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Finite-time convergence to an $\epsilon$-efficient Nash equilibrium in potential games

arXiv.org Artificial Intelligence

This paper investigates the convergence time of log-linear learning to an $\epsilon$-efficient Nash equilibrium (NE) in potential games. In such games, an efficient NE is defined as the maximizer of the potential function. Existing results are limited to potential games with stringent structural assumptions and entail exponential convergence times in $1/\epsilon$. Unaddressed so far, we tackle general potential games and prove the first finite-time convergence to an $\epsilon$-efficient NE. In particular, by using a problem-dependent analysis, our bound depends polynomially on $1/\epsilon$. Furthermore, we provide two extensions of our convergence result: first, we show that a variant of log-linear learning that requires a factor $A$ less feedback on the utility per round enjoys a similar convergence time; second, we demonstrate the robustness of our convergence guarantee if log-linear learning is subject to small perturbations such as alterations in the learning rule or noise-corrupted utilities.


Unveiling the Truth and Facilitating Change: Towards Agent-based Large-scale Social Movement Simulation

arXiv.org Artificial Intelligence

Social media has emerged as a cornerstone of social movements, wielding significant influence in driving societal change. Simulating the response of the public and forecasting the potential impact has become increasingly important. However, existing methods for simulating such phenomena encounter challenges concerning their efficacy and efficiency in capturing the behaviors of social movement participants. In this paper, we introduce a hybrid framework HiSim for social media user simulation, wherein users are categorized into two types. Core users are driven by Large Language Models, while numerous ordinary users are modeled by deductive agent-based models. We further construct a Twitter-like environment to replicate their response dynamics following trigger events. Subsequently, we develop a multi-faceted benchmark SoMoSiMu-Bench for evaluation and conduct comprehensive experiments across real-world datasets. Experimental results demonstrate the effectiveness and flexibility of our method.


X-Light: Cross-City Traffic Signal Control Using Transformer on Transformer as Meta Multi-Agent Reinforcement Learner

arXiv.org Artificial Intelligence

The effectiveness of traffic light control has been significantly improved by current reinforcement learning-based approaches via better cooperation among multiple traffic lights. However, a persisting issue remains: how to obtain a multi-agent traffic signal control algorithm with remarkable transferability across diverse cities? In this paper, we propose a Transformer on Transformer (TonT) model for cross-city meta multi-agent traffic signal control, named as X-Light: We input the full Markov Decision Process trajectories, and the Lower Transformer aggregates the states, actions, rewards among the target intersection and its neighbors within a city, and the Upper Transformer learns the general decision trajectories across different cities. This dual-level approach bolsters the model's robust generalization and transferability. Notably, when directly transferring to unseen scenarios, ours surpasses all baseline methods with +7.91% on average, and even +16.3% in some cases, yielding the best results.


Mixed Strategy Nash Equilibrium for Crowd Navigation

arXiv.org Artificial Intelligence

Robots navigating in crowded areas should negotiate free space with humans rather than fully controlling collision avoidance, as this can lead to freezing behavior. Game theory provides a framework for the robot to reason about potential cooperation from humans for collision avoidance during path planning. In particular, the mixed strategy Nash equilibrium captures the negotiation behavior under uncertainty, making it well suited for crowd navigation. However, computing the mixed strategy Nash equilibrium is often prohibitively expensive for real-time decision-making. In this paper, we propose an iterative Bayesian update scheme over probability distributions of trajectories. The algorithm simultaneously generates a stochastic plan for the robot and probabilistic predictions of other pedestrians' paths. We prove that the proposed algorithm is equivalent to solving a mixed strategy game for crowd navigation, and the algorithm guarantees the recovery of the global Nash equilibrium of the game. We name our algorithm Bayes' Rule Nash Equilibrium (BRNE) and develop a real-time model prediction crowd navigation framework. Since BRNE is not solving a general-purpose mixed strategy Nash equilibrium but a tailored formula specifically for crowd navigation, it can compute the solution in real-time on a low-power embedded computer. We evaluate BRNE in both simulated environments and real-world pedestrian datasets. BRNE consistently outperforms non-learning and learning-based methods regarding safety and navigation efficiency. It also reaches human-level crowd navigation performance in the pedestrian dataset benchmark. Lastly, we demonstrate the practicality of our algorithm with real humans on an untethered quadruped robot with fully onboard perception and computation.


Distributed Maximum Consensus over Noisy Links

arXiv.org Artificial Intelligence

We introduce a distributed algorithm, termed noise-robust distributed maximum consensus (RD-MC), for estimating the maximum value within a multi-agent network in the presence of noisy communication links. Our approach entails redefining the maximum consensus problem as a distributed optimization problem, allowing a solution using the alternating direction method of multipliers. Unlike existing algorithms that rely on multiple sets of noise-corrupted estimates, RD-MC employs a single set, enhancing both robustness and efficiency. To further mitigate the effects of link noise and improve robustness, we apply moving averaging to the local estimates. Through extensive simulations, we demonstrate that RD-MC is significantly more robust to communication link noise compared to existing maximum-consensus algorithms.


