Agents
Designing Skill-Compatible AI: Methodologies and Frameworks in Chess
Hamade, Karim, McIlroy-Young, Reid, Sen, Siddhartha, Kleinberg, Jon, Anderson, Ashton
Powerful artificial intelligence systems are often used in settings where they must interact with agents that are computationally much weaker, for example when they work alongside humans or operate in complex environments where some tasks are handled by algorithms, heuristics, or other entities of varying computational power. For AI agents to successfully interact in these settings, however, achieving superhuman performance alone is not sufficient; they also need to account for suboptimal actions or idiosyncratic style from their less-skilled counterparts. We propose a formal evaluation framework for assessing the compatibility of near-optimal AI with interaction partners who may have much lower levels of skill; we use popular collaborative chess variants as model systems to study and develop AI agents that can successfully interact with lower-skill entities. Traditional chess engines designed to output near-optimal moves prove to be inadequate partners when paired with engines of various lower skill levels in this domain, as they are not designed to consider the presence of other agents. We contribute three methodologies to explicitly create skill-compatible AI agents in complex decision-making settings, and two chess game frameworks designed to foster collaboration between powerful AI agents and less-skilled partners. On these frameworks, our agents outperform state-of-the-art chess AI (based on AlphaZero) despite being weaker in conventional chess, demonstrating that skill-compatibility is a tangible trait that is qualitatively and measurably distinct from raw performance. Our evaluations further explore and clarify the mechanisms by which our agents achieve skill-compatibility.
LLMs with Personalities in Multi-issue Negotiation Games
Noh, Sean, Chang, Ho-Chun Herbert
Powered by large language models (LLMs), AI agents have become capable of many human tasks. Using the most canonical definitions of the Big Five personality, we measure the ability of LLMs to negotiate within a game-theoretical framework, as well as methodological challenges to measuring notions of fairness and risk. Simulations (n=1,500) for both single-issue and multi-issue negotiation reveal increase in domain complexity with asymmetric issue valuations improve agreement rates but decrease surplus from aggressive negotiation. Through gradient-boosted regression and shapley explainers, we find high openness, conscientiousness, and neuroticism are associated with fair tendencies; low agreeableness and low openness are associated with rational tendencies. Low conscientiousness is associated with high toxicity. These results indicate that LLMs may have built-in guardrails that default to fair behavior, but can be "jail broken" to exploit agreeable opponents. We also offer pragmatic insight in how negotiation bots can be designed, and a framework of assessing negotiation behavior based on game theory and computational social science.
General Place Recognition Survey: Towards Real-World Autonomy
Yin, Peng, Jiao, Jianhao, Zhao, Shiqi, Xu, Lingyun, Huang, Guoquan, Choset, Howie, Scherer, Sebastian, Han, Jianda
In the realm of robotics, the quest for achieving real-world autonomy, capable of executing large-scale and long-term operations, has positioned place recognition (PR) as a cornerstone technology. Despite the PR community's remarkable strides over the past two decades, garnering attention from fields like computer vision and robotics, the development of PR methods that sufficiently support real-world robotic systems remains a challenge. This paper aims to bridge this gap by highlighting the crucial role of PR within the framework of Simultaneous Localization and Mapping (SLAM) 2.0. This new phase in robotic navigation calls for scalable, adaptable, and efficient PR solutions by integrating advanced artificial intelligence (AI) technologies. For this goal, we provide a comprehensive review of the current state-of-the-art (SOTA) advancements in PR, alongside the remaining challenges, and underscore its broad applications in robotics. This paper begins with an exploration of PR's formulation and key research challenges. We extensively review literature, focusing on related methods on place representation and solutions to various PR challenges. Applications showcasing PR's potential in robotics, key PR datasets, and open-source libraries are discussed. We also emphasizes our open-source package, aimed at new development and benchmark for general PR. We conclude with a discussion on PR's future directions, accompanied by a summary of the literature covered and access to our open-source library, available to the robotics community at: https://github.com/MetaSLAM/GPRS.
LLM-Augmented Agent-Based Modelling for Social Simulations: Challenges and Opportunities
As large language models (LLMs) continue to make significant strides, their better integration into agent-based simulations offers a transformational potential for understanding complex social systems. However, such integration is not trivial and poses numerous challenges. Based on this observation, in this paper, we explore architectures and methods to systematically develop LLM-augmented social simulations and discuss potential research directions in this field. We conclude that integrating LLMs with agent-based simulations offers a powerful toolset for researchers and scientists, allowing for more nuanced, realistic, and comprehensive models of complex systems and human behaviours.
