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Multi-Train Path Finding

AAAI Conferences

Multi-agent path finding (MAPF) is the problem of moving a set of agents from their individual start locations to their individual goal locations, without collisions. This problem has practical applications in video games, traffic control, robotics, and more. In MAPF we assume that agents occupy one location each time step. However, in real life some agents have different size or shape. Hence, a standard MAPF solution may be not suited in practice for some applications. In this paper, we describe a novel algorithm, based on the CBS algorithm, that finds a plan for moving a set of train-agents, i.e., agents that occupy a sequence of two or more locations, such as trains, buses, planes, or even snakes. We prove that our solution is optimal and show experimentally that indeed such a solution can be found. Finally, we explain how our solution can also apply to agents with any geometric shape.


On SAT-Based Approaches for Multi-Agent Path Finding with the Sum-of-Costs Objective

AAAI Conferences

Multi-agent path finding (MAPF) deals with the problem of finding collision-free paths for a set of agents. Each agent moves from its start location to its destination location in a shared environment represented by a graph. Reduction-based solving approaches for MAPF, for example reduction to SAT, exploit a time-expended layered graph, where each layer corresponds to specific time. Hence, these approaches are natural for minimizing makespan (the shortest time till all agents reach their destinations). Modeling the other frequently used objective, namely Sum of Costs (SOC; sum of paths lengths of all agents) is more difficult as the solution with the smallest SOC may not be reached in the time-expended graph with the smallest makespan. In this paper we suggest two novel approaches to estimate the makespan, that guarantees existence of a SOC-optimal solution. The approaches are empirically compared with an existing reduction-based method as well as with the state-of-the-art search-based optimal MAPF solver.


Individual Regret in Cooperative Nonstochastic Multi-Armed Bandits

arXiv.org Machine Learning

We study agents communicating over an underlying network by exchanging messages, in order to optimize their individual regret in a common nonstochastic multi-armed bandit problem. We derive regret minimization algorithms that guarantee for each agent $v$ an individual expected regret of \[ \widetilde{O}\left(\sqrt{\left(1+\frac{K}{\left|\mathcal{N}\left(v\right)\right|}\right)T}\right), \] where $T$ is the number of time steps, $K$ is the number of actions and $\mathcal{N}\left(v\right)$ is the set of neighbors of agent $v$ in the communication graph. We present algorithms both for the case that the communication graph is known to all the agents, and for the case that the graph is unknown. When the graph is unknown, each agent knows only the set of its neighbors and an upper bound on the total number of agents. The individual regret between the models differs only by a logarithmic factor. Our work resolves an open problem from [Cesa-Bianchi et al., 2019b].


Collaboration of AI Agents via Cooperative Multi-Agent Deep Reinforcement Learning

arXiv.org Artificial Intelligence

There are many AI tasks involving multiple interacting agents where agents should learn to cooperate and collaborate to effectively perform the task. Here we develop and evaluate various multi-agent protocols to train agents to collaborate with teammates in grid soccer. We train and evaluate our multi-agent methods against a team operating with a smart hand-coded policy. As a baseline, we train agents concurrently and independently, with no communication. Our collaborative protocols were parameter sharing, coordinated learning with communication, and counterfactual policy gradients. Against the hand-coded team, the team trained with parameter sharing and the team trained with coordinated learning performed the best, scoring on 89.5% and 94.5% of episodes respectively when playing against the hand-coded team. Against the parameter sharing team, with adversarial training the coordinated learning team scored on 75% of the episodes, indicating it is the most adaptable of our methods. The insights gained from our work can be applied to other domains where multi-agent collaboration could be beneficial.


Growing Action Spaces

arXiv.org Artificial Intelligence

In complex tasks, such as those with large combinatorial action spaces, random exploration may be too inefficient to achieve meaningful learning progress. In this work, we use a curriculum of progressively growing action spaces to accelerate learning. We assume the environment is out of our control, but that the agent may set an internal curriculum by initially restricting its action space. Our approach uses off-policy reinforcement learning to estimate optimal value functions for multiple action spaces simultaneously and efficiently transfers data, value estimates, and state representations from restricted action spaces to the full task. We show the efficacy of our approach in proof-of-concept control tasks and on challenging large-scale StarCraft micromanagement tasks with large, multi-agent action spaces.


