Agent Societies
Faithful Edge Federated Learning: Scalability and Privacy
Zhang, Meng, Wei, Ermin, Berry, Randall
Federated learning enables machine learning algorithms to be trained over a network of multiple decentralized edge devices without requiring the exchange of local datasets. Successfully deploying federated learning requires ensuring that agents (e.g., mobile devices) faithfully execute the intended algorithm, which has been largely overlooked in the literature. In this study, we first use risk bounds to analyze how the key feature of federated learning, unbalanced and non-i.i.d. data, affects agents' incentives to voluntarily participate and obediently follow traditional federated learning algorithms. To be more specific, our analysis reveals that agents with less typical data distributions and relatively more samples are more likely to opt out of or tamper with federated learning algorithms. To this end, we formulate the first faithful implementation problem of federated learning and design two faithful federated learning mechanisms which satisfy economic properties, scalability, and privacy. Further, the time complexity of computing all agents' payments in the number of agents is $\mathcal{O}(1)$. First, we design a Faithful Federated Learning (FFL) mechanism which approximates the Vickrey-Clarke-Groves (VCG) payments via an incremental computation. We show that it achieves (probably approximate) optimality, faithful implementation, voluntary participation, and some other economic properties (such as budget balance). Second, by partitioning agents into several subsets, we present a scalable VCG mechanism approximation. We further design a scalable and Differentially Private FFL (DP-FFL) mechanism, the first differentially private faithful mechanism, that maintains the economic properties. Our mechanism enables one to make three-way performance tradeoffs among privacy, the iterations needed, and payment accuracy loss.
Multiagent Deep Reinforcement Learning: Challenges and Directions Towards Human-Like Approaches
Wong, Annie, Bรคck, Thomas, Kononova, Anna V., Plaat, Aske
This paper surveys the field of multiagent deep reinforcement learning. The combination of deep neural networks with reinforcement learning has gained increased traction in recent years and is slowly shifting the focus from single-agent to multiagent environments. Dealing with multiple agents is inherently more complex as (a) the future rewards depend on the joint actions of multiple players and (b) the computational complexity of functions increases. We present the most common multiagent problem representations and their main challenges, and identify five research areas that address one or more of these challenges: centralised training and decentralised execution, opponent modelling, communication, efficient coordination, and reward shaping. We find that many computational studies rely on unrealistic assumptions or are not generalisable to other settings; they struggle to overcome the curse of dimensionality or nonstationarity. Approaches from psychology and sociology capture promising relevant behaviours such as communication and coordination. We suggest that, for multiagent reinforcement learning to be successful, future research addresses these challenges with an interdisciplinary approach to open up new possibilities for more human-oriented solutions in multiagent reinforcement learning.
A Competitive Analysis of Online Multi-Agent Path Finding
We study online Multi-Agent Path Finding (MAPF), where new agents are constantly revealed over time and all agents must find collision-free paths to their given goal locations. We generalize existing complexity results of (offline) MAPF to online MAPF. We classify online MAPF algorithms into different categories based on (1) controllability (the set of agents that they can plan paths for at each time) and (2) rationality (the quality of paths they plan) and study the relationships between them. We perform a competitive analysis for each category of online MAPF algorithms with respect to commonly-used objective functions. We show that a naive algorithm that routes newly-revealed agents one at a time in sequence achieves a competitive ratio that is asymptotically bounded from both below and above by the number of agents with respect to flowtime and makespan. We then show a counter-intuitive result that, if rerouting of previously-revealed agents is not allowed, any rational online MAPF algorithms, including ones that plan optimal paths for all newly-revealed agents, have the same asymptotic competitive ratio as the naive algorithm, even on 2D 4-neighbor grids. We also derive constant lower bounds on the competitive ratio of any rational online MAPF algorithms that allow rerouting. The results thus provide theoretical insights into the effectiveness of using MAPF algorithms in an online setting for the first time.
