Agents
Effects of non-uniform number of actions by Hawkes process on spatial cooperation
Miyagawa, Daiki, Ichinose, Genki
The emergence of cooperative behavior, despite natural selection favoring rational self-interest, presents a significant evolutionary puzzle. Evolutionary game theory elucidates why cooperative behavior can be advantageous for survival. However, the impact of non-uniformity in the frequency of actions, particularly when actions are altered in the short term, has received little scholarly attention. To demonstrate the relationship between the non-uniformity in the frequency of actions and the evolution of cooperation, we conducted multi-agent simulations of evolutionary games. In our model, each agent performs actions in a chain-reaction, resulting in a non-uniform distribution of the number of actions. To achieve a variety of non-uniform action frequency, we introduced two types of chain-reaction rules: one where an agent's actions trigger subsequent actions, and another where an agent's actions depend on the actions of others. Our results revealed that cooperation evolves more effectively in scenarios with even slight non-uniformity in action frequency compared to completely uniform cases. In addition, scenarios where agents' actions are primarily triggered by their own previous actions more effectively support cooperation, whereas those triggered by others' actions are less effective. This implies that a few highly active individuals contribute positively to cooperation, while the tendency to follow others' actions can hinder it.
Cooperative bots exhibit nuanced effects on cooperation across strategic frameworks
Si, Zehua, He, Zhixue, Shen, Chen, Tanimoto, Jun
The positive impact of cooperative bots on cooperation within evolutionary game theory is well documented; however, existing studies have predominantly used discrete strategic frameworks, focusing on deterministic actions with a fixed probability of one. This paper extends the investigation to continuous and mixed strategic approaches. Continuous strategies employ intermediate probabilities to convey varying degrees of cooperation and focus on expected payoffs. In contrast, mixed strategies calculate immediate payoffs from actions chosen at a given moment within these probabilities. Using the prisoner's dilemma game, this study examines the effects of cooperative bots on human cooperation within hybrid populations of human players and simple bots, across both well-mixed and structured populations. Our findings reveal that cooperative bots significantly enhance cooperation in both population types across these strategic approaches under weak imitation scenarios, where players are less concerned with material gains. However, under strong imitation scenarios, while cooperative bots do not alter the defective equilibrium in well-mixed populations, they have varied impacts in structured populations across these strategic approaches. Specifically, they disrupt cooperation under discrete and continuous strategies but facilitate it under mixed strategies. These results highlight the nuanced effects of cooperative bots within different strategic frameworks and underscore the need for careful deployment, as their effectiveness is highly sensitive to how humans update their actions and their chosen strategic approach.
Impact of Decentralized Learning on Player Utilities in Stackelberg Games
Donahue, Kate, Immorlica, Nicole, Jagadeesan, Meena, Lucier, Brendan, Slivkins, Aleksandrs
When deployed in the world, a learning agent such as a recommender system or a chatbot often repeatedly interacts with another learning agent (such as a user) over time. In many such two-agent systems, each agent learns separately and the rewards of the two agents are not perfectly aligned. To better understand such cases, we examine the learning dynamics of the two-agent system and the implications for each agent's objective. We model these systems as Stackelberg games with decentralized learning and show that standard regret benchmarks (such as Stackelberg equilibrium payoffs) result in worst-case linear regret for at least one player. To better capture these systems, we construct a relaxed regret benchmark that is tolerant to small learning errors by agents. We show that standard learning algorithms fail to provide sublinear regret, and we develop algorithms to achieve near-optimal $O(T^{2/3})$ regret for both players with respect to these benchmarks. We further design relaxed environments under which faster learning ($O(\sqrt{T})$) is possible. Altogether, our results take a step towards assessing how two-agent interactions in sequential and decentralized learning environments affect the utility of both agents.
