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Model-Based Opponent Modeling

Neural Information Processing Systems

When one agent interacts with a multi-agent environment, it is challenging to deal with various opponents unseen before. Modeling the behaviors, goals, or beliefs of opponents could help the agent adjust its policy to adapt to different opponents. In addition, it is also important to consider opponents who are learning simultaneously or capable of reasoning. However, existing work usually tackles only one of the aforementioned types of opponents. In this paper, we propose model-based opponent modeling (MBOM), which employs the environment model to adapt to all kinds of opponents. MBOM simulates the recursive reasoning process in the environment model and imagines a set of improving opponent policies. To effectively and accurately represent the opponent policy, MBOM further mixes the imagined opponent policies according to the similarity with the real behaviors of opponents. Empirically, we show that MBOM achieves more effective adaptation than existing methods in a variety of tasks, respectively with different types of opponents, i.e., fixed policy, naive learner, and reasoning learner.


Coordinated Proximal Policy Optimization

Neural Information Processing Systems

We present Coordinated Proximal Policy Optimization (CoPPO), an algorithm that extends the original Proximal Policy Optimization (PPO) to the multi-agent setting. The key idea lies in the coordinated adaptation of step size during the policy update process among multiple agents. We prove the monotonicity of policy improvement when optimizing a theoretically-grounded joint objective, and derive a simplified optimization objective based on a set of approximations. We then interpret that such an objective in CoPPO can achieve dynamic credit assignment among agents, thereby alleviating the high variance issue during the concurrent update of agent policies. Finally, we demonstrate that CoPPO outperforms several strong baselines and is competitive with the latest multi-agent PPO method (i.e.



Learning Fairness in Multi-Agent Systems

Neural Information Processing Systems

Fairness is essential for human society, contributing to stability and productivity. Similarly, fairness is also the key for many multi-agent systems. Taking fairness into multi-agent learning could help multi-agent systems become both efficient and stable. However, learning efficiency and fairness simultaneously is a complex, multi-objective, joint-policy optimization. To tackle these difficulties, we propose FEN, a novel hierarchical reinforcement learning model. We first decompose fairness for each agent and propose fair-efficient reward that each agent learns its own policy to optimize. To avoid multi-objective conflict, we design a hierarchy consisting of a controller and several sub-policies, where the controller maximizes the fair-efficient reward by switching among the sub-policies that provides diverse behaviors to interact with the environment. FEN can be trained in a fully decentralized way, making it easy to be deployed in real-world applications. Empirically, we show that FEN easily learns both fairness and efficiency and significantly outperforms baselines in a variety of multi-agent scenarios.


Unsupervised Emergence of Egocentric Spatial Structure from Sensorimotor Prediction

Neural Information Processing Systems

Despite its omnipresence in robotics application, the nature of spatial knowledge and the mechanisms that underlie its emergence in autonomous agents are still poorly understood. Recent theoretical works suggest that the Euclidean structure of space induces invariants in an agent's raw sensorimotor experience. We hypothesize that capturing these invariants is beneficial for sensorimotor prediction and that, under certain exploratory conditions, a motor representation capturing the structure of the external space should emerge as a byproduct of learning to predict future sensory experiences. We propose a simple sensorimotor predictive scheme, apply it to different agents and types of exploration, and evaluate the pertinence of these hypotheses. We show that a naive agent can capture the topology and metric regularity of its sensor's position in an egocentric spatial frame without any a priori knowledge, nor extraneous supervision.


Diverse Conventions for Human-AI Collaboration

Neural Information Processing Systems

Conventions are crucial for strong performance in cooperative multi-agent games, because they allow players to coordinate on a shared strategy without explicit communication. Unfortunately, standard multi-agent reinforcement learning techniques, such as self-play, converge to conventions that are arbitrary and non-diverse, leading to poor generalization when interacting with new partners. In this work, we present a technique for generating diverse conventions by (1) maximizing their rewards during self-play, while (2) minimizing their rewards when playing with previously discovered conventions (cross-play), stimulating conventions to be semantically different. To ensure that learned policies act in good faith despite the adversarial optimization of cross-play, we introduce mixed-play, where an initial state is randomly generated by sampling self-play and cross-play transitions and the player learns to maximize the self-play reward from this initial state. We analyze the benefits of our technique on various multi-agent collaborative games, including Overcooked, and find that our technique can adapt to the conventions of humans, surpassing human-level performance when paired with real users.