Many Agent Reinforcement Learning Under Partial Observability
He, Keyang, Doshi, Prashant, Banerjee, Bikramjit
Recent renewed interest in multi-agent reinforcement learning (MARL) has generated an impressive array of techniques that leverage deep reinforcement learning, primarily actor-critic architectures, and can be applied to a limited range of settings in terms of observability and communication. However, a continuing limitation of much of this work is the curse of dimensionality when it comes to representations based on joint actions, which grow exponentially with the number of agents. In this paper, we squarely focus on this challenge of scalability. We apply the key insight of action anonymity, which leads to permutation invariance of joint actions, to two recently presented deep MARL algorithms, MADDPG and IA2C, and compare these instantiations to another recent technique that leverages action anonymity, viz., mean-field MARL. We show that our instantiations can learn the optimal behavior in a broader class of agent networks than the mean-field method, using a recently introduced pragmatic domain.
A Game-Theoretic Approach to Multi-Agent Trust Region Optimization
Wen, Ying, Chen, Hui, Yang, Yaodong, Tian, Zheng, Li, Minne, Chen, Xu, Wang, Jun
Trust region methods are widely applied in single-agent reinforcement learning problems due to their monotonic performance-improvement guarantee at every iteration. Nonetheless, when applied in multi-agent settings, the guarantee of trust region methods no longer holds because an agent's payoff is also affected by other agents' adaptive behaviors. To tackle this problem, we conduct a game-theoretical analysis in the policy space, and propose a multi-agent trust region learning method (MATRL), which enables trust region optimization for multi-agent learning. Specifically, MATRL finds a stable improvement direction that is guided by the solution concept of Nash equilibrium at the meta-game level. We derive the monotonic improvement guarantee in multi-agent settings and empirically show the local convergence of MATRL to stable fixed points in the two-player rotational differential game. To test our method, we evaluate MATRL in both discrete and continuous multiplayer general-sum games including checker and switch grid worlds, multi-agent MuJoCo, and Atari games. Results suggest that MATRL significantly outperforms strong multi-agent reinforcement learning baselines.
Fairness for Cooperative Multi-Agent Learning with Equivariant Policies
Grupen, Niko A., Selman, Bart, Lee, Daniel D.
We study fairness through the lens of cooperative multi-agent learning. Our work is motivated by empirical evidence that naive maximization of team reward yields unfair outcomes for individual team members. To address fairness in multi-agent contexts, we introduce team fairness, a group-based fairness measure for multi-agent learning. We then incorporate team fairness into policy optimization -- introducing Fairness through Equivariance (Fair-E), a novel learning strategy that achieves provably fair reward distributions. We then introduce Fairness through Equivariance Regularization (Fair-ER) as a soft-constraint version of Fair-E and show that Fair-ER reaches higher levels of utility than Fair-E and fairer outcomes than policies with no equivariance. Finally, we investigate the fairness-utility trade-off in multi-agent settings.
Theoretical Modeling of Communication Dynamics
Enรlin, Torsten, Kainz, Viktoria, Bลhm, Cรฉline
Communication is a cornerstone of social interactions, be it with human or artificial intelligence (AI). Yet it can be harmful, depending on the honesty of the exchanged information. To study this, an agent based sociological simulation framework is presented, the reputation game. This illustrates the impact of different communication strategies on the agents' reputation. The game focuses on the trustworthiness of the participating agents, their honesty as perceived by others. In the game, each agent exchanges statements with the others about their own and each other's honesty, which lets their judgments evolve. Various sender and receiver strategies are studied, like sycophant, egocentricity, pathological lying, and aggressiveness for senders as well as awareness and lack thereof for receivers. Minimalist malicious strategies are identified, like being manipulative, dominant, or destructive, which significantly increase reputation at others' costs. Phenomena such as echo chambers, self-deception, deception symbiosis, clique formation, freezing of group opinions emerge from the dynamics. This indicates that the reputation game can be studied for complex group phenomena, to test behavioral hypothesis, and to analyze AI influenced social media. With refined rules it may help to understand social interactions, and to safeguard the design of non-abusive AI systems.
