Agent Societies
Learned human-agent decision-making, communication and joint action in a virtual reality environment
Pilarski, Patrick M., Butcher, Andrew, Johanson, Michael, Botvinick, Matthew M., Bolt, Andrew, Parker, Adam S. R.
Humans make decisions and act alongside other humans to pursue both short-term and long-term goals. As a result of ongoing progress in areas such as computing science and automation, humans now also interact with nonhuman agents of varying complexity as part of their day-to-day activities; substantial work is being done to integrate increasingly intelligent machine agents into human work and play. With increases in the cognitive, sensory, and motor capacity of these agents, intelligent machinery for human assistance can now reasonably be considered to engage in joint action with humans--i.e., two or more agents adapting their behaviour and their understanding of each other so as to progress in shared objectives or goals. The mechanisms, conditions, and opportunities for skillful joint action in human-machine partnerships is of great interest to multiple communities. Despite this, human-machine joint action is as yet underexplored, especially in cases where a human and an intelligent machine interact in a persistent way during the course of real-time, daily-life experience (as opposed to specialized, episodic, or time-limited settings such as game play, teaching, or task-focused personal computing applications). In this work, we contribute a virtual reality environment wherein a human and an agent can adapt their predictions, their actions, and their communication so as to pursue a simple foraging task. In a case study with a single participant, we provide an example of human-agent coordination and decision-making involving prediction learning on the part of the human and the machine agent, and control learning on the part of the machine agent wherein audio communication signals are used to cue its human partner in service of acquiring shared reward. These comparisons suggest the utility of studying human-machine coordination in a virtual reality environment, and identify further research that will expand our understanding of persistent human-machine joint action.
Autonomous Air Traffic Controller: A Deep Multi-Agent Reinforcement Learning Approach
Air traffic control is a real-time safety-critical decision making process in highly dynamic and stochastic environments. In today's aviation practice, a human air traffic controller monitors and directs many aircraft flying through its designated airspace sector. With the fast growing air traffic complexity in traditional (commercial airliners) and low-altitude (drones and eVTOL aircraft) airspace, an autonomous air traffic control system is needed to accommodate high density air traffic and ensure safe separation between aircraft. We propose a deep multi-agent reinforcement learning framework that is able to identify and resolve conflicts between aircraft in a high-density, stochastic, and dynamic en-route sector with multiple intersections and merging points. The proposed framework utilizes an actor-critic model, A2C that incorporates the loss function from Proximal Policy Optimization (PPO) to help stabilize the learning process. In addition we use a centralized learning, decentralized execution scheme where one neural network is learned and shared by all agents in the environment. We show that our framework is both scalable and efficient for large number of incoming aircraft to achieve extremely high traffic throughput with safety guarantee. We evaluate our model via extensive simulations in the BlueSky environment. Results show that our framework is able to resolve 99.97% and 100% of all conflicts both at intersections and merging points, respectively, in extreme high-density air traffic scenarios.
Argus: Smartphone-enabled Human Cooperation via Multi-Agent Reinforcement Learning for Disaster Situational Awareness
Sadhu, Vidyasagar, Salles-Loustau, Gabriel, Pompili, Dario, Zonouz, Saman, Sritapan, Vincent
Argus exploits a Multi-Agent Reinforcement Learning (MARL) framework to create a 3D mapping of the disaster scene using agents present around the incident zone to facilitate the rescue operations. The agents can be both human bystanders at the disaster scene as well as drones or robots that can assist the humans. The agents are involved in capturing the images of the scene using their smartphones (or on-board cameras in case of drones) as directed by the MARL algorithm. These images are used to build real time a 3D map of the disaster scene. Via both simulations and real experiments, an evaluation of the framework in terms of effectiveness in tracking random dynamicity of the environment is presented.
Decomposition Methods with Deep Corrections for Reinforcement Learning
Bouton, Maxime, Julian, Kyle, Nakhaei, Alireza, Fujimura, Kikuo, Kochenderfer, Mykel J.
Decomposition methods have been proposed to approximate solutions to large sequential decision making problems. In contexts where an agent interacts with multiple entities, utility decomposition can be used to separate the global objective into local tasks considering each individual entity independently. An arbitrator is then responsible for combining the individual utilities and selecting an action in real time to solve the global problem. Although these techniques can perform well empirically, they rely on strong assumptions of independence between the local tasks and sacrifice the optimality of the global solution. This paper proposes an approach that improves upon such approximate solutions by learning a correction term represented by a neural network. We demonstrate this approach on a fisheries management problem where multiple boats must coordinate to maximize their catch over time as well as on a pedestrian avoidance problem for autonomous driving. In each problem, decomposition methods can scale to multiple boats or pedestrians by using strategies involving one entity. We verify empirically that the proposed correction method significantly improves the decomposition method and outperforms a policy trained on the full scale problem without utility decomposition.
Learning 3D Navigation Protocols on Touch Interfaces with Cooperative Multi-Agent Reinforcement Learning
Debard, Quentin, Dibangoye, Jilles Steeve, Canu, Stéphane, Wolf, Christian
Using touch devices to navigate in virtual 3D environments such as computer assisted design (CAD) models or geographical information systems (GIS) is inherently difficult for humans, as the 3D operations have to be performed by the user on a 2D touch surface. This ill-posed problem is classically solved with a fixed and handcrafted interaction protocol, which must be learned by the user. We propose to automatically learn a new interaction protocol allowing to map a 2D user input to 3D actions in virtual environments using reinforcement learning (RL). A fundamental problem of RL methods is the vast amount of interactions often required, which are difficult to come by when humans are involved. To overcome this limitation, we make use of two collaborative agents. The first agent models the human by learning to perform the 2D finger trajectories. The second agent acts as the interaction protocol, interpreting and translating to 3D operations the 2D finger trajectories from the first agent. We restrict the learned 2D trajectories to be similar to a training set of collected human gestures by first performing state representation learning, prior to reinforcement learning. This state representation learning is addressed by projecting the gestures into a latent space learned by a variational auto encoder (VAE).