Multi-Objective Quality-Diversity for Crystal Structure Prediction
Janmohamed, Hannah, Wolinska, Marta, Surana, Shikha, Pierrot, Thomas, Walsh, Aron, Cully, Antoine
Crystal structures are indispensable across various domains, from batteries to solar cells, and extensive research has been dedicated to predicting their properties based on their atomic configurations. However, prevailing Crystal Structure Prediction methods focus on identifying the most stable solutions that lie at the global minimum of the energy function. This approach overlooks other potentially interesting materials that lie in neighbouring local minima and have different material properties such as conductivity or resistance to deformation. By contrast, Quality-Diversity algorithms provide a promising avenue for Crystal Structure Prediction as they aim to find a collection of high-performing solutions that have diverse characteristics. However, it may also be valuable to optimise for the stability of crystal structures alongside other objectives such as magnetism or thermoelectric efficiency. Therefore, in this work, we harness the power of Multi-Objective Quality-Diversity algorithms in order to find crystal structures which have diverse features and achieve different trade-offs of objectives. We analyse our approach on 5 crystal systems and demonstrate that it is not only able to re-discover known real-life structures, but also find promising new ones. Moreover, we propose a method for illuminating the objective space to gain an understanding of what trade-offs can be achieved.
Tractable Equilibrium Computation in Markov Games through Risk Aversion
Mazumdar, Eric, Panaganti, Kishan, Shi, Laixi
A significant roadblock to the development of principled multi-agent reinforcement learning is the fact that desired solution concepts like Nash equilibria may be intractable to compute. To overcome this obstacle, we take inspiration from behavioral economics and show that -- by imbuing agents with important features of human decision-making like risk aversion and bounded rationality -- a class of risk-averse quantal response equilibria (RQE) become tractable to compute in all $n$-player matrix and finite-horizon Markov games. In particular, we show that they emerge as the endpoint of no-regret learning in suitably adjusted versions of the games. Crucially, the class of computationally tractable RQE is independent of the underlying game structure and only depends on agents' degree of risk-aversion and bounded rationality. To validate the richness of this class of solution concepts we show that it captures peoples' patterns of play in a number of 2-player matrix games previously studied in experimental economics. Furthermore, we give a first analysis of the sample complexity of computing these equilibria in finite-horizon Markov games when one has access to a generative model and validate our findings on a simple multi-agent reinforcement learning benchmark.
Solving a Stackelberg Game on Transportation Networks in a Dynamic Crime Scenario: A Mixed Approach on Multi-Layer Networks
Samanta, Sukanya, Kimura, Kei, Yokoo, Makoto
Interdicting a criminal with limited police resources is a challenging task as the criminal changes location over time. The size of the large transportation network further adds to the difficulty of this scenario. To tackle this issue, we consider the concept of a layered graph. At each time stamp, we create a copy of the entire transportation network to track the possible movements of both players, the attacker and the defenders. We consider a Stackelberg game in a dynamic crime scenario where the attacker changes location over time while the defenders attempt to interdict the attacker on his escape route. Given a set of defender strategies, the optimal attacker strategy is determined by applying Dijkstra's algorithm on the layered networks. Here, the attacker aims to minimize while the defenders aim to maximize the probability of interdiction. We develop an approximation algorithm on the layered networks to find near-optimal strategy for defenders. The efficacy of the developed approach is compared with the adopted MILP approach. We compare the results in terms of computational time and solution quality. The quality of the results demonstrates the need for the developed approach, as it effectively solves the complex problem within a short amount of time.
Multi-Task Lane-Free Driving Strategy for Connected and Automated Vehicles: A Multi-Agent Deep Reinforcement Learning Approach
Berahman, Mehran, Rostami-Shahrbabaki, Majid, Bogenberger, Klaus
Deep reinforcement learning has shown promise in various engineering applications, including vehicular traffic control. The non-stationary nature of traffic, especially in the lane-free environment with more degrees of freedom in vehicle behaviors, poses challenges for decision-making since a wrong action might lead to a catastrophic failure. In this paper, we propose a novel driving strategy for Connected and Automated Vehicles (CAVs) based on a competitive Multi-Agent Deep Deterministic Policy Gradient approach. The developed multi-agent deep reinforcement learning algorithm creates a dynamic and non-stationary scenario, mirroring real-world traffic complexities and making trained agents more robust. The algorithm's reward function is strategically and uniquely formulated to cover multiple vehicle control tasks, including maintaining desired speeds, overtaking, collision avoidance, and merging and diverging maneuvers. Moreover, additional considerations for both lateral and longitudinal passenger comfort and safety criteria are taken into account. We employed inter-vehicle forces, known as nudging and repulsive forces, to manage the maneuvers of CAVs in a lane-free traffic environment. The proposed driving algorithm is trained and evaluated on lane-free roads using the Simulation of Urban Mobility platform. Experimental results demonstrate the algorithm's efficacy in handling different objectives, highlighting its potential to enhance safety and efficiency in autonomous driving within lane-free traffic environments.