Evolutionary Reinforcement Learning for Sample-Efficient Multiagent Coordination

arXiv.org Artificial Intelligence

A key challenge for Multiagent RL (Reinforcement Learning) is the design of agent-specific, local rewards that are aligned with sparse global objectives. In this paper, we introduce MERL (Multiagent Evolutionary RL), a hybrid algorithm that does not require an explicit alignment between local and global objectives. MERL uses fast, policy-gradient based learning for each agent by utilizing their dense local rewards. Concurrently, an evolutionary algorithm is used to recruit agents into a team by directly optimizing the sparser global objective. We explore problems that require coupling (a minimum number of agents required to coordinate for success), where the degree of coupling is not known to the agents. We demonstrate that MERL's integrated approach is more sample-efficient and retains performance better with increasing coupling orders compared to MADDPG, the state-of-the-art policy-gradient algorithm for multiagent coordination.


Dealing with Non-Stationarity in Multi-Agent Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Recent developments in deep reinforcement learning are concerned with creating decision-making agents which can perform well in various complex domains. A particular approach which has received increasing attention is multi-agent reinforcement learning, in which multiple agents learn concurrently to coordinate their actions. In such multi-agent environments, additional learning problems arise due to the continually changing decision-making policies of agents. This paper surveys recent works that address the non-stationarity problem in multi-agent deep reinforcement learning. The surveyed methods range from modifications in the training procedure, such as centralized training, to learning representations of the opponent's policy, meta-learning, communication, and decentralized learning. The survey concludes with a list of open problems and possible lines of future research.


FaRM: Fair Reward Mechanism for Information Aggregation in Spontaneous Localized Settings (Extended Version)

arXiv.org Artificial Intelligence

Although peer prediction markets are widely used in crowdsourcing to aggregate information from agents, they often fail to reward the participating agents equitably. Honest agents can be wrongly penalized if randomly paired with dishonest ones. In this work, we introduce \emph{selective} and \emph{cumulative} fairness. We characterize a mechanism as fair if it satisfies both notions and present FaRM, a representative mechanism we designed. FaRM is a Nash incentive mechanism that focuses on information aggregation for spontaneous local activities which are accessible to a limited number of agents without assuming any prior knowledge of the event. All the agents in the vicinity observe the same information. FaRM uses \textit{(i)} a \emph{report strength score} to remove the risk of random pairing with dishonest reporters, \textit{(ii)} a \emph{consistency score} to measure an agent's history of accurate reports and distinguish valuable reports, \textit{(iii)} a \emph{reliability score} to estimate the probability of an agent to collude with nearby agents and prevents agents from getting swayed, and \textit{(iv)} a \emph{location robustness score} to filter agents who try to participate without being present in the considered setting. Together, report strength, consistency, and reliability represent a fair reward given to agents based on their reports.


Arena: A General Evaluation Platform and Building Toolkit for Multi-Agent Intelligence

arXiv.org Artificial Intelligence

Learning agents that are not only capable of taking tests but are also innovating are becoming a hot topic in artificial intelligence (AI). One of the most promising paths towards this vision is multi-agent learning, where agents act as the environment for each other, and improving each agent means proposing new problems for others. However, the existing evaluation platforms are either not compatible with multi-agent settings, or limited to a specific game. That is, there is not yet a general evaluation platform for research on multi-agent intelligence. To this end, we introduce Arena, a general evaluation platform for multi-agent intelligence with 35 games of diverse logic and representations. Furthermore, multi-agent intelligence is still at the stage where many problems remain unexplored. Therefore, we provide a building toolkit for researchers to easily invent and build novel multi-agent problems from the provided games set based on a GUI-configurable social tree and five basic multi-agent reward schemes. Finally, we provide python implementations of five state-of-the-art deep multi-agent reinforcement learning baselines. Along with the baseline implementations, we release a set of 100 best agents/teams that we can train with different training schemes for each game, as the base for evaluating agents with population performance. As such, the research community can perform comparisons under a stable and uniform standard. Code for the games, building toolkit and baselines are released at https://github.com/YuhangSong/Arena-BuildingToolkit and https://github.com/YuhangSong/Arena-Baselines.


Options as responses: Grounding behavioural hierarchies in multi-agent RL

arXiv.org Artificial Intelligence

We propose a novel hierarchical agent architecture for multi-agent reinforcement learning with concealed information. The hierarchy is grounded in the concealed information about other players, which resolves "the chicken or the egg" nature of option discovery. We factorise the value function over a latent representation of the concealed information and then re-use this latent space to factorise the policy into options. Low-level policies (options) are trained to respond to particular states of other agents grouped by the latent representation, while the top level (meta-policy) learns to infer the latent representation from its own observation thereby to select the right option. This grounding facilitates credit assignment across the levels of hierarchy. We show that this helps generalisation---performance against a held-out set of pre-trained competitors, while training in self- or population-play---and resolution of social dilemmas in self-play.