Machine Learning for Scalable and Optimal Load Shedding Under Power System Contingency
Prompt and effective corrective actions in response to unexpected contingencies are crucial for improving power system resilience and preventing cascading blackouts. The optimal load shedding (OLS) accounting for network limits has the potential to address the diverse system-wide impacts of contingency scenarios as compared to traditional local schemes. However, due to the fast cascading propagation of initial contingencies, real-time OLS solutions are challenging to attain in large systems with high computation and communication needs. In this paper, we propose a decentralized design that leverages offline training of a neural network (NN) model for individual load centers to autonomously construct the OLS solutions from locally available measurements. Our learning-for-OLS approach can greatly reduce the computation and communication needs during online emergency responses, thus preventing the cascading propagation of contingencies for enhanced power grid resilience. Numerical studies on both the IEEE 118-bus system and a synthetic Texas 2000-bus system have demonstrated the efficiency and effectiveness of our scalable OLS learning design for timely power system emergency operations.
Communication-Efficient Collaborative Perception via Information Filling with Codebook
Hu, Yue, Peng, Juntong, Liu, Sifei, Ge, Junhao, Liu, Si, Chen, Siheng
Collaborative perception empowers each agent to improve its perceptual ability through the exchange of perceptual messages with other agents. It inherently results in a fundamental trade-off between perception ability and communication cost. To address this bottleneck issue, our core idea is to optimize the collaborative messages from two key aspects: representation and selection. The proposed codebook-based message representation enables the transmission of integer codes, rather than high-dimensional feature maps. The proposed information-filling-driven message selection optimizes local messages to collectively fill each agent's information demand, preventing information overflow among multiple agents. By integrating these two designs, we propose CodeFilling, a novel communication-efficient collaborative perception system, which significantly advances the perception-communication trade-off and is inclusive to both homogeneous and heterogeneous collaboration settings. We evaluate CodeFilling in both a real-world dataset, DAIR-V2X, and a new simulation dataset, OPV2VH+. Results show that CodeFilling outperforms previous SOTA Where2comm on DAIR-V2X/OPV2VH+ with 1,333/1,206 times lower communication volume. Our code is available at https://github.com/PhyllisH/CodeFilling.
UMass-BioNLP at MEDIQA-M3G 2024: DermPrompt -- A Systematic Exploration of Prompt Engineering with GPT-4V for Dermatological Diagnosis
Vashisht, Parth, Lodha, Abhilasha, Maddipatla, Mukta, Yao, Zonghai, Mitra, Avijit, Yang, Zhichao, Wang, Junda, Kwon, Sunjae, Yu, Hong
This paper presents our team's participation in the MEDIQA-ClinicalNLP2024 shared task B. We present a novel approach to diagnosing clinical dermatology cases by integrating large multimodal models, specifically leveraging the capabilities of GPT-4V under a retriever and a re-ranker framework. Our investigation reveals that GPT-4V, when used as a retrieval agent, can accurately retrieve the correct skin condition 85% of the time using dermatological images and brief patient histories. Additionally, we empirically show that Naive Chain-of-Thought (CoT) works well for retrieval while Medical Guidelines Grounded CoT is required for accurate dermatological diagnosis. Further, we introduce a Multi-Agent Conversation (MAC) framework and show its superior performance and potential over the best CoT strategy. The experiments suggest that using naive CoT for retrieval and multi-agent conversation for critique-based diagnosis, GPT-4V can lead to an early and accurate diagnosis of dermatological conditions. The implications of this work extend to improving diagnostic workflows, supporting dermatological education, and enhancing patient care by providing a scalable, accessible, and accurate diagnostic tool.