CooHOI: Learning Cooperative Human-Object Interaction with Manipulated Object Dynamics
Gao, Jiawei, Wang, Ziqin, Xiao, Zeqi, Wang, Jingbo, Wang, Tai, Cao, Jinkun, Hu, Xiaolin, Liu, Si, Dai, Jifeng, Pang, Jiangmiao
Recent years have seen significant advancements in humanoid control, largely due to the availability of large-scale motion capture data and the application of reinforcement learning methodologies. However, many real-world tasks, such as moving large and heavy furniture, require multi-character collaboration. Given the scarcity of data on multi-character collaboration and the efficiency challenges associated with multi-agent learning, these tasks cannot be straightforwardly addressed using training paradigms designed for single-agent scenarios. In this paper, we introduce Cooperative Human-Object Interaction (CooHOI), a novel framework that addresses multi-character objects transporting through a two-phase learning paradigm: individual skill acquisition and subsequent transfer. Initially, a single agent learns to perform tasks using the Adversarial Motion Priors (AMP) framework. Following this, the agent learns to collaborate with others by considering the shared dynamics of the manipulated object during parallel training using Multi-Agent Proximal Policy Optimization (MAPPO). When one agent interacts with the object, resulting in specific object dynamics changes, the other agents learn to respond appropriately, thereby achieving implicit communication and coordination between teammates. Unlike previous approaches that relied on tracking-based methods for multi-character HOI, CooHOI is inherently efficient, does not depend on motion capture data of multi-character interactions, and can be seamlessly extended to include more participants and a wide range of object types.
Autonomous Decision Making for Air Taxi Networks
Future urban air mobility systems are expected to be operated by rideshare companies as fleets, which will require fully autonomous air traffic control systems and an order of magnitude increase in airspace capacity. Such a system must not only be safe, but also highly responsive to customer demand. This paper proposes the air traffic network problem (ATNP), which models the optimization problem of future cooperative air taxi networks. We propose a three-phase decision making model that efficiently assigns vehicles to passengers, determines flight levels to reduce collision risk, and resolves aircraft conflicts by selectively applying Monte Carlo tree search. We develop a simulator for the ATNP and show that our approach has increased safety and reduced passenger waiting time compared to greedy and first-dispatch protocols over potential vertiport layouts across the Bay Area and New York City.
Singular knee identification to support emergence recognition in physical swarm and cellular automata trajectories
Faruque, Imraan A., Ahmed, Ishriak
After decades of attention, emergence continues to lack a centralized mathematical definition that leads to a rigorous emergence test applicable to physical flocks and swarms, particularly those containing both deterministic elements (eg, interactions) and stochastic perturbations like measurement noise. This study develops a heuristic test based on singular value curve analysis of data matrices containing deterministic and Gaussian noise signals. The minimum detection criteria are identified, and statistical and matrix space analysis developed to determine upper and lower bounds. This study applies the analysis to representative examples by using recorded trajectories of mixed deterministic and stochastic trajectories for multi-agent, cellular automata, and biological video. Examples include Cucker Smale and Vicsek flocking, Gaussian noise and its integration, recorded observations of bird flocking, and 1D cellular automata. Ensemble simulations including measurement noise are performed to compute statistical variation and discussed relative to random matrix theory noise bounds. The results indicate singular knee analysis of recorded trajectories can detect gradated levels on a continuum of structure and noise. Across the eight singular value decay metrics considered, the angle subtended at the singular value knee emerges with the most potential for supporting cross-embodiment emergence detection, the size of noise bounds is used as an indication of required sample size, and the presence of a large fraction of singular values inside noise bounds as an indication of noise.