Goto

Collaborating Authors

 Agent Societies


Neural MMO: A Massively Multiagent Game Environment for Training and Evaluating Intelligent Agents

arXiv.org Machine Learning

The emergence of complex life on Earth is often attributed to the arms race that ensued from a huge number of organisms all competing for finite resources. We present an artificial intelligence research environment, inspired by the human game genre of MMORPGs (Massively Multiplayer Online Role-Playing Games, a.k.a. MMOs), that aims to simulate this setting in microcosm. As with MMORPGs and the real world alike, our environment is persistent and supports a large and variable number of agents. Our environment is well suited to the study of large-scale multiagent interaction: it requires that agents learn robust combat and navigation policies in the presence of large populations attempting to do the same. Baseline experiments reveal that population size magnifies and incentivizes the development of skillful behaviors and results in agents that outcompete agents trained in smaller populations. We further show that the policies of agents with unshared weights naturally diverge to fill different niches in order to avoid competition.


Evaluation Mechanism of Collective Intelligence for Heterogeneous Agents Group

arXiv.org Artificial Intelligence

Collective intelligence is manifested when multiple agents coherently work in observation, interaction, decision-making and action. In this paper, we define and quantify the intelligence level of heterogeneous agents group with the improved Anytime Universal Intelligence Test(AUIT), based on an extension of the existing evaluation of homogeneous agents group. The relationship of intelligence level with agents composition, group size, spatial complexity and testing time is analyzed. The intelligence level of heterogeneous agents groups is compared with the homogeneous ones to analyze the effects of heterogeneity on collective intelligence. Our work will help to understand the essence of collective intelligence more deeply and reveal the effect of various key factors on group intelligence level.


Egocentric Bias and Doubt in Cognitive Agents

arXiv.org Artificial Intelligence

Modeling social interactions based on individual behavior has always been an area of interest, but prior literature generally presumes rational behavior. Thus, such models may miss out on capturing the effects of biases humans are susceptible to. This work presents a method to model egocentric bias, the real-life tendency to emphasize one's own opinion heavily when presented with multiple opinions. We use a symmetric distribution centered at an agent's own opinion, as opposed to the Bounded Confidence (BC) model used in prior work. We consider a game of iterated interactions where an agent cooperates based on its opinion about an opponent. Our model also includes the concept of domain-based self-doubt, which varies as the interaction succeeds or not. An increase in doubt makes an agent reduce its egocentricity in subsequent interactions, thus enabling the agent to learn reactively. The agent system is modeled with factions not having a single leader, to overcome some of the issues associated with leader-follower factions. We find that agents belonging to factions perform better than individual agents. We observe that an intermediate level of egocentricity helps the agent perform at its best, which concurs with conventional wisdom that neither overconfidence nor low self-esteem brings benefits.


Anytime Heuristic for Weighted Matching Through Altruism-Inspired Behavior

arXiv.org Artificial Intelligence

We present a novel anytime heuristic (ALMA), inspired by the human principle of altruism, for solving the assignment problem. ALMA is decentralized, completely uncoupled, and requires no communication between the participants. We prove an upper bound on the convergence speed that is polynomial in the desired number of resources and competing agents per resource; crucially, in the realistic case where the aforementioned quantities are bounded independently of the total number of agents/resources, the convergence time remains constant as the total problem size increases. We have evaluated ALMA under three test cases: (i) an anti-coordination scenario where agents with similar preferences compete over the same set of actions, (ii) a resource allocation scenario in an urban environment, under a constant-time constraint, and finally, (iii) an on-line matching scenario using real passenger-taxi data. In all of the cases, ALMA was able to reach high social welfare, while being orders of magnitude faster than the centralized, optimal algorithm. The latter allows our algorithm to scale to realistic scenarios with hundreds of thousands of agents, e.g., vehicle coordination in urban environments.


Merkel Calls Russia a Partner, Urges Global Cooperation

U.S. News

"We are proud of our cars and so we should be," Merkel said, adding, however, that many were built in the United States and exported to China. "If that is viewed as a security threat to the United States, then we are shocked," she told the Munich Security Conference to applause from the audience.


Understanding The Impact of Partner Choice on Cooperation and Social Norms by means of Multi-agent Reinforcement Learning

arXiv.org Artificial Intelligence

The human ability to coordinate and cooperate has been vital to the development of societies for thousands of years. While it is not fully clear how this behavior arises, social norms are thought to be a key factor in this development. In contrast to laws set by authorities, norms tend to evolve in a bottom-up manner from interactions between members of a society. While much behavior can be explained through the use of social norms, it is difficult to measure the extent to which they shape society as well as how they are affected by other societal dynamics. In this paper, we discuss the design and evaluation of a reinforcement learning model for understanding how the opportunity to choose who you interact with in a society affects the overall societal outcome and the strength of social norms. We first study the emergence of norms and then the emergence of cooperation in presence of norms. In our model, agents interact with other agents in a society in the form of repeated matrix-games: coordination games and cooperation games. In particular, in our model, at each each stage, agents are either able to choose a partner to interact with or are forced to interact at random and learn using policy gradients.


