage this latent structure and learn better coordination policies. Our transformer agents perform a graph reasoning over the state of the observable entities. Our transformer Q-mixer learns a monotonic mixing-function from a larger graph that includes the internal and external states of the agents. TransfQMix is designed to be entirely transferable, meaning that same parameters can be used to control and train larger or smaller teams of agents. This enables to deploy promising approaches to save training time and derive general policies in MARL, such as transfer learning, zero-shot transfer, and curriculum learning. We report TransfQMix's performances in the Spread and StarCraft II environments. In both settings, it outperforms state-of-the-art Q-Learning models, and it demonstrates effectiveness in solving problems that other methods can not solve.


XDQN: Inherently Interpretable DQN through Mimicking

arXiv.org Artificial Intelligence

In the DRL case, mimic learning aims to replace the closedbox successfully applied in challenging tasks, their application in realworld DRL controller with an interpretable one, able to mimic the operational settings is challenged by methods' limited ability decisions made by the former [3, 19, 35]. A mimic learner tries to to provide explanations. Among the paradigms for explainability in optimize fidelity [35], which is determined by comparing the mimic DRL is the interpretable box design paradigm, where interpretable controller's actions with the actions selected by the DRL model. To models substitute inner constituent models of the DRL method, thus extract knowledge from deep neural networks, recent work [3, 19] making the DRL method "inherently" interpretable. In this paper has applied mimic learning with tree representations, using decision we explore this paradigm and we propose XDQN, an explainable trees: Criteria used for splitting tree nodes provide a tractable way variation of DQN, which uses an interpretable policy model trained to explain the predictions made by the controller.


Large-Scale Traffic Signal Control by a Nash Deep Q-network Approach

arXiv.org Artificial Intelligence

Reinforcement Learning (RL) is currently one of the most commonly used techniques for traffic signal control (TSC), which can adaptively adjusted traffic signal phase and duration according to real-time traffic data. However, a fully centralized RL approach is beset with difficulties in a multi-network scenario because of exponential growth in state-action space with increasing intersections. Multi-agent reinforcement learning (MARL) can overcome the high-dimension problem by employing the global control of each local RL agent, but it also brings new challenges, such as the failure of convergence caused by the non-stationary Markov Decision Process (MDP). In this paper, we introduce an off-policy nash deep Q-Network (OPNDQN) algorithm, which mitigates the weakness of both fully centralized and MARL approaches. The OPNDQN algorithm solves the problem that traditional algorithms cannot be used in large state-action space traffic models by utilizing a fictitious game approach at each iteration to find the nash equilibrium among neighboring intersections, from which no intersection has incentive to unilaterally deviate. One of main advantages of OPNDQN is to mitigate the non-stationarity of multi-agent Markov process because it considers the mutual influence among neighboring intersections by sharing their actions. On the other hand, for training a large traffic network, the convergence rate of OPNDQN is higher than that of existing MARL approaches because it does not incorporate all state information of each agent. We conduct an extensive experiments by using Simulation of Urban MObility simulator (SUMO), and show the dominant superiority of OPNDQN over several existing MARL approaches in terms of average queue length, episode training reward and average waiting time.


Depthwise Convolution for Multi-Agent Communication with Enhanced Mean-Field Approximation

arXiv.org Artificial Intelligence

Multi-agent settings remain a fundamental challenge in the reinforcement learning (RL) domain due to the partial observability and the lack of accurate real-time interactions across agents. In this paper, we propose a new method based on local communication learning to tackle the multi-agent RL (MARL) challenge within a large number of agents coexisting. First, we design a new communication protocol that exploits the ability of depthwise convolution to efficiently extract local relations and learn local communication between neighboring agents. To facilitate multi-agent coordination, we explicitly learn the effect of joint actions by taking the policies of neighboring agents as inputs. Second, we introduce the mean-field approximation into our method to reduce the scale of agent interactions. To more effectively coordinate behaviors of neighboring agents, we enhance the mean-field approximation by a supervised policy rectification network (PRN) for rectifying real-time agent interactions and by a learnable compensation term for correcting the approximation bias. The proposed method enables efficient coordination as well as outperforms several baseline approaches on the adaptive traffic signal control (ATSC) task and the StarCraft II multi-agent challenge (SMAC).


