Agent Societies
Correcting Experience Replay for Multi-Agent Communication
Ahilan, Sanjeevan, Dayan, Peter
We consider the problem of learning to communicate using multi-agent reinforcement learning (MARL). A common approach is to learn off-policy, using data sampled from a replay buffer. However, messages received in the past may not accurately reflect the current communication policy of each agent, and this complicates learning. We therefore introduce a 'communication correction' which accounts for the non-stationarity of observed communication induced by multi-agent learning. It works by relabelling the received message to make it likely under the communicator's current policy, and thus be a better reflection of the receiver's current environment. To account for cases in which agents are both senders and receivers, we introduce an ordered relabelling scheme. Our correction is computationally efficient and can be integrated with a range of off-policy algorithms. It substantially improves the ability of communicating MARL systems to learn across a variety of cooperative and competitive tasks.
Towards a Systematic Computational Framework for Modeling Multi-Agent Decision-Making at Micro Level for Smart Vehicles in a Smart World
Dai, Qi, Xu, Xunnong, Guo, Wen, Huang, Suzhou, Filev, Dimitar
We propose a multi-agent based computational framework for modeling decision-making and strategic interaction at micro level for smart vehicles in a smart world. The concepts of Markov game and best response dynamics are heavily leveraged. Our aim is to make the framework conceptually sound and computationally practical for a range of realistic applications, including micro path planning for autonomous vehicles. To this end, we first convert the would-be stochastic game problem into a closely related deterministic one by introducing risk premium in the utility function for each individual agent. We show how the sub-game perfect Nash equilibrium of the simplified deterministic game can be solved by an algorithm based on best response dynamics. In order to better model human driving behaviors with bounded rationality, we seek to further simplify the solution concept by replacing the Nash equilibrium condition with a heuristic and adaptive optimization with finite look-ahead anticipation. In addition, the algorithm corresponding to the new solution concept drastically improves the computational efficiency. To demonstrate how our approach can be applied to realistic traffic settings, we conduct a simulation experiment: to derive merging and yielding behaviors on a double-lane highway with an unexpected barrier. Despite assumption differences involved in the two solution concepts, the derived numerical solutions show that the endogenized driving behaviors are very similar. We also briefly comment on how the proposed framework can be further extended in a number of directions in our forthcoming work, such as behavioral calibration using real traffic video data, computational mechanism design for traffic policy optimization, and so on.
Dynamic Multi-Agent Path Finding based on Conflict Resolution using Answer Set Programming
Atiq, Basem, Patoglu, Volkan, Erdem, Esra
We study a dynamic version of multi-agent path finding problem (called D-MAPF) where existing agents may leave and new agents may join the team at different times. We introduce a new method to solve D-MAPF based on conflict-resolution. The idea is, when a set of new agents joins the team and there are conflicts, instead of replanning for the whole team, to replan only for a minimal subset of agents whose plans conflict with each other. We utilize answer set programming as part of our method for planning, replanning and identifying minimal set of conflicts.
AI and Wargaming
Goodman, James, Risi, Sebastian, Lucas, Simon
Recent progress in Game AI has demonstrated that given enough data from human gameplay, or experience gained via simulations, machines can rival or surpass the most skilled human players in classic games such as Go, or commercial computer games such as Starcraft. We review the current state-of-the-art through the lens of wargaming, and ask firstly what features of wargames distinguish them from the usual AI testbeds, and secondly which recent AI advances are best suited to address these wargame-specific features.
Multiagent trajectory models via game theory and implicit layer-based learning
Geiger, Philipp, Straehle, Christoph-Nikolas
For prediction of interacting agents' trajectories, we propose an end-to-end trainable architecture that hybridizes neural nets with game-theoretic reasoning, has interpretable intermediate representations, and transfers to robust downstream decision making. It combines (1) a differentiable implicit layer that maps preferences to local Nash equilibria with (2) a learned equilibrium refinement concept and (3) a learned preference revelation net, given initial trajectories as input. This is accompanied by a new class of continuous potential games. We provide theoretical results for explicit gradients and soundness, and several measures to ensure tractability. In experiments, we evaluate our approach on two real-world data sets, where we predict highway driver merging trajectories, and on a simple decision-making transfer task.
Global collaboration for a better future and a cleaner planet
We live in a challenging world particularly since the start of the Covid-19 pandemic. Our ways of living, communicating, interacting, purchasing, and working have changed. With every challenge comes great opportunity so I remain extremely optimistic about the outcomes of this crisis. During confinement, we got to know our neighbors better and offered assistance. We saw some great collaboration amongst colleagues.