PLAYER*: Enhancing LLM-based Multi-Agent Communication and Interaction in Murder Mystery Games

arXiv.org Artificial Intelligence

We propose PLAYER*, a novel framework that addresses the limitations of existing agent-based approaches built on Large Language Models (LLMs) in handling complex questions and understanding interpersonal relationships in dynamic environments. PLAYER* enhances path planning in Murder Mystery Games (MMGs) using an anytime sampling-based planner and a questioning-driven search framework. By equipping agents with a set of sensors, PLAYER* eliminates the need for pre-defined questions and enables agents to navigate complex social interactions. We additionally make a contribution by introducing a quantifiable evaluation method using multiple-choice questions and present WellPlay, a dataset containing 1,482 question-answer pairs. Experimental results demonstrate PLAYER*'s superiority over existing multi-agent methods, enhancing the generalisability and adaptability of agents in MMGs and paving the way for more effective multi-agent interactions.


Reward Machines for Deep RL in Noisy and Uncertain Environments

arXiv.org Artificial Intelligence

Reward Machines provide an automata-inspired structure for specifying instructions, safety constraints, and other temporally extended reward-worthy behaviour. By exposing complex reward function structure, they enable counterfactual learning updates that have resulted in impressive sample efficiency gains. While Reward Machines have been employed in both tabular and deep RL settings, they have typically relied on a ground-truth interpretation of the domain-specific vocabulary that form the building blocks of the reward function. Such ground-truth interpretations can be elusive in many real-world settings, due in part to partial observability or noisy sensing. In this paper, we explore the use of Reward Machines for Deep RL in noisy and uncertain environments. We characterize this problem as a POMDP and propose a suite of RL algorithms that leverage task structure under uncertain interpretation of domain-specific vocabulary. Theoretical analysis exposes pitfalls in naive approaches to this problem, while experimental results show that our algorithms successfully leverage task structure to improve performance under noisy interpretations of the vocabulary. Our results provide a general framework for exploiting Reward Machines in partially observable environments.


Towards Bidirectional Human-AI Alignment: A Systematic Review for Clarifications, Framework, and Future Directions

arXiv.org Artificial Intelligence

Recent advancements in general-purpose AI have highlighted the importance of guiding AI systems towards the intended goals, ethical principles, and values of individuals and groups, a concept broadly recognized as alignment. However, the lack of clarified definitions and scopes of human-AI alignment poses a significant obstacle, hampering collaborative efforts across research domains to achieve this alignment. In particular, ML- and philosophy-oriented alignment research often views AI alignment as a static, unidirectional process (i.e., aiming to ensure that AI systems' objectives match humans) rather than an ongoing, mutual alignment problem [429]. This perspective largely neglects the long-term interaction and dynamic changes of alignment. To understand these gaps, we introduce a systematic review of over 400 papers published between 2019 and January 2024, spanning multiple domains such as Human-Computer Interaction (HCI), Natural Language Processing (NLP), Machine Learning (ML), and others. We characterize, define and scope human-AI alignment. From this, we present a conceptual framework of "Bidirectional Human-AI Alignment" to organize the literature from a human-centered perspective. This framework encompasses both 1) conventional studies of aligning AI to humans that ensures AI produces the intended outcomes determined by humans, and 2) a proposed concept of aligning humans to AI, which aims to help individuals and society adjust to AI advancements both cognitively and behaviorally. Additionally, we articulate the key findings derived from literature analysis, including discussions about human values, interaction techniques, and evaluations. To pave the way for future studies, we envision three key challenges for future directions and propose examples of potential future solutions.


Exploiting Chordal Sparsity for Fast Global Optimality with Application to Localization

arXiv.org Artificial Intelligence

In recent years, many estimation problems in robotics have been shown to be solvable to global optimality using their semidefinite relaxations. However, the runtime complexity of off-the-shelf semidefinite programming solvers is up to cubic in problem size, which inhibits real-time solutions of problems involving large state dimensions. We show that for a large class of problems, namely those with chordal sparsity, we can reduce the complexity of these solvers to linear in problem size. In particular, we show how to replace the large positive-semidefinite variable by a number of smaller interconnected ones using the well-known chordal decomposition. This formulation also allows for the straightforward application of the alternating direction method of multipliers (ADMM), which can exploit parallelism for increased scalability. We show in simulation that the algorithms provide a significant speed up for two example problems: matrix-weighted and range-only localization.


Constructing Ancestral Recombination Graphs through Reinforcement Learning

arXiv.org Machine Learning

Over the years, many approaches have been proposed to build ancestral recombination graphs (ARGs), graphs used to represent the genetic relationship between individuals. Among these methods, many rely on the assumption that the most likely graph is among the shortest ones. In this paper, we propose a new approach to build short ARGs: Reinforcement Learning (RL). We exploit the similarities between finding the shortest path between a set of genetic sequences and their most recent common ancestor and finding the shortest path between the entrance and exit of a maze, a classic RL problem. In the maze problem, the learner, called the agent, must learn the directions to take in order to escape as quickly as possible, whereas in our problem, the agent must learn the actions to take between coalescence, mutation, and recombination in order to reach the most recent common ancestor as quickly as possible. Our results show that RL can be used to build ARGs as short as those built with a heuristic algorithm optimized to build short ARGs, and sometimes even shorter. Moreover, our method allows to build a distribution of short ARGs for a given sample, and can also generalize learning to new samples not used during the learning process.