Agent Societies
A Variational Perturbative Approach to Planning in Graph-based Markov Decision Processes
Linzner, Dominik, Koeppl, Heinz
Coordinating multiple interacting agents to achieve a common goal is a difficult task with huge applicability. This problem remains hard to solve, even when limiting interactions to be mediated via a static interaction-graph. We present a novel approximate solution method for multi-agent Markov decision problems on graphs, based on variational perturbation theory. We adopt the strategy of planning via inference, which has been explored in various prior works. We employ a non-trivial extension of a novel high-order variational method that allows for approximate inference in large networks and has been shown to surpass the accuracy of existing variational methods. To compare our method to two state-of-the-art methods for multi-agent planning on graphs, we apply the method different standard GMDP problems. We show that in cases, where the goal is encoded as a non-local cost function, our method performs well, while state-of-the-art methods approach the performance of random guess. In a final experiment, we demonstrate that our method brings significant improvement for synchronization tasks.
Decentralised Sparse Multi-Task Regression
Richards, Dominic, Negahban, Sahand N., Rebeschini, Patrick
We consider a sparse multi-task regression framework for fitting a collection of related sparse models. Representing models as nodes in a graph with edges between related models, a framework that fuses lasso regressions with the total variation penalty is investigated. Under a form of restricted eigenvalue assumption, bounds on prediction and squared error are given that depend upon the sparsity of each model and the differences between related models. This assumption relates to the smallest eigenvalue restricted to the intersection of two cone sets of the covariance matrix constructed from each of the agents' covariances. We show that this assumption can be satisfied if the constructed covariance matrix satisfies a restricted isometry property. In the case of a grid topology high-probability bounds are given that match, up to log factors, the no-communication setting of fitting a lasso on each model, divided by the number of agents. A decentralised dual method that exploits a convex-concave formulation of the penalised problem is proposed to fit the models and its effectiveness demonstrated on simulations against the group lasso and variants.
Optimal Farsighted Agents Tend to Seek Power
Some researchers have speculated that capable reinforcement learning (RL) agents pursuing misspecified objectives are often incentivized to seek resources and power in pursuit of those objectives. An agent seeking power is incentivized to behave in undesirable ways, including rationally preventing deactivation and correction. Others have voiced skepticism: humans seem idiosyncratic in their urges to power, which need not be present in the agents we design. We formalize a notion of power within the context of finite deterministic Markov decision processes (MDPs). We prove that, with respect to a wide class of reward function distributions, optimal policies tend to seek power over the environment.
A Dataset Schema for Cooperative Learning from Demonstration in Multi-robots Systems
Simões, Marco A. C., da Silva, Robson Marinho, Nogueira, Tatiane
To achieve these common goals, agents in a MAS should be capable of interacting with other agents, not simply by exchanging data, but by engaging as in social activities, such as those people participate in their daily lives: cooperation, coordination, negotiation, and the like. In MASs, agents are assumed to be autonomous - capable of making independent decisions about to do in order to satisfy their design objectives, and thus they need mechanisms that allow them to synchronize and to coordinate their activities at run time [31]. Although one of the main issues in MASs is the agents' coordination structure, this is not hard-wired at design time, as MASs are typically in standard concurrent/distributed systems. One well-known strategy for coordination in MAS is the design of multi-agent coordinated plans [7][35][36][33][14] that include, not only usual agents' actions defined by their effectors, but also communication actions to achieve the necessary synchronization and coordination. To represent communication actions, some specific languages were created, e.g.
Optimization for Reinforcement Learning: From Single Agent to Cooperative Agents
Lee, Donghwan, He, Niao, Kamalaruban, Parameswaran, Cevher, Volkan
This article reviews recent advances in multi-agent reinforcement learning algorithms for large-scale control systems and communication networks, which learn to communicate and cooperate. We provide an overview of this emerging field, with an emphasis on the decentralized setting under different coordination protocols. We highlight the evolution of reinforcement learning algorithms from single-agent to multi-agent systems, from a distributed optimization perspective, and conclude with future directions and challenges, in the hope to catalyze the growing synergy among distributed optimization, signal processing, and reinforcement learning communities.
Idle Time Optimization for Target Assignment and Path Finding in Sortation Centers
Kou, Ngai Meng, Peng, Cheng, Ma, Hang, Kumar, T. K. Satish, Koenig, Sven
In this paper, we study the one-shot and lifelong versions of the Target Assignment and Path Finding problem in automated sortation centers, where each agent needs to constantly assign itself a sorting station, move to its assigned station without colliding with obstacles or other agents, wait in the queue of that station to obtain a parcel for delivery, and then deliver the parcel to a sorting bin. The throughput of such centers is largely determined by the total idle time of all stations since their queues can frequently become empty. To address this problem, we first formalize and study the one-shot version that assigns stations to a set of agents and finds collision-free paths for the agents to their assigned stations. We present efficient algorithms for this task based on a novel min-cost max-flow formulation that minimizes the total idle time of all stations in a fixed time window. We then demonstrate how our algorithms for solving the one-shot problem can be applied to solving the lifelong problem as well. Experimentally, we believe to be the first researchers to consider real-world automated sortation centers using an industrial simulator with realistic data and a kinodynamic model of real robots.