MIXRTs: Toward Interpretable Multi-Agent Reinforcement Learning via Mixing Recurrent Soft Decision Trees

arXiv.org Artificial Intelligence

Multi-agent reinforcement learning (MARL) recently has achieved tremendous success in a wide range of fields. However, with a black-box neural network architecture, existing MARL methods make decisions in an opaque fashion that hinders humans from understanding the learned knowledge and how input observations influence decisions. Our solution is MIXing Recurrent soft decision Trees (MIXRTs), a novel interpretable architecture that can represent explicit decision processes via the root-to-leaf path of decision trees. We introduce a novel recurrent structure in soft decision trees to address partial observability, and estimate joint action values via linearly mixing outputs of recurrent trees based on local observations only. Theoretical analysis shows that MIXRTs guarantees the structural constraint with additivity and monotonicity in factorization. We evaluate MIXRTs on a range of challenging StarCraft II tasks. Experimental results show that our interpretable learning framework obtains competitive performance compared to widely investigated baselines, and delivers more straightforward explanations and domain knowledge of the decision processes.


Conflict Avoidance in Social Navigation -- a Survey

arXiv.org Artificial Intelligence

A major goal in robotics is to enable intelligent mobile robots to operate smoothly in shared human-robot environments. One of the most fundamental capabilities in service of this goal is competent navigation in this ``social" context. As a result, there has been a recent surge of research on social navigation; and especially as it relates to the handling of conflicts between agents during social navigation. These developments introduce a variety of models and algorithms, however as this research area is inherently interdisciplinary, many of the relevant papers are not comparable and there is no shared standard vocabulary. This survey aims to bridge this gap by introducing such a common language, using it to survey existing work, and highlighting open problems. It starts by defining the boundaries of this survey to a limited, yet highly common type of social navigation - conflict avoidance. Within this proposed scope, this survey introduces a detailed taxonomy of the conflict avoidance components. This survey then maps existing work into this taxonomy, while discussing papers using its framing. Finally, this paper proposes some future research directions and open problems that are currently on the frontier of social navigation to aid ongoing and future research.


Joint Action is a Framework for Understanding Partnerships Between Humans and Upper Limb Prostheses

arXiv.org Artificial Intelligence

Recent advances in upper limb prostheses have led to significant improvements in the number of movements provided by the robotic limb. However, the method for controlling multiple degrees of freedom via user-generated signals remains challenging. To address this issue, various machine learning controllers have been developed to better predict movement intent. As these controllers become more intelligent and take on more autonomy in the system, the traditional approach of representing the human-machine interface as a human controlling a tool becomes limiting. One possible approach to improve the understanding of these interfaces is to model them as collaborative, multi-agent systems through the lens of joint action. The field of joint action has been commonly applied to two human partners who are trying to work jointly together to achieve a task, such as singing or moving a table together, by effecting coordinated change in their shared environment. In this work, we compare different prosthesis controllers (proportional electromyography with sequential switching, pattern recognition, and adaptive switching) in terms of how they present the hallmarks of joint action. The results of the comparison lead to a new perspective for understanding how existing myoelectric systems relate to each other, along with recommendations for how to improve these systems by increasing the collaborative communication between each partner.


Strangeness-driven Exploration in Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Efficient exploration strategy is one of essential issues in cooperative multi-agent reinforcement learning (MARL) algorithms requiring complex coordination. In this study, we introduce a new exploration method with the strangeness that can be easily incorporated into any centralized training and decentralized execution (CTDE)-based MARL algorithms. The strangeness refers to the degree of unfamiliarity of the observations that an agent visits. In order to give the observation strangeness a global perspective, it is also augmented with the the degree of unfamiliarity of the visited entire state. The exploration bonus is obtained from the strangeness and the proposed exploration method is not much affected by stochastic transitions commonly observed in MARL tasks. To prevent a high exploration bonus from making the MARL training insensitive to extrinsic rewards, we also propose a separate action-value function trained by both extrinsic reward and exploration bonus, on which a behavioral policy to generate transitions is designed based. It makes the CTDE-based MARL algorithms more stable when they are used with an exploration method. Through a comparative evaluation in didactic examples and the StarCraft Multi-Agent Challenge, we show that the proposed exploration method achieves significant performance improvement in the CTDE-based MARL algorithms.


Learning Individual Policies in Large Multi-agent Systems through Local Variance Minimization

arXiv.org Artificial Intelligence

In multi-agent systems with large number of agents, typically the contribution of each agent to the value of other agents is minimal (e.g., aggregation systems such as Uber, Deliveroo). In this paper, we consider such multi-agent systems where each agent is self-interested and takes a sequence of decisions and represent them as a Stochastic Non-atomic Congestion Game (SNCG). We derive key properties for equilibrium solutions in SNCG model with non-atomic and also nearly non-atomic agents. With those key equilibrium properties, we provide a novel Multi-Agent Reinforcement Learning (MARL) mechanism that minimizes variance across values of agents in the same state. To demonstrate the utility of this new mechanism, we provide detailed results on a real-world taxi dataset and also a generic simulator for aggregation systems. We show that our approach reduces the variance in revenues earned by taxi drivers, while still providing higher joint revenues than leading approaches.