Agents
Memory Sharing for Large Language Model based Agents
The adaptation of Large Language Model (LLM)-based agents to execute tasks via natural language prompts represents a significant advancement, notably eliminating the need for explicit retraining or fine tuning, but are constrained by the comprehensiveness and diversity of the provided examples, leading to outputs that often diverge significantly from expected results, especially when it comes to the open-ended questions. This paper introduces the Memory Sharing, a framework which integrates the real-time memory filter, storage and retrieval to enhance the In-Context Learning process. This framework allows for the sharing of memories among multiple agents, whereby the interactions and shared memories between different agents effectively enhance the diversity of the memories. The collective self-enhancement through interactive learning among multiple agents facilitates the evolution from individual intelligence to collective intelligence. Besides, the dynamically growing memory pool is utilized not only to improve the quality of responses but also to train and enhance the retriever. We evaluated our framework across three distinct domains involving specialized tasks of agents. The experimental results demonstrate that the MS framework significantly improves the agents' performance in addressing open-ended questions.
A Defeasible Deontic Calculus for Resolving Norm Conflicts
Olson, Taylor, Salas-Damian, Roberto, Forbus, Kenneth D.
When deciding how to act, we must consider other agents' norms and values. However, our norms are ever-evolving. We often add exceptions or change our minds, and thus norms can conflict over time. Therefore, to maintain an accurate mental model of other's norms, and thus to avoid social friction, such conflicts must be detected and resolved quickly. Formalizing this process has been the focus of various deontic logics and normative multi-agent systems. We aim to bridge the gap between these two fields here. We contribute a defeasible deontic calculus with inheritance and prove that it resolves norm conflicts. Through this analysis, we also reveal a common resolution strategy as a red herring. This paper thus contributes a theoretically justified axiomatization of norm conflict detection and resolution.
Augmented Bayesian Policy Search
Kallel, Mahdi, Basu, Debabrota, Akrour, Riad, D'Eramo, Carlo
Deterministic policies are often preferred over stochastic ones when implemented on physical systems. They can prevent erratic and harmful behaviors while being easier to implement and interpret. However, in practice, exploration is largely performed by stochastic policies. First-order Bayesian Optimization (BO) methods offer a principled way of performing exploration using deterministic policies. This is done through a learned probabilistic model of the objective function and its gradient. Nonetheless, such approaches treat policy search as a black-box problem, and thus, neglect the reinforcement learning nature of the problem. In this work, we leverage the performance difference lemma to introduce a novel mean function for the probabilistic model. This results in augmenting BO methods with the action-value function. Hence, we call our method Augmented Bayesian Search~(ABS). Interestingly, this new mean function enhances the posterior gradient with the deterministic policy gradient, effectively bridging the gap between BO and policy gradient methods. The resulting algorithm combines the convenience of the direct policy search with the scalability of reinforcement learning. We validate ABS on high-dimensional locomotion problems and demonstrate competitive performance compared to existing direct policy search schemes.
Maximizing utility in multi-agent environments by anticipating the behavior of other learners
Assos, Angelos, Dagan, Yuval, Daskalakis, Constantinos
Learning algorithms are often used to make decisions in sequential decision-making environments. In multi-agent settings, the decisions of each agent can affect the utilities/losses of the other agents. Therefore, if an agent is good at anticipating the behavior of the other agents, in particular how they will make decisions in each round as a function of their experience that far, it could try to judiciously make its own decisions over the rounds of the interaction so as to influence the other agents to behave in a way that ultimately benefits its own utility. In this paper, we study repeated two-player games involving two types of agents: a learner, which employs an online learning algorithm to choose its strategy in each round; and an optimizer, which knows the learner's utility function and the learner's online learning algorithm. The optimizer wants to plan ahead to maximize its own utility, while taking into account the learner's behavior. We provide two results: a positive result for repeated zero-sum games and a negative result for repeated general-sum games. Our positive result is an algorithm for the optimizer, which exactly maximizes its utility against a learner that plays the Replicator Dynamics -- the continuous-time analogue of Multiplicative Weights Update (MWU). Additionally, we use this result to provide an algorithm for the optimizer against MWU, i.e.~for the discrete-time setting, which guarantees an average utility for the optimizer that is higher than the value of the one-shot game. Our negative result shows that, unless P=NP, there is no Fully Polynomial Time Approximation Scheme (FPTAS) for maximizing the utility of an optimizer against a learner that best-responds to the history in each round. Yet, this still leaves open the question of whether there exists a polynomial-time algorithm that optimizes the utility up to $o(T)$.
Gradient-based Regularization for Action Smoothness in Robotic Control with Reinforcement Learning
Lee, I, Cao, Hoang-Giang, Dao, Cong-Tinh, Chen, Yu-Cheng, Wu, I-Chen
Deep Reinforcement Learning (DRL) has achieved remarkable success, ranging from complex computer games to real-world applications, showing the potential for intelligent agents capable of learning in dynamic environments. However, its application in real-world scenarios presents challenges, including the jerky problem, in which jerky trajectories not only compromise system safety but also increase power consumption and shorten the service life of robotic and autonomous systems. To address jerky actions, a method called conditioning for action policy smoothness (CAPS) was proposed by adding regularization terms to reduce the action changes. This paper further proposes a novel method, named Gradient-based CAPS (Grad-CAPS), that modifies CAPS by reducing the difference in the gradient of action and then uses displacement normalization to enable the agent to adapt to invariant action scales. Consequently, our method effectively reduces zigzagging action sequences while enhancing policy expressiveness and the adaptability of our method across diverse scenarios and environments. In the experiments, we integrated Grad-CAPS with different reinforcement learning algorithms and evaluated its performance on various robotic-related tasks in DeepMind Control Suite and OpenAI Gym environments. The results demonstrate that Grad-CAPS effectively improves performance while maintaining a comparable level of smoothness compared to CAPS and Vanilla agents.
