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Agent-Based Triangle Counting and its Applications in Anonymous Graphs

arXiv.org Artificial Intelligence

Triangle counting in a graph is a fundamental problem and has a wide range of applications in various domains. It is crucial in understanding the structural properties of a graph and is often used as a building block for more complex graph analytics. In this paper, we solve the triangle counting problem in an anonymous graph in a distributed setting using mobile agents and subsequently use this as a subroutine to tackle the truss decomposition and triangle centrality problem. The paper employs mobile agents, placed on the nodes of the graph to coordinate among themselves to solve the triangle enumeration problem for the graph. Following the literature, we consider the synchronous systems where each robot executes its tasks concurrently with all others and hence time complexity can be measured as the number of rounds needed to complete the task. The graph is anonymous, i.e., without any node labels or IDs, but the agents are autonomous with distinct IDs and have limited memory. Agents can only communicate with other agents locally i.e., if and only if they are at the same node. The goal is to devise algorithms that minimise both the time required for triangle counting and the memory usage at each agent. We further demonstrate how the triangle count obtained through the mobile agent approach can be leveraged to address the truss decomposition, triangle centrality and local clustering coefficient problems, which involves finding maximal sub-graphs with strong interconnections. Truss decomposition helps in identifying maximal, highly interconnected sub-graphs, or trusses, within a network, thus, revealing the structural cohesion and tight-knit communities in complex graphs, facilitating the analysis of relationships and information flow in various fields, such as social networks, biology, and recommendation systems.


Assessing the Impact of Distribution Shift on Reinforcement Learning Performance

arXiv.org Artificial Intelligence

Research in machine learning is making progress in fixing its own reproducibility crisis. Reinforcement learning (RL), in particular, faces its own set of unique challenges. Comparison of point estimates, and plots that show successful convergence to the optimal policy during training, may obfuscate overfitting or dependence on the experimental setup. Although researchers in RL have proposed reliability metrics that account for uncertainty to better understand each algorithm's strengths and weaknesses, the recommendations of past work do not assume the presence of out-of-distribution observations. We propose a set of evaluation methods that measure the robustness of RL algorithms under distribution shifts. The tools presented here argue for the need to account for performance over time while the agent is acting in its environment. In particular, we recommend time series analysis as a method of observational RL evaluation. We also show that the unique properties of RL and simulated dynamic environments allow us to make stronger assumptions to justify the measurement of causal impact in our evaluations. We then apply these tools to single-agent and multi-agent environments to show the impact of introducing distribution shifts during test time. We present this methodology as a first step toward rigorous RL evaluation in the presence of distribution shifts.


LLM Multi-Agent Systems: Challenges and Open Problems

arXiv.org Artificial Intelligence

This paper explores existing works of multi-agent systems and identifies challenges that remain inadequately addressed. By leveraging the diverse capabilities and roles of individual agents within a multi-agent system, these systems can tackle complex tasks through collaboration. We discuss optimizing task allocation, fostering robust reasoning through iterative debates, managing complex and layered context information, and enhancing memory management to support the intricate interactions within multi-agent systems. We also explore the potential application of multi-agent systems in blockchain systems to shed light on their future development and application in real-world distributed systems.


Toward Human-AI Alignment in Large-Scale Multi-Player Games

arXiv.org Artificial Intelligence

Achieving human-AI alignment in complex multi-agent games is crucial for creating trustworthy AI agents that enhance gameplay. We propose a method to evaluate this alignment using an interpretable task-sets framework, focusing on high-level behavioral tasks instead of low-level policies. Our approach has three components. First, we analyze extensive human gameplay data from Xbox's Bleeding Edge (100K+ games), uncovering behavioral patterns in a complex task space. This task space serves as a basis set for a behavior manifold capturing interpretable axes: fight-flight, explore-exploit, and solo-multi-agent. Second, we train an AI agent to play Bleeding Edge using a Generative Pretrained Causal Transformer and measure its behavior. Third, we project human and AI gameplay to the proposed behavior manifold to compare and contrast. This allows us to interpret differences in policy as higher-level behavioral concepts, e.g., we find that while human players exhibit variability in fight-flight and explore-exploit behavior, AI players tend towards uniformity. Furthermore, AI agents predominantly engage in solo play, while humans often engage in cooperative and competitive multi-agent patterns. These stark differences underscore the need for interpretable evaluation, design, and integration of AI in human-aligned applications. Our study advances the alignment discussion in AI and especially generative AI research, offering a measurable framework for interpretable human-agent alignment in multiplayer gaming.


Regulation Games for Trustworthy Machine Learning

arXiv.org Artificial Intelligence

Existing work on trustworthy machine learning (ML) often concentrates on individual aspects of trust, such as fairness or privacy. Additionally, many techniques overlook the distinction between those who train ML models and those responsible for assessing their trustworthiness. To address these issues, we propose a framework that views trustworthy ML as a multi-objective multi-agent optimization problem. This naturally lends itself to a game-theoretic formulation we call regulation games. We illustrate a particular game instance, the SpecGame in which we model the relationship between an ML model builder and fairness and privacy regulators. Regulators wish to design penalties that enforce compliance with their specification, but do not want to discourage builders from participation. Seeking such socially optimal (i.e., efficient for all agents) solutions to the game, we introduce ParetoPlay. This novel equilibrium search algorithm ensures that agents remain on the Pareto frontier of their objectives and avoids the inefficiencies of other equilibria. Simulating SpecGame through ParetoPlay can provide policy guidance for ML Regulation. For instance, we show that for a gender classification application, regulators can enforce a differential privacy budget that is on average 4.0 lower if they take the initiative to specify their desired guarantee first.


