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Analysing the Sample Complexity of Opponent Shaping

arXiv.org Artificial Intelligence

Learning in general-sum games often yields collectively sub-optimal results. Addressing this, opponent shaping (OS) methods actively guide the learning processes of other agents, empirically leading to improved individual and group performances in many settings. Early OS methods use higher-order derivatives to shape the learning of co-players, making them unsuitable for shaping multiple learning steps. Follow-up work, Model-free Opponent Shaping (M-FOS), addresses these by reframing the OS problem as a meta-game. In contrast to early OS methods, there is little theoretical understanding of the M-FOS framework. Providing theoretical guarantees for M-FOS is hard because A) there is little literature on theoretical sample complexity bounds for meta-reinforcement learning B) M-FOS operates in continuous state and action spaces, so theoretical analysis is challenging. In this work, we present R-FOS, a tabular version of M-FOS that is more suitable for theoretical analysis. R-FOS discretises the continuous meta-game MDP into a tabular MDP. Within this discretised MDP, we adapt the $R_{max}$ algorithm, most prominently used to derive PAC-bounds for MDPs, as the meta-learner in the R-FOS algorithm. We derive a sample complexity bound that is exponential in the cardinality of the inner state and action space and the number of agents. Our bound guarantees that, with high probability, the final policy learned by an R-FOS agent is close to the optimal policy, apart from a constant factor. Finally, we investigate how R-FOS's sample complexity scales in the size of state-action space. Our theoretical results on scaling are supported empirically in the Matching Pennies environment.


When is Mean-Field Reinforcement Learning Tractable and Relevant?

arXiv.org Artificial Intelligence

Mean-field reinforcement learning has become a popular theoretical framework for efficiently approximating large-scale multi-agent reinforcement learning (MARL) problems exhibiting symmetry. However, questions remain regarding the applicability of mean-field approximations: in particular, their approximation accuracy of real-world systems and conditions under which they become computationally tractable. We establish explicit finite-agent bounds for how well the MFG solution approximates the true $N$-player game for two popular mean-field solution concepts. Furthermore, for the first time, we establish explicit lower bounds indicating that MFGs are poor or uninformative at approximating $N$-player games assuming only Lipschitz dynamics and rewards. Finally, we analyze the computational complexity of solving MFGs with only Lipschitz properties and prove that they are in the class of \textsc{PPAD}-complete problems conjectured to be intractable, similar to general sum $N$ player games. Our theoretical results underscore the limitations of MFGs and complement and justify existing work by proving difficulty in the absence of common theoretical assumptions.


Model-Based RL for Mean-Field Games is not Statistically Harder than Single-Agent RL

arXiv.org Artificial Intelligence

We study the sample complexity of reinforcement learning (RL) in Mean-Field Games (MFGs) with model-based function approximation that requires strategic exploration to find a Nash Equilibrium policy. We introduce the Partial Model-Based Eluder Dimension (P-MBED), a more effective notion to characterize the model class complexity. Notably, P-MBED measures the complexity of the single-agent model class converted from the given mean-field model class, and potentially, can be exponentially lower than the MBED proposed by \citet{huang2023statistical}. We contribute a model elimination algorithm featuring a novel exploration strategy and establish sample complexity results polynomial w.r.t.~P-MBED. Crucially, our results reveal that, under the basic realizability and Lipschitz continuity assumptions, \emph{learning Nash Equilibrium in MFGs is no more statistically challenging than solving a logarithmic number of single-agent RL problems}. We further extend our results to Multi-Type MFGs, generalizing from conventional MFGs and involving multiple types of agents. This extension implies statistical tractability of a broader class of Markov Games through the efficacy of mean-field approximation. Finally, inspired by our theoretical algorithm, we present a heuristic approach with improved computational efficiency and empirically demonstrate its effectiveness.


On the Optimal Communication Weights in Distributed Optimization Algorithms

arXiv.org Artificial Intelligence

We establish that in distributed optimization, the prevalent strategy of minimizing the second-largest eigenvalue modulus (SLEM) of the averaging matrix for selecting communication weights, while optimal for existing theoretical performance bounds, is generally not optimal regarding the exact worst-case performance of the algorithms. This exact performance can be computed using the Performance Estimation Problem (PEP) approach. We thus rely on PEP to formulate an optimization problem that determines the optimal communication weights for a distributed optimization algorithm deployed on a specified undirected graph. Our results show that the optimal weights can outperform the weights minimizing the second-largest eigenvalue modulus (SLEM) of the averaging matrix. This suggests that the SLEM is not the best characterization of weighted network performance for decentralized optimization. Additionally, we explore and compare alternative heuristics for weight selection in distributed optimization.


Linking Vision and Multi-Agent Communication through Visible Light Communication using Event Cameras

arXiv.org Artificial Intelligence

Various robots, rovers, drones, and other agents of mass-produced products are expected to encounter scenes where they intersect and collaborate in the near future. In such multi-agent systems, individual identification and communication play crucial roles. In this paper, we explore camera-based visible light communication using event cameras to tackle this problem. An event camera captures the events occurring in regions with changes in brightness and can be utilized as a receiver for visible light communication, leveraging its high temporal resolution. Generally, agents with identical appearances in mass-produced products are visually indistinguishable when using conventional CMOS cameras. Therefore, linking visual information with information acquired through conventional radio communication is challenging. We empirically demonstrate the advantages of a visible light communication system employing event cameras and LEDs for visual individual identification over conventional CMOS cameras with ArUco marker recognition. In the simulation, we also verified scenarios where our event camera-based visible light communication outperforms conventional radio communication in situations with visually indistinguishable multi-agents. Finally, our newly implemented multi-agent system verifies its functionality through physical robot experiments.


