Agent Societies
Deep Reinforcement Learning for Swarm Systems
Hüttenrauch, Maximilian, Šošić, Adrian, Neumann, Gerhard
Recently, deep reinforcement learning (RL) methods have been applied successfully to multi-agent scenarios. Typically, these methods rely on a concatenation of agent states to represent the information content required for decentralized decision making. However, concatenation scales poorly to swarm systems with a large number of homogeneous agents as it does not exploit the fundamental properties inherent to these systems: (i) the agents in the swarm are interchangeable and (ii) the exact number of agents in the swarm is irrelevant. Therefore, we propose a new state representation for deep multi-agent RL based on mean embeddings of distributions. We treat the agents as samples of a distribution and use the empirical mean embedding as input for a decentralized policy. We define different feature spaces of the mean embedding using histograms, radial basis functions and a neural network learned end-to-end. We evaluate the representation on two well known problems from the swarm literature (rendezvous and pursuit evasion), in a globally and locally observable setup. For the local setup we furthermore introduce simple communication protocols. Of all approaches, the mean embedding representation using neural network features enables the richest information exchange between neighboring agents facilitating the development of more complex collective strategies.
How game complexity affects the playing behavior of synthetic agents
Kiourt, Chairi, Kalles, Dimitris, Kanellopoulos, Panagiotis
Agent based simulation of social organizations, via the investigation of agents' training and learning tactics and strategies, has been inspired by the ability of humans to learn from social environments which are rich in agents, interactions and partial or hidden information. Such richness is a source of complexity that an effective learner has to be able to navigate. This paper focuses on the investigation of the impact of the environmental complexity on the game playing-and-learning behavior of synthetic agents. We demonstrate our approach using two independent turn-based zero-sum games as the basis of forming social events which are characterized both by competition and cooperation. The paper's key highlight is that as the complexity of a social environment changes, an effective player has to adapt its learning and playing profile to maintain a given performance profile
Capture the Flag: the emergence of complex cooperative agents DeepMind
Above: four of our trained agents play together on an indoor and outdoor procedurally generated Capture the Flag level. Billions of people inhabit the planet, each with their own individual goals and actions, but still capable of coming together through teams, organisations and societies in impressive displays of collective intelligence. This is a setting we call multi-agent learning: many individual agents must act independently, yet learn to interact and cooperate with other agents. This is an immensely difficult problem - because with co-adapting agents the world is constantly changing. To investigate this problem we look at 3D first-person multiplayer video games.
Reports of the AAAI 2017 Fall Symposium Series
Flenner, Arjuna (NAVAIR China Lake) | Fraune, Marlena R. (Indiana University) | Hiatt, Laura M. (Naval Research Laboratory (NRL)) | Kendall, Tony (Naval Postgraduate School) | Laird, John E. (University of Michigan) | Lebiere, Christian (Carnegie Mellon University) | Rosenbloom, Paul S. (Institute for Creative Technologies, University of Southern California) | Stein, Frank (IBM) | Topp, Elin A. (Lund University) | Unhelkar, Vaibhav V. (Massachusetts Institute of Technology) | Zhao, Ying (Naval Postgraduate School)
The AAAI 2017 Fall Symposium Series was held Thursday through Saturday, November 9–11, at the Westin Arlington Gateway in Arlington, Virginia, adjacent to Washington, DC. The titles of the six symposia were Artificial Intelligence for Human-Robot Interaction; Cognitive Assistance in Government and Public Sector Applications; Deep Models and Artificial Intelligence for Military Applications: Potentials, Theories, Practices, Tools and Risks; Human-Agent Groups: Studies, Algorithms and Challenges; Natural Communication for Human-Robot Collaboration; and A Standard Model of the Mind. The highlights of each symposium (except the Natural Communication for Human-Robot Collaboration symposium, whose organizers did not submit a report) are presented in this report.
