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Learning to Robustly Negotiate Bi-Directional Lane Usage in High-Conflict Driving Scenarios

arXiv.org Artificial Intelligence

Recently, autonomous driving has made substantial progress in addressing the most common traffic scenarios like intersection navigation and lane changing. However, most of these successes have been limited to scenarios with well-defined traffic rules and require minimal negotiation with other vehicles. In this paper, we introduce a previously unconsidered, yet everyday, high-conflict driving scenario requiring negotiations between agents of equal rights and priorities. There exists no centralized control structure and we do not allow communications. Therefore, it is unknown if other drivers are willing to cooperate, and if so to what extent. We train policies to robustly negotiate with opposing vehicles of an unobservable degree of cooperativeness using multi-agent reinforcement learning (MARL). We propose Discrete Asymmetric Soft Actor-Critic (DASAC), a maximum-entropy off-policy MARL algorithm allowing for centralized training with decentralized execution. We show that using DASAC we are able to successfully negotiate and traverse the scenario considered over 99% of the time. Our agents are robust to an unknown timing of opponent decisions, an unobservable degree of cooperativeness of the opposing vehicle, and previously unencountered policies. Furthermore, they learn to exhibit human-like behaviors such as defensive driving, anticipating solution options and interpreting the behavior of other agents.


Collaborative Agent Gameplay in the Pandemic Board Game

arXiv.org Artificial Intelligence

Academic research in board game playing AI has of course moved While artificial intelligence has been applied to control players' beyond most pedestrian board games, applying a diverse set of decisions in board games for over half a century, little attention algorithms for playing card games with millions of card combinations is given to games with no player competition. Pandemic is an exemplar such as Magic: the Gathering (Wizards of the Coast, 1993) [3], collaborative board game where all players coordinate to games of tactical card placement such as Lords of War (Black Box, overcome challenges posed by events occurring during the game's 2012) [19] and Carcassonne (Hans im Glรผck, 2000) [9], card games progression. This paper proposes an artificial agent which controls of team-based competition such as Hanabi (Abacusspiele, 2010) [26] all players' actions and balances chances of winning versus risk or Codenames (Czech Games Edition, 2015) [22], and many more. of losing in this highly stochastic environment. The agent applies Traditional board games such as chess [15] and backgammon a Rolling Horizon Evolutionary Algorithm on an abstraction of [23], as well as recent card games such as Race for the Galaxy (Rio the game-state that lowers the branching factor and simulates the Grande, 2007) [6] or digitized board games such as Hearthstone game's stochasticity. Results show that the proposed algorithm (Blizzard, 2014) [11, 18], focus on players competing to deplete another can find winning strategies more consistently in different games player's resources (pawns, hit points) or to accumulate more of varying difficulty.


Pairwise Symmetry Reasoning for Multi-Agent Path Finding Search

arXiv.org Artificial Intelligence

Multi-Agent Path Finding (MAPF) is a challenging combinatorial problem that asks us to plan collision-free paths for a team of cooperative agents. In this work, we show that one of the reasons why MAPF is so hard to solve is due to a phenomenon called pairwise symmetry, which occurs when two agents have many different paths to their target locations, all of which appear promising, but every combination of them results in a collision. We identify several classes of pairwise symmetries and show that each one arises commonly in practice and can produce an exponential explosion in the space of possible collision resolutions, leading to unacceptable runtimes for current state-of-the-art (bounded-sub)optimal MAPF algorithms. We propose a variety of reasoning techniques that detect the symmetries efficiently as they arise and resolve them by using specialized constraints to eliminate all permutations of pairwise colliding paths in a single branching step. We implement these ideas in the context of the leading optimal MAPF algorithm CBS and show that the addition of the symmetry reasoning techniques can have a dramatic positive effect on its performance - we report a reduction in the number of node expansions by up to four orders of magnitude and an increase in scalability by up to thirty times. These gains allow us to solve to optimality a variety of challenging MAPF instances previously considered out of reach for CBS.


