Agent Societies
Exploration and Persuasion
How to incentivize self-interested agents to explore when they prefer to exploit? Consider a population of self-interested agents that make decisions under uncertainty. They "explore" to acquire new information and "exploit" this information to make good decisions. Collectively they need to balance these two objectives, but their incentives are skewed toward exploitation. This is because exploration is costly, but its benefits are spread over many agents in the future. "Incentivized Exploration" addresses this issue via strategic communication. Consider a benign ``principal" which can communicate with the agents and make recommendations, but cannot force the agents to comply. Moreover, suppose the principal can observe the agents' decisions and the outcomes of these decisions. The goal is to design a communication and recommendation policy which (i) achieves a desirable balance between exploration and exploitation, and (ii) incentivizes the agents to follow recommendations. What makes it feasible is "information asymmetry": the principal knows more than any one agent, as it collects information from many. It is essential that the principal does not fully reveal all its knowledge to the agents. Incentivized exploration combines two important problems in, resp., machine learning and theoretical economics. First, if agents always follow recommendations, the principal faces a multi-armed bandit problem: essentially, design an algorithm that balances exploration and exploitation. Second, interaction with a single agent corresponds to "Bayesian persuasion", where a principal leverages information asymmetry to convince an agent to take a particular action. We provide a brief but self-contained introduction to each problem through the lens of incentivized exploration, solving a key special case of the former as a sub-problem of the latter.
Layered LA-MAPF: a decomposition of large agent MAPF instance to accelerate solving without compromising solvability
Multi-Agent Path Finding (MAPF) has been widely studied in recent years. However, most existing MAPF algorithms assume that an agent occupies only a single grid in a grid-based map. This assumption limits their applicability in many real-world domains where agents have geometric shapes, rather than being point-like. Such agents, which can occupy multiple cells simultaneously, are referred to as ``large'' agents. When considering the shape and size of agents in MAPF, the computational complexity increases significantly as the number of agents grows, primarily due to the increased overhead in conflict detection between geometric agents. In this paper, we propose two types of subproblems for the LA-MAPF (Large-Agent MAPF) problem: \textbf{cluster} (which has no constraints on the order of solution) and \textbf{level} (which imposes constraints on the solution order). We introduce \textbf{Layered LA-MAPF}, a method that decomposes a MAPF instance involving geometric agents into clusters, and then further decomposes each cluster into levels. This approach aims to reduce time complexity when solving LA-MAPF problems. Our results demonstrate the performance of our method as the number of agents increases across various maps, and how it accelerates LA-MAPF methods, such as LA-CBS and LA-LaCAM. Experiments show that our LA-MAPF method with instance decomposition \textbf{halves the time cost (reducing from an average of 40s to 20s) and triples the success rate (from an average of 0.27 to 0.80)} in finding a solution within 60 seconds. To facilitate further research, we have made the source code for Layered LA-MAPF publicly available at \url{https://github.com/JoeYao-bit/LayeredMAPF/algorithm/LA-MAPF}.
Episodic Future Thinking Mechanism for Multi-agent Reinforcement Learning
Understanding cognitive processes in multi-agent interactions is a primary goal in cognitive science. It can guide the direction of artificial intelligence (AI) research toward social decision-making in multi-agent systems, which includes uncertainty from character heterogeneity. In this paper, we introduce an episodic future thinking (EFT) mechanism for a reinforcement learning (RL) agent, inspired by cognitive processes observed in animals. To enable future thinking functionality, we first develop a multi-character policy that captures diverse characters with an ensemble of heterogeneous policies. Here, the character of an agent is defined as a different weight combination on reward components, representing distinct behavioral preferences. The future thinking agent collects observation-action trajectories of the target agents and uses the pre-trained multi-character policy to infer their characters. Once the character is inferred, the agent predicts the upcoming actions of target agents and simulates the potential future scenario. This capability allows the agent to adaptively select the optimal action, considering the predicted future scenario in multi-agent interactions. To evaluate the proposed mechanism, we consider the multi-agent autonomous driving scenario with diverse driving traits and multiple particle environments. Simulation results demonstrate that the EFT mechanism with accurate character inference leads to a higher reward than existing multi-agent solutions. We also confirm that the effect of reward improvement remains valid across societies with different levels of character diversity.