Believe What You See: Implicit Constraint Approach for Offline Multi-Agent Reinforcement Learning
Yang, Yiqin, Ma, Xiaoteng, Li, Chenghao, Zheng, Zewu, Zhang, Qiyuan, Huang, Gao, Yang, Jun, Zhao, Qianchuan
Learning from datasets without interaction with environments (Offline Learning) is an essential step to apply Reinforcement Learning (RL) algorithms in real-world scenarios. However, compared with the single-agent counterpart, offline multi-agent RL introduces more agents with the larger state and action space, which is more challenging but attracts little attention. We demonstrate current offline RL algorithms are ineffective in multi-agent systems due to the accumulated extrapolation error. In this paper, we propose a novel offline RL algorithm, named Implicit Constraint Q-learning (ICQ), which effectively alleviates the extrapolation error by only trusting the state-action pairs given in the dataset for value estimation. Moreover, we extend ICQ to multi-agent tasks by decomposing the joint-policy under the implicit constraint. Experimental results demonstrate that the extrapolation error is reduced to almost zero and insensitive to the number of agents. We further show that ICQ achieves the state-of-the-art performance in the challenging multi-agent offline tasks (StarCraft II).
MALib: A Parallel Framework for Population-based Multi-agent Reinforcement Learning
Zhou, Ming, Wan, Ziyu, Wang, Hanjing, Wen, Muning, Wu, Runzhe, Wen, Ying, Yang, Yaodong, Zhang, Weinan, Wang, Jun
Population-based multi-agent reinforcement learning (PB-MARL) refers to the series of methods nested with reinforcement learning (RL) algorithms, which produces a self-generated sequence of tasks arising from the coupled population dynamics. By leveraging auto-curricula to induce a population of distinct emergent strategies, PB-MARL has achieved impressive success in tackling multi-agent tasks. Despite remarkable prior arts of distributed RL frameworks, PB-MARL poses new challenges for parallelizing the training frameworks due to the additional complexity of multiple nested workloads between sampling, training and evaluation involved with heterogeneous policy interactions. To solve these problems, we present MALib, a scalable and efficient computing framework for PB-MARL. Our framework is comprised of three key components: (1) a centralized task dispatching model, which supports the self-generated tasks and scalable training with heterogeneous policy combinations; (2) a programming architecture named Actor-Evaluator-Learner, which achieves high parallelism for both training and sampling, and meets the evaluation requirement of auto-curriculum learning; (3) a higher-level abstraction of MARL training paradigms, which enables efficient code reuse and flexible deployments on different distributed computing paradigms. Experiments on a series of complex tasks such as multi-agent Atari Games show that MALib achieves throughput higher than 40K FPS on a single machine with $32$ CPU cores; 5x speedup than RLlib and at least 3x speedup than OpenSpiel in multi-agent training tasks. MALib is publicly available at https://github.com/sjtu-marl/malib.
Decentralised Approach for Multi Agent Path Finding
Thomas, Shyni, Murty, M. Narasimha
Multi Agent Path Finding (MAPF) requires identification of conflict free paths for agents which could be point-sized or with dimensions. In this paper, we propose an approach for MAPF for spatially-extended agents. These find application in real world problems like Convoy Movement Problem, Train Scheduling etc. Our proposed approach, Decentralised Multi Agent Path Finding (DeMAPF), handles MAPF as a sequence of pathplanning and allocation problems which are solved by two sets of agents Travellers and Routers respectively, over multiple iterations. The approach being decentralised allows an agent to solve the problem pertinent to itself, without being aware of other agents in the same set. This allows the agents to be executed on independent machines, thereby leading to scalability to handle large sized problems. We prove, by comparison with other distributed approaches, that the approach leads to a faster convergence to a conflict-free solution, which may be suboptimal, with lesser memory requirement.