Multi-Task Federated Reinforcement Learning with Adversaries

arXiv.org Artificial Intelligence

Reinforcement learning algorithms, just like any other Machine learning algorithm pose a serious threat from adversaries. The adversaries can manipulate the learning algorithm resulting in non-optimal policies. In this paper, we analyze the Multi-task Federated Reinforcement Learning algorithms, where multiple collaborative agents in various environments are trying to maximize the sum of discounted return, in the presence of adversarial agents. We argue that the common attack methods are not guaranteed to carry out a successful attack on Multi-task Federated Reinforcement Learning and propose an adaptive attack method with better attack performance. Furthermore, we modify the conventional federated reinforcement learning algorithm to address the issue of adversaries that works equally well with and without the adversaries. Experimentation on different small to mid-size reinforcement learning problems show that the proposed attack method outperforms other general attack methods and the proposed modification to federated reinforcement learning algorithm was able to achieve near-optimal policies in the presence of adversarial agents.


Discovering Diverse Multi-Agent Strategic Behavior via Reward Randomization

arXiv.org Artificial Intelligence

We propose a simple, general and effective technique, Reward Randomization for discovering diverse strategic policies in complex multi-agent games. Combining reward randomization and policy gradient, we derive a new algorithm, Reward-Randomized Policy Gradient (RPG). RPG is able to discover multiple distinctive human-interpretable strategies in challenging temporal trust dilemmas, including grid-world games and a real-world game Agar.io, Furthermore, with the set of diverse strategies from RPG, we can (1) achieve higher payoffs by fine-tuning the best policy from the set; and (2) obtain an adaptive agent by using this set of strategies as its training opponents. Games have been a long-standing benchmark for artificial intelligence, which prompts persistent technical advances towards our ultimate goal of building intelligent agents like humans, from Shannon's initial interest in Chess (Shannon, 1950) and IBM DeepBlue (Campbell et al., 2002), to the most recent deep reinforcement learning breakthroughs in Go (Silver et al., 2017), Dota II (OpenAI et al., 2019) and Starcraft (Vinyals et al., 2019). Hence, analyzing and understanding the challenges in various games also become critical for developing new learning algorithms for even harder challenges. Most recent successes in games are based on decentralized multi-agent learning (Brown, 1951; Singh et al., 2000; Lowe et al., 2017; Silver et al., 2018), where agents compete against each other and optimize their own rewards to gradually improve their strategies. Despite the empirical success of these algorithms, a fundamental question remains largely unstudied in the field: even if an MARL algorithm converges to an NE, which equilibrium will it converge to? The existence of multiple NEs is extremely common in many multi-agent games. Discovering as many NE strategies as possible is particularly important in practice not only because different NEs can produce drastically different payoffs but also because when facing unknown players who are trained to play an NE strategy, we can gain advantage by identifying which NE strategy the opponent is playing and choosing the most appropriate response. Unfortunately, in many games where multiple distinct NEs exist, the popular decentralized policy gradient algorithm (PG), which has led to great successes in numerous games including Dota II and Stacraft, always converge to a particular NE with non-optimal payoffs and fail to explore more diverse modes in the strategy space. Consider an extremely simple example, a 2-by-2 matrix game Stag-Hunt (Rousseau, 1984; Skyrms, 2004), where two pure strategy NEs exist: a "risky" cooperative equilibrium with the highest payoff for both agents and a "safe" non-cooperative equilibrium with strictly lower payoffs.


Provably Efficient Cooperative Multi-Agent Reinforcement Learning with Function Approximation