Incentive-Compatible Mechanisms for Norm Monitoring in Open Multi-Agent Systems
Alechina, Natasha, Halpern, Joseph Y., Kash, Ian A., Logan, Brian
We consider the problem of detecting norm violations in open multi-agent systems (MAS). We show how, using ideas from scrip systems, we can design mechanisms where the agents comprising the MAS are incentivised to monitor the actions of other agents for norm violations. The cost of providing the incentives is not borne by the MAS and does not come from fines charged for norm violations (fines may be impossible to levy in a system where agents are free to leave and rejoin again under a different identity). Instead, monitoring incentives come from (scrip) fees for accessing the services provided by the MAS. In some cases, perfect monitoring (and hence enforcement) can be achieved: no norms will be violated in equilibrium. In other cases, we show that, while it is impossible to achieve perfect enforcement, we can get arbitrarily close; we can make the probability of a norm violation in equilibrium arbitrarily small. We show using simulations that our theoretical results, which apply to systems with a large number of agents, hold for multi-agent systems with as few as 1000 agents--the system rapidly converges to the steady-state distribution of scrip tokens necessary to ensure monitoring and then remains close to the steady state.
Who will win the AI race? If countries work together, then the answer could be all of us
With global cooperation, we can effectively take on the truth we all acknowledge: perhaps more than previous technological breakthroughs in human history, AI brings challenges along with its enormous potential for good. Yet based on our conversations with government officials, academics, entrepreneurs, journalists and other stakeholders over the past year or two, we at Malong Technologies are unabashedly hopeful. We see a broadening consensus and a willingness to address issues together with a sense of shared responsibility. We see people from all walks of life giving serious thought to the roles they can play and the contributions they can make.
Solving Multi-agent Path Finding on Strongly Biconnected Digraphs
Botea, Adi, Bonusi, Davide, Surynek, Pavel
Much of the literature on suboptimal, polynomial-time algorithms for multi-agent path finding focuses on undirected graphs, where motion is permitted in both directions along a graph edge. Despite this, traveling on directed graphs is relevant in navigation domains, such as path finding in games, and asymmetric communication networks.We consider multi-agent path finding on strongly biconnected directed graphs. We show that all instances with at least two unoccupied positions have a solution, except for a particular, degenerate subclass where the graph has a cyclic shape. We present diBOX, an algorithm for multi-agent path finding on strongly biconnected directed graphs. diBOX runs in polynomial time, computes suboptimal solutions and is complete for instances on strongly biconnected digraphs with at least two unoccupied positions. We theoretically analyze properties of the algorithm and properties of strongly biconnected directed graphs that are relevant to our approach. We perform a detailed empirical analysis of diBOX, showing a good scalability. To our knowledge, our work is the first study of multi-agent path finding focused on directed graphs.
Multi-Agent Path Finding with Deadlines
Ma, Hang, Wagner, Glenn, Felner, Ariel, Li, Jiaoyang, Kumar, T. K. Satish, Koenig, Sven
We formalize Multi-Agent Path Finding with Deadlines (MAPF-DL). The objective is to maximize the number of agents that can reach their given goal vertices from their given start vertices within the deadline, without colliding with each other. We first show that MAPF-DL is NP-hard to solve optimally. We then present two classes of optimal algorithms, one based on a reduction of MAPF-DL to a flow problem and a subsequent compact integer linear programming formulation of the resulting reduced abstracted multi-commodity flow network and the other one based on novel combinatorial search algorithms. Our empirical results demonstrate that these MAPF-DL solvers scale well and each one dominates the other ones in different scenarios.
Shallow decision-making analysis in General Video Game Playing
Bravi, Ivan, Liu, Jialin, Perez-Liebana, Diego, Lucas, Simon
The General Video Game AI competitions have been the testing ground for several techniques for game playing, such as evolutionary computation techniques, tree search algorithms, hyper heuristic based or knowledge based algorithms. So far the metrics used to evaluate the performance of agents have been win ratio, game score and length of games. In this paper we provide a wider set of metrics and a comparison method for evaluating and comparing agents. The metrics and the comparison method give shallow introspection into the agent's decision making process and they can be applied to any agent regardless of its algorithmic nature. In this work, the metrics and the comparison method are used to measure the impact of the terms that compose a tree policy of an MCTS based agent, comparing with several baseline agents. The results clearly show how promising such general approach is and how it can be useful to understand the behaviour of an AI agent, in particular, how the comparison with baseline agents can help understanding the shape of the agent decision landscape. The presented metrics and comparison method represent a step toward to more descriptive ways of logging and analysing agent's behaviours.