Option-critic in cooperative multi-agent systems
Chakravorty, Jhelum, Ward, Nadeem, Roy, Julien, Chevalier-Boisvert, Maxime, Basu, Sumana, Lupu, Andrei, Precup, Doina
In this paper, we investigate learning temporal abstractions in cooperative multi-agent systems using the options framework (Sutton et al, 1999) and provide a model-free algorithm for this problem. First, we address the planning problem for the decentralized POMDP represented by the multi-agent system, by introducing a common information approach. We use common beliefs and broadcasting to solve an equivalent centralized POMDP problem. Then, we propose the Distributed Option Critic (DOC) algorithm, motivated by the work of Bacon et al (2017) in the single-agent setting. Our approach uses centralized option evaluation and decentralized intra-option improvement. We analyze theoretically the asymptotic convergence of DOC and validate its performance in grid-world environments, where we implement DOC using a deep neural network. Our experiments show that DOC performs competitively with state-of-the-art algorithms and that it is scalable when the number of agents increases.
Multi-Agent Game Abstraction via Graph Attention Neural Network
Liu, Yong, Wang, Weixun, Hu, Yujing, Hao, Jianye, Chen, Xingguo, Gao, Yang
In large-scale multi-agent systems, the large number of agents and complex game relationship cause great difficulty for policy learning. Therefore, simplifying the learning process is an important research issue. In many multi-agent systems, the interactions between agents often happen locally, which means that agents neither need to coordinate with all other agents nor need to coordinate with others all the time. Traditional methods attempt to use pre-defined rules to capture the interaction relationship between agents. However, the methods cannot be directly used in a large-scale environment due to the difficulty of transforming the complex interactions between agents into rules. In this paper, we model the relationship between agents by a complete graph and propose a novel game abstraction mechanism based on two-stage attention network (G2ANet), which can indicate whether there is an interaction between two agents and the importance of the interaction. We integrate this detection mechanism into graph neural network-based multi-agent reinforcement learning for conducting game abstraction and propose two novel learning algorithms GA-Comm and GA-AC. We conduct experiments in Traffic Junction and Predator-Prey. The results indicate that the proposed methods can simplify the learning process and meanwhile get better asymptotic performance compared with state-of-the-art algorithms.
Multi-Agent Reinforcement Learning: A Selective Overview of Theories and Algorithms
Zhang, Kaiqing, Yang, Zhuoran, Başar, Tamer
Recent years have witnessed significant advances in reinforcement learning (RL), which has registered great success in solving various sequential decision-making problems in machine learning. Most of the successful RL applications, e.g., the games of Go and Poker, robotics, and autonomous driving, involve the participation of more than one single agent, which naturally fall into the realm of multi-agent RL (MARL), a domain with a relatively long history, and has recently re-emerged due to advances in single-agent RL techniques. Though empirically successful, theoretical foundations for MARL are relatively lacking in the literature. In this chapter, we provide a selective overview of MARL, with focus on algorithms backed by theoretical analysis. More specifically, we review the theoretical results of MARL algorithms mainly within two representative frameworks, Markov/stochastic games and extensive-form games, in accordance with the types of tasks they address, i.e., fully cooperative, fully competitive, and a mix of the two. We also introduce several significant but challenging applications of these algorithms. Orthogonal to the existing reviews on MARL, we highlight several new angles and taxonomies of MARL theory, including learning in extensive-form games, decentralized MARL with networked agents, MARL in the mean-field regime, (non-)convergence of policy-based methods for learning in games, etc. Some of the new angles extrapolate from our own research endeavors and interests. Our overall goal with this chapter is, beyond providing an assessment of the current state of the field on the mark, to identify fruitful future research directions on theoretical studies of MARL. We expect this chapter to serve as continuing stimulus for researchers interested in working on this exciting while challenging topic.
Thompson Sampling for Factored Multi-Agent Bandits
Verstraeten, Timothy, Bargiacchi, Eugenio, Libin, Pieter JK, Roijers, Diederik M, Nowé, Ann
Multi-agent coordination is prevalent in many real-world applications. However, such coordination is challenging due to its combinatorial nature. An important observation in this regard is that agents in the real world often only directly affect a limited set of neighboring agents. Leveraging such loose couplings among agents is key to making coordination in multi-agent systems feasible. In this work, we focus on learning to coordinate. Specifically, we consider the multi-agent multi-armed bandit framework, in which fully cooperative loosely-coupled agents must learn to coordinate their decisions to optimize a common objective. As opposed to in the planning setting, for learning methods it is challenging to establish theoretical guarantees. We propose multi-agent Thompson sampling (MATS), a new Bayesian exploration-exploitation algorithm that leverages loose couplings. We provide a regret bound that is sublinear in time and low-order polynomial in the highest number of actions of a single agent for sparse coordination graphs. Finally, we empirically show that MATS outperforms the state-of-the-art algorithm, MAUCE, on two synthetic benchmarks, a realistic wind farm control task, and a novel benchmark with Poisson distributions.