Fairness and Privacy Guarantees in Federated Contextual Bandits

arXiv.org Artificial Intelligence

This paper considers the contextual multi-armed bandit (CMAB) problem with fairness and privacy guarantees in a federated environment. We consider merit-based exposure as the desired fair outcome, which provides exposure to each action in proportion to the reward associated. We model the algorithm's effectiveness using fairness regret, which captures the difference between fair optimal policy and the policy output by the algorithm. Applying fair CMAB algorithm to each agent individually leads to fairness regret linear in the number of agents. We propose that collaborative -- federated learning can be more effective and provide the algorithm Fed-FairX-LinUCB that also ensures differential privacy. The primary challenge in extending the existing privacy framework is designing the communication protocol for communicating required information across agents. A naive protocol can either lead to weaker privacy guarantees or higher regret. We design a novel communication protocol that allows for (i) Sub-linear theoretical bounds on fairness regret for Fed-FairX-LinUCB and comparable bounds for the private counterpart, Priv-FairX-LinUCB (relative to single-agent learning), (ii) Effective use of privacy budget in Priv-FairX-LinUCB. We demonstrate the efficacy of our proposed algorithm with extensive simulations-based experiments. We show that both Fed-FairX-LinUCB and Priv-FairX-LinUCB achieve near-optimal fairness regret.


V-IRL: Grounding Virtual Intelligence in Real Life

arXiv.org Artificial Intelligence

There is a sensory gulf between the Earth that humans inhabit and the digital realms in which modern AI agents are created. To develop AI agents that can sense, think, and act as flexibly as humans in real-world settings, it is imperative to bridge the realism gap between the digital and physical worlds. How can we embody agents in an environment as rich and diverse as the one we inhabit, without the constraints imposed by real hardware and control? Towards this end, we introduce V-IRL: a platform that enables agents to scalably interact with the real world in a virtual yet realistic environment. Our platform serves as a playground for developing agents that can accomplish various practical tasks and as a vast testbed for measuring progress in capabilities spanning perception, decision-making, and interaction with real-world data across the entire globe.


Multi-agent Reinforcement Learning for Energy Saving in Multi-Cell Massive MIMO Systems

arXiv.org Artificial Intelligence

We develop a multi-agent reinforcement learning (MARL) algorithm to minimize the total energy consumption of multiple massive MIMO (multiple-input multiple-output) base stations (BSs) in a multi-cell network while preserving the overall quality-of-service (QoS) by making decisions on the multi-level advanced sleep modes (ASMs) and antenna switching of these BSs. The problem is modeled as a decentralized partially observable Markov decision process (DEC-POMDP) to enable collaboration between individual BSs, which is necessary to tackle inter-cell interference. A multi-agent proximal policy optimization (MAPPO) algorithm is designed to learn a collaborative BS control policy. To enhance its scalability, a modified version called MAPPO-neighbor policy is further proposed. Simulation results demonstrate that the trained MAPPO agent achieves better performance compared to baseline policies. Specifically, compared to the auto sleep mode 1 (symbol-level sleeping) algorithm, the MAPPO-neighbor policy reduces power consumption by approximately 8.7% during low-traffic hours and improves energy efficiency by approximately 19% during high-traffic hours, respectively.


Decentralized Event-Triggered Online Learning for Safe Consensus of Multi-Agent Systems with Gaussian Process Regression

arXiv.org Artificial Intelligence

Consensus control in multi-agent systems has received significant attention and practical implementation across various domains. However, managing consensus control under unknown dynamics remains a significant challenge for control design due to system uncertainties and environmental disturbances. This paper presents a novel learning-based distributed control law, augmented by an auxiliary dynamics. Gaussian processes are harnessed to compensate for the unknown components of the multi-agent system. For continuous enhancement in predictive performance of Gaussian process model, a data-efficient online learning strategy with a decentralized event-triggered mechanism is proposed. Furthermore, the control performance of the proposed approach is ensured via the Lyapunov theory, based on a probabilistic guarantee for prediction error bounds. To demonstrate the efficacy of the proposed learning-based controller, a comparative analysis is conducted, contrasting it with both conventional distributed control laws and offline learning methodologies.


Mastering Zero-Shot Interactions in Cooperative and Competitive Simultaneous Games

arXiv.org Artificial Intelligence

The combination of self-play and planning has achieved great successes in sequential games, for instance in Chess and Go. However, adapting algorithms such as AlphaZero to simultaneous games poses a new challenge. In these games, missing information about concurrent actions of other agents is a limiting factor as they may select different Nash equilibria or do not play optimally at all. Thus, it is vital to model the behavior of the other agents when interacting with them in simultaneous games. To this end, we propose Albatross: AlphaZero for Learning Bounded-rational Agents and Temperature-based Response Optimization using Simulated Self-play. Albatross learns to play the novel equilibrium concept of a Smooth Best Response Logit Equilibrium (SBRLE), which enables cooperation and competition with agents of any playing strength. We perform an extensive evaluation of Albatross on a set of cooperative and competitive simultaneous perfect-information games. In contrast to AlphaZero, Albatross is able to exploit weak agents in the competitive game of Battlesnake. Additionally, it yields an improvement of 37.6% compared to previous state of the art in the cooperative Overcooked benchmark.