Scalable Decentralized Algorithms for Online Personalized Mean Estimation
Galante, Franco, Neglia, Giovanni, Leonardi, Emilio
In numerous settings, agents lack sufficient data to directly learn a model. Collaborating with other agents may help, but it introduces a bias-variance trade-off, when local data distributions differ. A key challenge is for each agent to identify clients with similar distributions while learning the model, a problem that remains largely unresolved. This study focuses on a simplified version of the overarching problem, where each agent collects samples from a real-valued distribution over time to estimate its mean. Existing algorithms face impractical space and time complexities (quadratic in the number of agents A). To address scalability challenges, we propose a framework where agents self-organize into a graph, allowing each agent to communicate with only a selected number of peers r. We introduce two collaborative mean estimation algorithms: one draws inspiration from belief propagation, while the other employs a consensus-based approach, with complexity of O( r |A| log |A|) and O(r |A|), respectively. We establish conditions under which both algorithms yield asymptotically optimal estimates and offer a theoretical characterization of their performance.
Sample-Efficient Robust Multi-Agent Reinforcement Learning in the Face of Environmental Uncertainty
Shi, Laixi, Mazumdar, Eric, Chi, Yuejie, Wierman, Adam
To overcome the sim-to-real gap in reinforcement learning (RL), learned policies must maintain robustness against environmental uncertainties. While robust RL has been widely studied in single-agent regimes, in multi-agent environments, the problem remains understudied -- despite the fact that the problems posed by environmental uncertainties are often exacerbated by strategic interactions. This work focuses on learning in distributionally robust Markov games (RMGs), a robust variant of standard Markov games, wherein each agent aims to learn a policy that maximizes its own worst-case performance when the deployed environment deviates within its own prescribed uncertainty set. This results in a set of robust equilibrium strategies for all agents that align with classic notions of game-theoretic equilibria. Assuming a non-adaptive sampling mechanism from a generative model, we propose a sample-efficient model-based algorithm (DRNVI) with finite-sample complexity guarantees for learning robust variants of various notions of game-theoretic equilibria. We also establish an information-theoretic lower bound for solving RMGs, which confirms the near-optimal sample complexity of DRNVI with respect to problem-dependent factors such as the size of the state space, the target accuracy, and the horizon length.
The Curse of Diversity in Ensemble-Based Exploration
Lin, Zhixuan, D'Oro, Pierluca, Nikishin, Evgenii, Courville, Aaron
We uncover a surprising phenomenon in deep reinforcement learning: training a diverse ensemble of data-sharing agents - a well-established exploration strategy - can significantly impair the performance of the individual ensemble members when compared to standard single-agent training. Through careful analysis, we attribute the degradation in performance to the low proportion of self-generated data in the shared training data for each ensemble member, as well as the inefficiency of the individual ensemble members to learn from such highly off-policy data. We thus name this phenomenon the curse of diversity. We find that several intuitive solutions - such as a larger replay buffer or a smaller ensemble size - either fail to consistently mitigate the performance loss or undermine the advantages of ensembling. Finally, we demonstrate the potential of representation learning to counteract the curse of diversity with a novel method named Cross-Ensemble Representation Learning (CERL) in both discrete and continuous control domains. Our work offers valuable insights into an unexpected pitfall in ensemble-based exploration and raises important caveats for future applications of similar approaches. The potential benefits of a diverse ensemble are twofold. At training time, it enables concurrent exploration with multiple distinct policies without the need for additional samples. At test time, the learned policies can be aggregated into a robust ensemble policy, via aggregation methods such as majority voting (Osband et al., 2016) or averaging (Januszewski et al., 2021). Despite the generally positive perception of ensemble-based exploration, we argue that this approach has a potentially negative aspect that has been long overlooked. As shown in Figure 1, for each member in a data-sharing ensemble, only a small proportion of its training data comes from its own interaction with the environment. The majority of its training data is generated by other members of the ensemble, whose policies might be distinct from its own policy. This type of off-policy learning has been shown to be highly challenging in previous work (Ostrovski et al., 2021). We thus hypothesize that similar learning difficulties can also occur in ensemble-based exploration. We verify our hypothesis in the Arcade Learning Environment (Bellemare et al., 2012) with the Bootstrapped DQN (Osband et al., 2016) algorithm and the Gym MuJoCo benchmark (Towers et al., 2023) with an ensemble SAC (Haarnoja et al., 2018a) algorithm. We show that, in many environments, the individual members of a data-sharing ensemble significantly underperform their single-agent counterparts. Moreover, while aggregating the policies of all ensemble members via voting or averaging sometimes compensates for the degradation in individual members' performance, it is not always the case.