Hybrid DCOP Solvers: Boosting Performance of Local Search Algorithms
van Leeuwen, Cornelis Jan, Paweลczak, Przemyzลaw
We propose a novel method for expediting both symmetric and asymmetric Distributed Constraint Optimization Problem (DCOP) solvers. The core idea is based on initializing DCOP solvers with greedy fast non-iterative DCOP solvers. This is contrary to existing methods where initialization is always achieved using a random value assignment. We empirically show that changing the starting conditions of existing DCOP solvers not only reduces the algorithm convergence time by up to 50\%, but also reduces the communication overhead and leads to a better solution quality. We show that this effect is due to structural improvements in the variable assignment, which is caused by the spreading pattern of DCOP algorithm activation.) /Subject (Hybrid DCOPs)
On Population-Based Algorithms for Distributed Constraint Optimization Problems
Mahmud, Saaduddin, Khan, Md. Mosaddek, Jennings, Nicholas R.
Distributed Constraint Optimization Problems (DCOPs) are a widely studied class of optimization problems in which interaction between a set of cooperative agents are modeled as a set of constraints. DCOPs are NP-hard and significant effort has been devoted to developing methods for finding incomplete solutions. In this paper, we study an emerging class of such incomplete algorithms that are broadly termed as population-based algorithms. The main characteristic of these algorithms is that they maintain a population of candidate solutions of a given problem and use this population to cover a large area of the search space and to avoid local-optima. In recent years, this class of algorithms has gained significant attention due to their ability to produce high-quality incomplete solutions. With the primary goal of further improving the quality of solutions compared to the state-of-the-art incomplete DCOP algorithms, we present two new population-based algorithms in this paper. Our first approach, Anytime Evolutionary DCOP or AED, exploits evolutionary optimization meta-heuristics to solve DCOPs. We also present a novel anytime update mechanism that gives AED its anytime property. While in our second contribution, we show that population-based approaches can be combined with local search approaches. Specifically, we develop an algorithm called DPSA based on the Simulated Annealing meta-heuristic. We empirically evaluate these two algorithms to illustrate their respective effectiveness in different settings against the state-of-the-art incomplete DCOP algorithms including all existing population-based algorithms in a wide variety of benchmarks. Our evaluation shows AED and DPSA markedly outperform the state-of-the-art and produce up to 75% improved solutions.
Learning Nash Equilibria in Zero-Sum Stochastic Games via Entropy-Regularized Policy Approximation
Zhang, Qifan, Guan, Yue, Tsiotras, Panagiotis
We explore the use of policy approximation for reducing the computational cost of learning Nash equilibria in multi-agent reinforcement learning scenarios. We propose a new algorithm for zero-sum stochastic games in which each agent simultaneously learns a Nash policy and an entropy-regularized policy. The two policies help each other towards convergence: the former guides the latter to the desired Nash equilibrium, while the latter serves as an efficient approximation of the former. We demonstrate the possibility of using the proposed algorithm to transfer previous training experiences to different environments, enabling the agents to adapt quickly to new tasks. We also provide a dynamic hyper-parameter scheduling scheme for further expedited convergence. Empirical results applied to a number of stochastic games show that the proposed algorithm converges to the Nash equilibrium while exhibiting a major speed-up over existing algorithms.
Finding Core Members of Cooperative Games using Agent-Based Modeling
Vernon-Bido, Daniele, Collins, Andrew J.
Agent-based modeling (ABM) is a powerful paradigm to gain insight into social phenomena. One area that ABM has rarely been applied is coalition formation. Traditionally, coalition formation is modeled using cooperative game theory. In this paper, a heuristic algorithm is developed that can be embedded into an ABM to allow the agents to find coalition. The resultant coalition structures are comparable to those found by cooperative game theory solution approaches, specifically, the core. A heuristic approach is required due to the computational complexity of finding a cooperative game theory solution which limits its application to about only a score of agents. The ABM paradigm provides a platform in which simple rules and interactions between agents can produce a macro-level effect without the large computational requirements. As such, it can be an effective means for approximating cooperative game solutions for large numbers of agents. Our heuristic algorithm combines agent-based modeling and cooperative game theory to help find agent partitions that are members of a games' core solution. The accuracy of our heuristic algorithm can be determined by comparing its outcomes to the actual core solutions. This comparison achieved by developing an experiment that uses a specific example of a cooperative game called the glove game. The glove game is a type of exchange economy game. Finding the traditional cooperative game theory solutions is computationally intensive for large numbers of players because each possible partition must be compared to each possible coalition to determine the core set; hence our experiment only considers games of up to nine players. The results indicate that our heuristic approach achieves a core solution over 90% of the time for the games considered in our experiment.