Agent Societies
Migrating Techniques from Search-based Multi-Agent Path Finding Solvers to SAT-based Approach
Surynek, Pavel, Stern, Roni, Boyarski, Eli, Felner, Ariel
In the multi-agent path finding problem (MAPF) we are given a set of agents each with respective start and goal positions. The task is to find paths for all agents while avoiding collisions, aiming to minimize a given objective function. Many MAPF solvers were introduced in the past decade for optimizing two specific objective functions: sum-of-costs and makespan. Two prominent categories of solvers can be distinguished: search-based solvers and compilation-based solvers. Search-based solvers were developed and tested for the sum-of-costs objective, while the most prominent compilation-based solvers that are built around Boolean satisfiability (SAT) were designed for the makespan objective. Very little is known on the performance and relevance of solvers from the compilation-based approach on the sum-of-costs objective. In this paper, we start to close the gap between these cost functions in the compilation-based approach. Our main contribution is a new SAT-based MAPF solver called MDD-SAT, that is directly aimed to optimally solve the MAPF problem under the sum-of-costs objective function. Using both a lower bound on the sum-of-costs and an upper bound on the makespan, MDD-SAT is able to generate a reasonable number of Boolean variables in our SAT encoding. We then further improve the encoding by borrowing ideas from ICTS, a search-based solver. In addition, we show that concepts applicable in search-based solvers like ICTS and ICBS are applicable in the SAT-based approach as well. Specifically, we integrate independence detection, a generic technique for decomposing an MAPF instance into independent subproblems, into our SAT-based approach, and we design a relaxation of our optimal SAT-based solver that results in a bounded suboptimal SAT-based solver. Experimental evaluation on several domains shows that there are many scenarios where our SAT-based methods outperform state-of-the-art sum-of-costs search-based solvers, such as variants of the ICTS and ICBS algorithms.
Leveraging Experience in Lifelong Multi-Agent Pathfinding
Madar, Nitzan, Solovey, Kiril, Salzman, Oren
In Lifelong Multi-Agent Path Finding (L-MAPF) a team of agents performs a stream of tasks consisting of multiple locations to be visited by the agents on a shared graph while avoiding collisions with one another. L-MAPF is typically tackled by partitioning it into multiple consecutive, and hence similar, "one-shot" MAPF queries with a single task assigned to each agent, as in the Rolling-Horizon Collision Resolution (RHCR) algorithm. Thus, a solution to one query informs the next query, which leads to similarity with respect to the agents' start and goal positions, and how collisions need to be resolved from one query to the next. Thus, experience from solving one MAPF query can potentially be used to speedup solving the next one. Despite this intuition, current L-MAPF planners solve consecutive MAPF queries from scratch. In this paper, we introduce a new RHCR-inspired approach called exRHCR, which exploits experience in its constituent MAPF queries. In particular, exRHCR employs a new extension of Priority-Based Search (PBS), a state-of-the-art MAPF solver. Our extension, called exPBS, allows to warm-start the search with the priorities between agents used by PBS in the previous MAPF instances. We demonstrate empirically that exRHCR solves L-MAPF up to 25% faster than RHCR, and allows to increase throughput for given task streams by as much as 3%-16% by increasing the number of agents we can cope with for a given time budget.
Changder
The Coalition Structure Generation (CSG) problem is a partitioning of a set of agents into exhaustive and disjoint coalitions to maximize social welfare. This NP-complete problem arises in many practical scenarios. Prominent examples are included in the field of transportation, e-Commerce, distributed sensor networks, and others. The fastest exact algorithm to solve the CSG problem is ODP-IP, which is a hybrid version of two previously established algorithms, namely Improved Dynamic Programming (IDP) and IP. In this paper, we show that the ODP-IP algorithm performs many redundant operations.
De Clercq
Boolean games are a game-theoretic framework in which propositional logic is used to describe agents' goals. In this paper we investigate how agents in Boolean games can reach an efficient and fair outcome through a simple negotiation protocol. We are particularly interested in settings where agents only have incomplete knowledge about the preferences of others. After explaining how generalized possibilistic logic can be used to compactly encode such knowledge, we analyze how a lack of knowledge affects the agreement outcome. In particular, we show how knowledgeable agents can obtain a more desirable outcome than others.
Karpas
Agents operating in a multi-agent environment must consider not just their own actions, but also those of the other agents in the system. Artificial social systems are a well known means for coordinating a set of agents, without requiring centralized planning or online negotiation between agents. Artificial social systems enact a social law which restricts the agents from performing some actions under some circumstances. A good social law prevents the agents from interfering with each other, but does not prevent them from achieving their goals. However, designing good social laws, or even checking whether a proposed social law is good, are hard questions. In this paper, we take a first step towards automating these processes, by formulating criteria for good social laws in a multi-agent planning framework. We then describe an automated technique for verifying if a proposed social law meets these criteria, based on a compilation to classical planning.
Sarratt
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.