The StarCraft Multi-Agent Challenge

arXiv.org Machine Learning

In the last few years, deep multi-agent reinforcement learning (RL) has become a highly active area of research. A particularly challenging class of problems in this area is partially observable, cooperative, multi-agent learning, in which teams of agents must learn to coordinate their behaviour while conditioning only on their private observations. This is an attractive research area since such problems are relevant to a large number of real-world systems and are also more amenable to evaluation than general-sum problems. Standardised environments such as the ALE and MuJoCo have allowed single-agent RL to move beyond toy domains, such as grid worlds. However, there is no comparable benchmark for cooperative multi-agent RL. As a result, most papers in this field use one-off toy problems, making it difficult to measure real progress. In this paper, we propose the StarCraft Multi-Agent Challenge (SMAC) as a benchmark problem to fill this gap. SMAC is based on the popular real-time strategy game StarCraft II and focuses on micromanagement challenges where each unit is controlled by an independent agent that must act based on local observations. We offer a diverse set of challenge maps and recommendations for best practices in benchmarking and evaluations. We also open-source a deep multi-agent RL learning framework including state-of-the-art algorithms. We believe that SMAC can provide a standard benchmark environment for years to come. Videos of our best agents for several SMAC scenarios are available at: https://youtu.be/VZ7zmQ_obZ0.


Global Collaboration through Local Interaction in Competitive Learning

arXiv.org Machine Learning

The Self Organizing Map (SOM) is a competitive, unsupervised learningalgorithm capable of creating a low dimensional and discrete representation of high dimensional data. Sinceits initial conception, SOM has found broad application indata analytics, mainly for data clustering, function approximation, and dimensionality reduction (see [5, 8] for examples of applications). A SOM consists of a population of adaptive, interacting agents dubbed units. Each unit is represented in the sample spaceby vector (called weight) and it influences set of other units (neighbors). For each sample, the unit with the most similar weight is found (called the best matching unit - BMU), and its similarity to the sample is increased by altering itsweight. Subsequently, the neighbors of the BMU are also influenced by increasing their similarity to the sample - albeit to a lesser extend. Given enough data, the units' weight may converge to a low dimensional discrete representation of the data - called a feature map. Additionally, the units' weight will be placed meaningfully: neighboring units should contain similar features, sinceneighborhoods move en masse, a property known as topological preservation. It is possible however for this process to go awry; for example, limiting the influence of a unit over its neighbors may compromise the topological preservation[5, 4].


CESMA: Centralized Expert Supervises Multi-Agents

arXiv.org Artificial Intelligence

We consider the reinforcement learning problem of training multiple agents in order to maximize a shared reward. In this multi-agent system, each agent seeks to maximize the reward while interacting with other agents, and they may or may not be able to communicate. Typically the agents do not have access to other agent policies and thus each agent observes a non-stationary and partially-observable environment. In order to resolve this issue, we demonstrate a novel multi-agent training framework that first turns a multi-agent problem into a single-agent problem to obtain a centralized expert that is then used to guide supervised learning for multiple independent agents with the goal of decentralizing the policy. We additionally demonstrate a way to turn the exponential growth in the joint action space into a linear growth for the centralized policy. Overall, the problem is twofold: the problem of obtaining a centralized expert, and then the problem of supervised learning to train the multi-agents. We demonstrate our solutions to both of these tasks, and show that supervised learning can be used to decentralize a multi-agent policy.


Deep Reinforcement Learning for Multi-Agent Systems: A Review of Challenges, Solutions and Applications

arXiv.org Machine Learning

Reinforcement learning (RL) algorithms have been around for decades and employed to solve various sequential decision-making problems. These algorithms however have faced great challenges when dealing with high-dimensional environments. The recent development of deep learning has enabled RL methods to drive optimal policies for sophisticated and capable agents, which can perform efficiently in these challenging environments. This paper addresses an important aspect of deep RL related to situations that require multiple agents to communicate and cooperate to solve complex tasks. A survey of different approaches to problems related to multi-agent deep RL (MADRL) is presented, including non-stationarity, partial observability, continuous state and action spaces, multi-agent training schemes, multi-agent transfer learning. The merits and demerits of the reviewed methods will be analyzed and discussed, with their corresponding applications explored. It is envisaged that this review provides insights about various MADRL methods and can lead to future development of more robust and highly useful multi-agent learning methods for solving real-world problems.