Human-Robotic Prosthesis as Collaborating Agents for Symmetrical Walking

Neural Information Processing Systems

This is the first attempt at considering human influence in the reinforcement learning control of a robotic lower limb prosthesis toward symmetrical walking in real world situations. We propose a collaborative multi-agent reinforcement learning (cMARL) solution framework for this highly complex and challenging human-prosthesis collaboration (HPC) problem. The design of an automatic controller of the robot within the HPC context is based on accessible physical features or measurements that are known to affect walking performance. Comparisons are made with the current state-of-the-art robot control designs, which are single-agent based, as well as existing MARL solution approaches tailored to the problem, including multi-agent deep deterministic policy gradient (MADDPG) and counterfactual multi-agent policy gradient (COMA). Results show that, when compared to these approaches, treating the human and robot as coupled agents and using estimated human adaption in robot control design can achieve lower stage cost, peak error, and symmetry value to ensure better human walking performance. Additionally, our approach accelerates learning of walking tasks and increases learning success rate. The proposed framework can potentially be further developed to examine how human and robotic lower limb prosthesis interact, an area that little is known about. Advancing cMARL toward real world applications such as HPC for normative walking sets a good example of how AI can positively impact on people's lives.


LIIR: Learning Individual Intrinsic Reward in Multi-Agent Reinforcement Learning

Neural Information Processing Systems

A great challenge in cooperative decentralized multi-agent reinforcement learning (MARL) is generating diversified behaviors for each individual agent when receiving only a team reward. Prior studies have paid much effort on reward shaping or designing a centralized critic that can discriminatively credit the agents. In this paper, we propose to merge the two directions and learn each agent an intrinsic reward function which diversely stimulates the agents at each time step. Specifically, the intrinsic reward for a specific agent will be involved in computing a distinct proxy critic for the agent to direct the updating of its individual policy. Meanwhile, the parameterized intrinsic reward function will be updated towards maximizing the expected accumulated team reward from the environment so that the objective is consistent with the original MARL problem. The proposed method is referred to as learning individual intrinsic reward (LIIR) in MARL. We compare LIIR with a number of state-of-the-art MARL methods on battle games in StarCraft II. The results demonstrate the effectiveness of LIIR, and we show LIIR can assign each individual agent an insightful intrinsic reward per time step.


CoPur: Certifiably Robust Collaborative Inference via Feature Purification

Neural Information Processing Systems

Collaborative inference leverages diverse features provided by different agents (e.g., sensors) for more accurate inference. A common setup is where each agent sends its embedded features instead of the raw data to the Fusion Center (FC) for joint prediction. In this setting, we consider the inference-time attacks when a small fraction of agents are compromised. The compromised agent either does not send embedded features to the FC, or sends arbitrarily embedded features. To address this, we propose a certifiably robust COllaborative inference framework via feature PURification (CoPur), by leveraging the block-sparse nature of adversarial perturbations on the feature vector, as well as exploring the underlying redundancy across the embedded features (by assuming the overall features lie on an underlying lower dimensional manifold). We theoretically show that the proposed feature purification method can robustly recover the true feature vector, despite adversarial corruptions and/or incomplete observations. We also propose and test an untargeted distributed feature-flipping attack, which is agnostic to the model, training data, label, as well as the features held by other agents, and is shown to be effective in attacking state-of-the-art defenses. Experiments on ExtraSensory and NUS-WIDE datasets show that CoPur significantly outperforms existing defenses in terms of robustness against targeted and untargeted adversarial attacks.


Multi-agent Trajectory Prediction with Fuzzy Query Attention

Neural Information Processing Systems

Trajectory prediction for scenes with multiple agents and entities is a challenging problem in numerous domains such as traffic prediction, pedestrian tracking and path planning. We present a general architecture to address this challenge which models the crucial inductive biases of motion, namely, inertia, relative motion, intents and interactions. Specifically, we propose a relational model to flexibly model interactions between agents in diverse environments. Since it is well-known that human decision making is fuzzy by nature, at the core of our model lies a novel attention mechanism which models interactions by making continuous-valued (fuzzy) decisions and learning the corresponding responses. Our architecture demonstrates significant performance gains over existing state-of-the-art predictive models in diverse domains such as human crowd trajectories, US freeway traffic, NBA sports data and physics datasets. We also present ablations and augmentations to understand the decision-making process and the source of gains in our model.