Cooperative Multi-Agent Constrained Stochastic Linear Bandits
Afsharrad, Amirhossein, Oftadeh, Parisa, Moradipari, Ahmadreza, Lall, Sanjay
--In this study, we explore a collaborative multi-agent stochastic linear bandit setting involving a network of N agents that communicate locally to minimize their collective regret while keeping their expected cost under a specified threshold ฯ . Each agent encounters a distinct linear bandit problem characterized by its own reward and cost parameters, i.e., local parameters. The goal of the agents is to determine the best overall action corresponding to the average of these parameters, or so-called global parameters. In each round, an agent is randomly chosen to select an action based on its current knowledge of the system. This chosen action is then executed by all agents, then they observe their individual rewards and costs. We propose a safe distributed upper confidence bound algorithm, so called MA-OPLB, and establish a high probability bound on its T -round regret. MA-OPLB utilizes an accelerated consensus method, where agents can compute an estimate of the average rewards and costs across the network by communicating the proper information with their neighbors. We also experimentally show the performance of our proposed algorithm in different network structures. Stochastic linear bandits have been widely researched in decision-making scenarios with a linear framework, such as recommendation systems or path routing [1], [2]. In these problems, at each time step, an agent selects an action and receives a corresponding random reward, which has an expected value that depends linearly on the context of the action. The agent's objective is to maximize the total reward over T rounds.
Agent-Based Emulation for Deploying Robot Swarm Behaviors
Vega, Ricardo, Zhu, Kevin, Mattson, Connor, Brown, Daniel S., Nowzari, Cameron
Despite significant research, robotic swarms have yet to be useful in solving real-world problems, largely due to the difficulty of creating and controlling swarming behaviors in multi-agent systems. Traditional top-down approaches in which a desired emergent behavior is produced often require complex, resource-heavy robots, limiting their practicality. This paper introduces a bottom-up approach by employing an Embodied Agent-Based Modeling and Simulation approach, emphasizing the use of simple robots and identifying conditions that naturally lead to self-organized collective behaviors. Using the Reality-to-Simulation-to-Reality for Swarms (RSRS) process, we tightly integrate real-world experiments with simulations to reproduce known swarm behaviors as well as discovering a novel emergent behavior without aiming to eliminate or even reduce the sim2real gap. This paper presents the development of an Agent-Based Embodiment and Emulation process that balances the importance of running physical swarming experiments and the prohibitively time-consuming process of even setting up and running a single experiment with 20+ robots by leveraging low-fidelity lightweight simulations to enable hypothesis-formation to guide physical experiments. We demonstrate the usefulness of our methods by emulating two known behaviors from the literature and show a third behavior `discovered' by accident.
Policies with Sparse Inter-Agent Dependencies in Dynamic Games: A Dynamic Programming Approach
Liu, Xinjie, Li, Jingqi, Fotiadis, Filippos, Karabag, Mustafa O., Milzman, Jesse, Fridovich-Keil, David, Topcu, Ufuk
Common feedback strategies in multi-agent dynamic games require all players' state information to compute control strategies. However, in real-world scenarios, sensing and communication limitations between agents make full state feedback expensive or impractical, and such strategies can become fragile when state information from other agents is inaccurate. To this end, we propose a regularized dynamic programming approach for finding sparse feedback policies that selectively depend on the states of a subset of agents in dynamic games. The proposed approach solves convex adaptive group Lasso problems to compute sparse policies approximating Nash equilibrium solutions. We prove the regularized solutions' asymptotic convergence to a neighborhood of Nash equilibrium policies in linear-quadratic (LQ) games. We extend the proposed approach to general non-LQ games via an iterative algorithm. Empirical results in multi-robot interaction scenarios show that the proposed approach effectively computes feedback policies with varying sparsity levels. When agents have noisy observations of other agents' states, simulation results indicate that the proposed regularized policies consistently achieve lower costs than standard Nash equilibrium policies by up to 77% for all interacting agents whose costs are coupled with other agents' states.
Spiking Neural Networks as a Controller for Emergent Swarm Agents
Zhu, Kevin, Mattson, Connor, Snyder, Shay, Vega, Ricardo, Brown, Daniel S., Parsa, Maryam, Nowzari, Cameron
Drones which can swarm and loiter in a certain area cost hundreds of dollars, but mosquitos can do the same and are essentially worthless. To control swarms of low-cost robots, researchers may end up spending countless hours brainstorming robot configurations and policies to ``organically" create behaviors which do not need expensive sensors and perception. Existing research explores the possible emergent behaviors in swarms of robots with only a binary sensor and a simple but hand-picked controller structure. Even agents in this highly limited sensing, actuation, and computational capability class can exhibit relatively complex global behaviors such as aggregation, milling, and dispersal, but finding the local interaction rules that enable more collective behaviors remains a significant challenge. This paper investigates the feasibility of training spiking neural networks to find those local interaction rules that result in particular emergent behaviors. In this paper, we focus on simulating a specific milling behavior already known to be producible using very simple binary sensing and acting agents. To do this, we use evolutionary algorithms to evolve not only the parameters (the weights, biases, and delays) of a spiking neural network, but also its structure. To create a baseline, we also show an evolutionary search strategy over the parameters for the incumbent hand-picked binary controller structure. Our simulations show that spiking neural networks can be evolved in binary sensing agents to form a mill.