Generalization in Cooperative Multi-Agent Systems
Mahajan, Anuj, Samvelyan, Mikayel, Gupta, Tarun, Ellis, Benjamin, Sun, Mingfei, Rocktäschel, Tim, Whiteson, Shimon
Collective intelligence is a fundamental trait shared by several species of living organisms. It has allowed them to thrive in the diverse environmental conditions that exist on our planet. From simple organisations in an ant colony to complex systems in human groups, collective intelligence is vital for solving complex survival tasks. As is commonly observed, such natural systems are flexible to changes in their structure. Specifically, they exhibit a high degree of generalization when the abilities or the total number of agents changes within a system. We term this phenomenon as Combinatorial Generalization (CG). CG is a highly desirable trait for autonomous systems as it can increase their utility and deployability across a wide range of applications. While recent works addressing specific aspects of CG have shown impressive results on complex domains, they provide no performance guarantees when generalizing towards novel situations. In this work, we shed light on the theoretical underpinnings of CG for cooperative multi-agent systems (MAS). Specifically, we study generalization bounds under a linear dependence of the underlying dynamics on the agent capabilities, which can be seen as a generalization of Successor Features to MAS. We then extend the results first for Lipschitz and then arbitrary dependence of rewards on team capabilities. Finally, empirical analysis on various domains using the framework of multi-agent reinforcement learning highlights important desiderata for multi-agent algorithms towards ensuring CG.
FCMNet: Full Communication Memory Net for Team-Level Cooperation in Multi-Agent Systems
Wang, Yutong, Sartoretti, Guillaume
Decentralized cooperation in partially-observable multi-agent systems requires effective communications among agents. To support this effort, this work focuses on the class of problems where global communications are available but may be unreliable, thus precluding differentiable communication learning methods. We introduce FCMNet, a reinforcement learning based approach that allows agents to simultaneously learn a) an effective multi-hop communications protocol and b) a common, decentralized policy that enables team-level decision-making. Specifically, our proposed method utilizes the hidden states of multiple directional recurrent neural networks as communication messages among agents. Using a simple multi-hop topology, we endow each agent with the ability to receive information sequentially encoded by every other agent at each time step, leading to improved global cooperation. We demonstrate FCMNet on a challenging set of StarCraft II micromanagement tasks with shared rewards, as well as a collaborative multi-agent pathfinding task with individual rewards. There, our comparison results show that FCMNet outperforms state-of-the-art communication-based reinforcement learning methods in all StarCraft II micromanagement tasks, and value decomposition methods in certain tasks. We further investigate the robustness of FCMNet under realistic communication disturbances, such as random message loss or binarized messages (i.e., non-differentiable communication channels), to showcase FMCNet's potential applicability to robotic tasks under a variety of real-world conditions.
Graph Convolution-Based Deep Reinforcement Learning for Multi-Agent Decision-Making in Mixed Traffic Environments
Liu, Qi, Li, Zirui, Li, Xueyuan, Wu, Jingda, Yuan, Shihua
An efficient and reliable multi-agent decision-making system is highly demanded for the safe and efficient operation of connected autonomous vehicles in intelligent transportation systems. Current researches mainly focus on the Deep Reinforcement Learning (DRL) methods. However, utilizing DRL methods in interactive traffic scenarios is hard to represent the mutual effects between different vehicles and model the dynamic traffic environments due to the lack of interactive information in the representation of the environments, which results in low accuracy of cooperative decisions generation. To tackle these difficulties, this research proposes a framework to enable different Graph Reinforcement Learning (GRL) methods for decision-making, and compares their performance in interactive driving scenarios. GRL methods combinate the Graph Neural Network (GNN) and DRL to achieve the better decisions generation in interactive scenarios of autonomous vehicles, where the features of interactive scenarios are extracted by the GNN, and cooperative behaviors are generated by DRL framework. Several GRL approaches are summarized and implemented in the proposed framework. To evaluate the performance of the proposed GRL methods, an interactive driving scenarios on highway with two ramps is constructed, and simulated experiment in the SUMO platform is carried out to evaluate the performance of different GRL approaches. Finally, results are analyzed in multiple perspectives and dimensions to compare the characteristic of different GRL approaches in intelligent transportation scenarios. Results show that the implementation of GNN can well represents the interaction between vehicles, and the combination of GNN and DRL is able to improve the performance of the generation of lane-change behaviors. The source code of our work can be found at https://github.com/Jacklinkk/TorchGRL.
Exploiting Semantic Epsilon Greedy Exploration Strategy in Multi-Agent Reinforcement Learning
Multi-agent reinforcement learning (MARL) can model many real world applications. However, many MARL approaches rely on epsilon greedy for exploration, which may discourage visiting advantageous states in hard scenarios. In this paper, we propose a new approach QMIX(SEG) for tackling MARL. It makes use of the value function factorization method QMIX to train per-agent policies and a novel Semantic Epsilon Greedy (SEG) exploration strategy. SEG is a simple extension to the conventional epsilon greedy exploration strategy, yet it is experimentally shown to greatly improve the performance of MARL. We first cluster actions into groups of actions with similar effects and then use the groups in a bi-level epsilon greedy exploration hierarchy for action selection. We argue that SEG facilitates semantic exploration by exploring in the space of groups of actions, which have richer semantic meanings than atomic actions. Experiments show that QMIX(SEG) largely outperforms QMIX and leads to strong performance competitive with current state-of-the-art MARL approaches on the StarCraft Multi-Agent Challenge (SMAC) benchmark.