Two Body Problem: Collaborative Visual Task Completion
Jain, Unnat, Weihs, Luca, Kolve, Eric, Rastegari, Mohammad, Lazebnik, Svetlana, Farhadi, Ali, Schwing, Alexander, Kembhavi, Aniruddha
Collaboration is a necessary skill to perform tasks that are beyond one agent's capabilities. Addressed extensively in both conventional and modern AI, multi-agent collaboration has often been studied in the context of simple grid worlds. We argue that there are inherently visual aspects to collaboration which should be studied in visually rich environments. A key element in collaboration is communication that can be either explicit, through messages, or implicit, through perception of the other agents and the visual world. Learning to collaborate in a visual environment entails learning (1) to perform the task, (2) when and what to communicate, and (3) how to act based on these communications and the perception of the visual world. In this paper we study the problem of learning to collaborate directly from pixels in AI2-THOR and demonstrate the benefits of explicit and implicit modes of communication to perform visual tasks. Refer to our project page for more details: https://prior.allenai.org/projects/two-body-problem
Cooperative Multi-Agent Reinforcement Learning Framework for Scalping Trading
Jo, Uk, Jo, Taehyun, Kim, Wanjun, Yoon, Iljoo, Lee, Dongseok, Lee, Seungho
We explore deep Reinforcement Learning(RL) algorithms for scalping trading and knew that there is no appropriate trading gym and agent examples. Thus we propose gym and agent like Open AI gym in finance. Not only that, we introduce new RL framework based on our hybrid algorithm which leverages between supervised learning and RL algorithm and uses meaningful observations such order book and settlement data from experience watching scalpers trading. That is very crucial information for traders behavior to be decided. To feed these data into our model, we use spatio-temporal convolution layer, called Conv3D for order book data and temporal CNN, called Conv1D for settlement data. Those are preprocessed by episode filter we developed. Agent consists of four sub agents divided to clarify their own goal to make best decision. Also, we adopted value and policy based algorithm to our framework. With these features, we could make agent mimic scalpers as much as possible. In many fields, RL algorithm has already begun to transcend human capabilities in many domains. This approach could be a starting point to beat human in the financial stock market, too and be a good reference for anyone who wants to design RL algorithm in real world domain. Finally, weexperiment our framework and gave you experiment progress.
Distributed Gibbs: A Linear-Space Sampling-Based DCOP Algorithm
Nguyen, Duc Thien, Yeoh, William, Lau, Hoong Chuin, Zivan, Roie
Researchers have used distributed constraint optimization problems (DCOPs) to model various multi-agent coordination and resource allocation problems. Very recently, Ottens et al. proposed a promising new approach to solve DCOPs that is based on confidence bounds via their Distributed UCT (DUCT) sampling-based algorithm. Unfortunately, its memory requirement per agent is exponential in the number of agents in the problem, which prohibits it from scaling up to large problems. Thus, in this article, we introduce two new sampling-based DCOP algorithms called Sequential Distributed Gibbs (SD-Gibbs) and Parallel Distributed Gibbs (PD-Gibbs). Both algorithms have memory requirements per agent that is linear in the number of agents in the problem. Our empirical results show that our algorithms can find solutions that are better than DUCT, run faster than DUCT, and solve some large problems that DUCT failed to solve due to memory limitations.
Deep Multi-Agent Reinforcement Learning with Discrete-Continuous Hybrid Action Spaces
Fu, Haotian, Tang, Hongyao, Hao, Jianye, Lei, Zihan, Chen, Yingfeng, Fan, Changjie
Deep Reinforcement Learning (DRL) has been applied to address a variety of cooperative multi-agent problems with either discrete action spaces or continuous action spaces. However, to the best of our knowledge, no previous work has ever succeeded in applying DRL to multi-agent problems with discrete-continuous hybrid (or parameterized) action spaces which is very common in practice. Our work fills this gap by proposing two novel algorithms: Deep Multi-Agent Parameterized Q-Networks (Deep MAPQN) and Deep Multi-Agent Hierarchical Hybrid Q-Networks (Deep MAHHQN). We follow the centralized training but decentralized execution paradigm: different levels of communication between different agents are used to facilitate the training process, while each agent executes its policy independently based on local observations during execution. Our empirical results on several challenging tasks (simulated RoboCup Soccer and game Ghost Story) show that both Deep MAPQN and Deep MAHHQN are effective and significantly outperform existing independent deep parameterized Q-learning method.
A Survey on Transfer Learning for Multiagent Reinforcement Learning Systems
Silva, Felipe Leno Da, Costa, Anna Helena Reali
Multiagent Reinforcement Learning (RL) solves complex tasks that require coordination with other agents through autonomous exploration of the environment. However, learning a complex task from scratch is impractical due to the huge sample complexity of RL algorithms. For this reason, reusing knowledge that can come from previous experience or other agents is indispensable to scale up multiagent RL algorithms. This survey provides a unifying view of the literature on knowledge reuse in multiagent RL. We define a taxonomy of solutions for the general knowledge reuse problem, providing a comprehensive discussion of recent progress on knowledge reuse in Multiagent Systems (MAS) and of techniques for knowledge reuse across agents (that may be actuating in a shared environment or not). We aim at encouraging the community to work towards reusing all the knowledge sources available in a MAS. For that, we provide an in-depth discussion of current lines of research and open questions.