Optimizing Delegation in Collaborative Human-AI Hybrid Teams

arXiv.org Artificial Intelligence

When humans and autonomous systems operate together as what we refer to as a hybrid team, we of course wish to ensure the team operates successfully and effectively. We refer to team members as agents. In our proposed framework, we address the case of hybrid teams in which, at any time, only one team member (the control agent) is authorized to act as control for the team. To determine the best selection of a control agent, we propose the addition of an AI manager (via Reinforcement Learning) which learns as an outside observer of the team. The manager learns a model of behavior linking observations of agent performance and the environment/world the team is operating in, and from these observations makes the most desirable selection of a control agent. We restrict the manager task by introducing a set of constraints. The manager constraints indicate acceptable team operation, so a violation occurs if the team enters a condition which is unacceptable and requires manager intervention. To ensure minimal added complexity or potential inefficiency for the team, the manager should attempt to minimize the number of times the team reaches a constraint violation and requires subsequent manager intervention. Therefore our manager is optimizing its selection of authorized agents to boost overall team performance while minimizing the frequency of manager intervention. We demonstrate our manager performance in a simulated driving scenario representing the case of a hybrid team of agents composed of a human driver and autonomous driving system. We perform experiments for our driving scenario with interfering vehicles, indicating the need for collision avoidance and proper speed control. Our results indicate a positive impact of our manager, with some cases resulting in increased team performance up to ~187% that of the best solo agent performance.


Simultaneously Achieving Group Exposure Fairness and Within-Group Meritocracy in Stochastic Bandits

arXiv.org Artificial Intelligence

Existing approaches to fairness in stochastic multi-armed bandits (MAB) primarily focus on exposure guarantee to individual arms. When arms are naturally grouped by certain attribute(s), we propose Bi-Level Fairness, which considers two levels of fairness. At the first level, Bi-Level Fairness guarantees a certain minimum exposure to each group. To address the unbalanced allocation of pulls to individual arms within a group, we consider meritocratic fairness at the second level, which ensures that each arm is pulled according to its merit within the group. Our work shows that we can adapt a UCB-based algorithm to achieve a Bi-Level Fairness by providing (i) anytime Group Exposure Fairness guarantees and (ii) ensuring individual-level Meritocratic Fairness within each group. We first show that one can decompose regret bounds into two components: (a) regret due to anytime group exposure fairness and (b) regret due to meritocratic fairness within each group. Our proposed algorithm BF-UCB balances these two regrets optimally to achieve the upper bound of $O(\sqrt{T})$ on regret; $T$ being the stopping time. With the help of simulated experiments, we further show that BF-UCB achieves sub-linear regret; provides better group and individual exposure guarantees compared to existing algorithms; and does not result in a significant drop in reward with respect to UCB algorithm, which does not impose any fairness constraint.


Asynchronous Diffusion Learning with Agent Subsampling and Local Updates

arXiv.org Artificial Intelligence

In this work, we examine a network of agents operating asynchronously, aiming to discover an ideal global model that suits individual local datasets. Our assumption is that each agent independently chooses when to participate throughout the algorithm and the specific subset of its neighbourhood with which it will cooperate at any given moment. When an agent chooses to take part, it undergoes multiple local updates before conveying its outcomes to the sub-sampled neighbourhood. Under this setup, we prove that the resulting asynchronous diffusion strategy is stable in the mean-square error sense and provide performance guarantees specifically for the federated learning setting. We illustrate the findings with numerical simulations.


S-Agents: self-organizing agents in open-ended environment

arXiv.org Artificial Intelligence

Agent organization is a group of agents with a certain structure cooperating for shared goals. During their collaborative process, they autonomously orchestrated workflows without fixed steps by humans. Leveraging large language models (LLMs), autonomous agents have significantly improved, gaining the ability to handle a variety of tasks. In open-ended settings, optimizing collaboration for efficiency and effectiveness demands flexible adjustments. Despite this, current research mainly emphasizes fixed, task-oriented workflows and overlooks agent-centric organizational structures. Drawing inspiration from human organizational behavior, we introduce a self-organizing agent system (S-Agents) with a "tree of agents" structure for dynamic workflow, an "hourglass agent architecture" for balancing information priorities, and a "nonobstructive collaboration" method to allow asynchronous task execution among agents. This structure can autonomously coordinate a group of agents, efficiently addressing the challenges of an open and dynamic environment without human intervention. Our experiments demonstrate that S-Agents proficiently execute collaborative building tasks and resource collection in the Minecraft environment, validating their effectiveness. These authors contributed equally to this work. Li Zhang (lizhangfd@fudan.edu.cn) is the corresponding author with School of Data Science, Fudan University. The fundamental objective of artificial intelligence has long been the development of intelligent autonomous agents with the capacity to operate proficiently in open-ended environments (Weinbaum & Veitas, 2017; Fujita, 2009).


Scaling Is All You Need: Autonomous Driving with JAX-Accelerated Reinforcement Learning

arXiv.org Artificial Intelligence

Reinforcement learning has been demonstrated to outperform even the best humans in complex domains like video games. However, running reinforcement learning experiments on the required scale for autonomous driving is extremely difficult. Building a large scale reinforcement learning system and distributing it across many GPUs is challenging. Gathering experience during training on real world vehicles is prohibitive from a safety and scalability perspective. Therefore, an efficient and realistic driving simulator is required that uses a large amount of data from real-world driving. We bring these capabilities together and conduct large-scale reinforcement learning experiments for autonomous driving. We demonstrate that our policy performance improves with increasing scale. Our best performing policy reduces the failure rate by 64% while improving the rate of driving progress by 25% compared to the policies produced by state-of-the-art machine learning for autonomous driving.