arXiv.org Machine Learning

Cooperative multi-agent reinforcement learning (MARL) systems are widely prevalent in many engineering systems, e.g., robotic systems (Ding et al., 2020), power grids (Yu et al., 2014), traffic control (Bazzan, 2009), as well as team games (Zhao et al., 2019). Increasingly, federated (Yang et al., 2019) and distributed (Peteiro-Barral & Guijarro-Berdiรฑas, 2013) machine learning is gaining prominence in industrial applications, and reinforcement learning in these large-scale settings is becoming of import in the research community as well (Zhuo et al., 2019; Liu et al., 2019). Recent research in the statistical learning community has focused on cooperative multi-agent decision-making algorithms with provable guarantees(Zhang et al., 2018b; Wai et al., 2018; Zhang et al., 2018a). However, prior work focuses on algorithms that, while are decentralized, provide guarantees on convergence (e.g., Zhang et al. (2018b)) but no finite-sample guarantees for regret, in contrast to efficient algorithms with function approximation proposed for single-agent RL (e.g., Jin et al. (2018, 2020); Yang et al. (2020)). Moreover, optimization in the decentralized multi-agent setting is also known to be non-convergent without assumptions (Tan, 1993). Developing no-regret multi-agent algorithms is therefore an important problem in RL. For the (relatively) easier problem of multi-agent multi-armed bandits, there has been significant recent interest in decentralized algorithms involving agents communicating over a network (Landgren et al., 2016a, 2018; Martรญnez-Rubio et al., 2019; Dubey & Pentland, 2020b), as well as in the distributed settings (Hillel et al., 2013; Wang et al., 2019). Since several application areas for distributed sequential decision-making regularly involve non-stationarity and contextual information (Polydoros & Nalpantidis, 2017), an MDP formulation can potentially provide stronger algorithms for these settings as well. Furthermore, no-regret algorithms in the single-agent RL setting with function approximation (e.g., Jin et al. (2020)) build on analysis techniques for contextual bandits, which leads us to the question - Can no-regret function approximation be extended to (decentralized) cooperative multi-agent reinforcement learning?


Continuous Coordination As a Realistic Scenario for Lifelong Learning

arXiv.org Artificial Intelligence

Current deep reinforcement learning (RL) algorithms are still highly task-specific and lack the ability to generalize to new environments. Lifelong learning (LLL), however, aims at solving multiple tasks sequentially by efficiently transferring and using knowledge between tasks. Despite a surge of interest in lifelong RL in recent years, the lack of a realistic testbed makes robust evaluation of LLL algorithms difficult. Multi-agent RL (MARL), on the other hand, can be seen as a natural scenario for lifelong RL due to its inherent non-stationarity, since the agents' policies change over time. In this work, we introduce a multi-agent lifelong learning testbed that supports both zero-shot and few-shot settings. Our setup is based on Hanabi -- a partially-observable, fully cooperative multi-agent game that has been shown to be challenging for zero-shot coordination. Its large strategy space makes it a desirable environment for lifelong RL tasks. We evaluate several recent MARL methods, and benchmark state-of-the-art LLL algorithms in limited memory and computation regimes to shed light on their strengths and weaknesses. This continual learning paradigm also provides us with a pragmatic way of going beyond centralized training which is the most commonly used training protocol in MARL. We empirically show that the agents trained in our setup are able to coordinate well with unseen agents, without any additional assumptions made by previous works.


The Surprising Effectiveness of MAPPO in Cooperative, Multi-Agent Games

arXiv.org Artificial Intelligence

Proximal Policy Optimization (PPO) is a popular on-policy reinforcement learning algorithm but is significantly less utilized than off-policy learning algorithms in multi-agent problems. In this work, we investigate Multi-Agent PPO (MAPPO), a multi-agent PPO variant which adopts a centralized value function. Using a 1-GPU desktop, we show that MAPPO achieves performance comparable to the state-of-the-art in three popular multi-agent testbeds: the Particle World environments, Starcraft II Micromanagement Tasks, and the Hanabi Challenge, with minimal hyperparameter tuning and without any domain-specific algorithmic modifications or architectures. In the majority of environments, we find that compared to off-policy baselines, MAPPO achieves better or comparable sample complexity as well as substantially faster running time. Finally, we present 5 factors most influential to MAPPO's practical performance with ablation studies.


JJ Watt signals he's made free-agent decision after long tenure with Texans

FOX News

Fox News Flash top headlines are here. Check out what's clicking on Foxnews.com. J.J. Watt has apparently found his team new: the Arizona Cardinals. Watt tweeted a picture of himself working out in a Cardinals shirt, signaling that he will join the team for the 2021 season. Watt agreed to a two-year deal worth $31 million, ESPN reported.


Global Cooperation & Guidelines Will Let Countries Use AI For Good

#artificialintelligence

Yoshua Bengio is one of the world's leading experts in artificial intelligence and deep learning. Also known as the father of deep learning, he says that for the world to change for the better with AI, a global shift in how organizations and governments share their research needs to come. In many countries, private companies, government entities, and academic institutions conduct AI research. These places must foster a global culture of open science. These research places the need to rethink how to encourage the development of impactful artificial intelligence.