Mechanisms for Data Sharing in Collaborative Causal Inference (Extended Version)
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Collaborative causal inference (CCI) is a federated learning method for pooling data from multiple, often self-interested, parties, to achieve a common learning goal over causal structures, e.g. estimation and optimization of treatment variables in a medical setting. Since obtaining data can be costly for the participants and sharing unique data poses the risk of losing competitive advantages, motivating the participation of all parties through equitable rewards and incentives is necessary. This paper devises an evaluation scheme to measure the value of each party's data contribution to the common learning task, tailored to causal inference's statistical demands, by comparing completed partially directed acyclic graphs (CPDAGs) inferred from observational data contributed by the participants. The Data Valuation Scheme thus obtained can then be used to introduce mechanisms that incentivize the agents to contribute data. It can be leveraged to reward agents fairly, according to the quality of their data, or to maximize all agents' data contributions.
MobileExperts: A Dynamic Tool-Enabled Agent Team in Mobile Devices
Zhang, Jiayi, Zhao, Chuang, Zhao, Yihan, Yu, Zhaoyang, He, Ming, Fan, Jianping
The attainment of autonomous operations in mobile computing devices has consistently been a goal of human pursuit. With the development of Large Language Models (LLMs) and Visual Language Models (VLMs), this aspiration is progressively turning into reality. While contemporary research has explored automation of simple tasks on mobile devices via VLMs, there remains significant room for improvement in handling complex tasks and reducing high reasoning costs. In this paper, we introduce MobileExperts, which for the first time introduces tool formulation and multi-agent collaboration to address the aforementioned challenges. More specifically, MobileExperts dynamically assembles teams based on the alignment of agent portraits with the human requirements. Following this, each agent embarks on an independent exploration phase, formulating its tools to evolve into an expert. Lastly, we develop a dual-layer planning mechanism to establish coordinate collaboration among experts. To validate our effectiveness, we design a new benchmark of hierarchical intelligence levels, offering insights into algorithm's capability to address tasks across a spectrum of complexity. Experimental results demonstrate that MobileExperts performs better on all intelligence levels and achieves ~ 22% reduction in reasoning costs, thus verifying the superiority of our design.
VITAMIN: A Compositional Framework for Model Checking of Multi-Agent Systems
Ferrando, Angelo, Malvone, Vadim
The verification of Multi-Agent Systems (MAS) poses a significant challenge. Various approaches and methodologies exist to address this challenge; however, tools that support them are not always readily available. Even when such tools are accessible, they tend to be hard-coded, lacking in compositionality, and challenging to use due to a steep learning curve. In this paper, we introduce a methodology designed for the formal verification of MAS in a modular and versatile manner, along with an initial prototype, that we named VITAMIN. Unlike existing verification methodologies and frameworks for MAS, VITAMIN is constructed for easy extension to accommodate various logics (for specifying the properties to verify) and models (for determining on what to verify such properties).
Ariadne and Theseus: Exploration and Rendezvous with Two Mobile Agents in an Unknown Graph
We investigate two fundamental problems in mobile computing: exploration and rendezvous, with two distinct mobile agents in an unknown graph. The agents may communicate by reading and writing information on whiteboards that are located at all nodes. They both move along one adjacent edge at every time-step. In the exploration problem, the agents start from the same arbitrary node and must traverse all the edges. We present an algorithm achieving collective exploration in $m$ time-steps, where $m$ is the number of edges of the graph. This improves over the guarantee of depth-first search, which requires $2m$ time-steps. In the rendezvous problem, the agents start from different nodes of the graph and must meet as fast as possible. We present an algorithm guaranteeing rendezvous in at most $\frac{3}{2}m$ time-steps. This improves over the so-called `wait for Mommy' algorithm which is based on depth-first search and which also requires $2m$ time-steps. Importantly, all our guarantees are derived from a more general asynchronous setting in which the speeds of the agents are controlled by an adversary at all times. Our guarantees generalize to weighted graphs, when replacing the number of edges $m$ with the sum of all edge lengths. We show that our guarantees are met with matching lower-bounds in the asynchronous setting.
JointPPO: Diving Deeper into the Effectiveness of PPO in Multi-Agent Reinforcement Learning
While Centralized Training with Decentralized Execution (CTDE) has become the prevailing paradigm in Multi-Agent Reinforcement Learning (MARL), it may not be suitable for scenarios in which agents can fully communicate and share observations with each other. Fully centralized methods, also know as Centralized Training with Centralized Execution (CTCE) methods, can fully utilize observations of all the agents by treating the entire system as a single agent. However, traditional CTCE methods suffer from scalability issues due to the exponential growth of the joint action space. To address these challenges, in this paper we propose JointPPO, a CTCE method that uses Proximal Policy Optimization (PPO) to directly optimize the joint policy of the multi-agent system. JointPPO decomposes the joint policy into conditional probabilities, transforming the decision-making process into a sequence generation task. A Transformer-based joint policy network is constructed, trained with a PPO loss tailored for the joint policy. JointPPO effectively handles a large joint action space and extends PPO to multi-agent setting in a clear and concise manner. Extensive experiments on the StarCraft Multi-Agent Challenge (SMAC) testbed demonstrate the superiority of JointPPO over strong baselines. Ablation experiments and analyses are conducted to explores the factors influencing JointPPO's performance.