Hierarchical Search-Based Cooperative Motion Planning
Wu, Yuchen, Yang, Yifan, Xu, Gang, Cao, Junjie, Chen, Yansong, Wen, Licheng, Liu, Yong
Cooperative path planning, a crucial aspect of multi-agent systems research, serves a variety of sectors, including military, agriculture, and industry. Many existing algorithms, however, come with certain limitations, such as simplified kinematic models and inadequate support for multiple group scenarios. Focusing on the planning problem associated with a nonholonomic Ackermann model for Unmanned Ground Vehicles (UGV), we propose a leaderless, hierarchical Search-Based Cooperative Motion Planning (SCMP) method. The high-level utilizes a binary conflict search tree to minimize runtime, while the low-level fabricates kinematically feasible, collision-free paths that are shape-constrained. Our algorithm can adapt to scenarios featuring multiple groups with different shapes, outlier agents, and elaborate obstacles. We conduct algorithm comparisons, performance testing, simulation, and real-world testing, verifying the effectiveness and applicability of our algorithm. The implementation of our method will be open-sourced at https://github.com/WYCUniverStar/SCMP.
A Troublemaker with Contagious Jailbreak Makes Chaos in Honest Towns
Men, Tianyi, Cao, Pengfei, Jin, Zhuoran, Chen, Yubo, Liu, Kang, Zhao, Jun
With the development of large language models, they are widely used as agents in various fields. A key component of agents is memory, which stores vital information but is susceptible to jailbreak attacks. Existing research mainly focuses on single-agent attacks and shared memory attacks. However, real-world scenarios often involve independent memory. In this paper, we propose the Troublemaker Makes Chaos in Honest Town (TMCHT) task, a large-scale, multi-agent, multi-topology text-based attack evaluation framework. TMCHT involves one attacker agent attempting to mislead an entire society of agents. We identify two major challenges in multi-agent attacks: (1) Non-complete graph structure, (2) Large-scale systems. We attribute these challenges to a phenomenon we term toxicity disappearing. To address these issues, we propose an Adversarial Replication Contagious Jailbreak (ARCJ) method, which optimizes the retrieval suffix to make poisoned samples more easily retrieved and optimizes the replication suffix to make poisoned samples have contagious ability. We demonstrate the superiority of our approach in TMCHT, with 23.51%, 18.95%, and 52.93% improvements in line topology, star topology, and 100-agent settings. Encourage community attention to the security of multi-agent systems.
Distributed Online Life-Long Learning (DOL3) for Multi-agent Trust and Reputation Assessment in E-commerce
Ramamoorthy, Hariprasauth, Gupta, Shubhankar, Sundaram, Suresh
Trust and Reputation Assessment of service providers in citizen-focused environments like e-commerce is vital to maintain the integrity of the interactions among agents. The goals and objectives of both the service provider and service consumer agents are relevant to the goals of the respective citizens (end users). The provider agents often pursue selfish goals that can make the service quality highly volatile, contributing towards the non-stationary nature of the environment. The number of active service providers tends to change over time resulting in an open environment. This necessitates a rapid and continual assessment of the Trust and Reputation. A large number of service providers in the environment require a distributed multi-agent Trust and Reputation assessment. This paper addresses the problem of multi-agent Trust and Reputation Assessment in a non-stationary environment involving transactions between providers and consumers. In this setting, the observer agents carry out the assessment and communicate their assessed trust scores with each other over a network. We propose a novel Distributed Online Life-Long Learning (DOL3) algorithm that involves real-time rapid learning of trust and reputation scores of providers. Each observer carries out an adaptive learning and weighted fusion process combining their own assessment along with that of their neighbour in the communication network. Simulation studies reveal that the state-of-the-art methods, which usually involve training a model to assess an agent's trust and reputation, do not work well in such an environment. The simulation results show that the proposed DOL3 algorithm outperforms these methods and effectively handles the volatility in such environments. From the statistical evaluation, it is evident that DOL3 performs better compared to other models in 90% of the cases.