Agents
ClusterComm: Discrete Communication in Decentralized MARL using Internal Representation Clustering
Müller, Robert, Turalic, Hasan, Phan, Thomy, Kölle, Michael, Nüßlein, Jonas, Linnhoff-Popien, Claudia
Addressing this, we introduce ClusterComm, a fully decentralized MARL framework where agents communicate discretely without a central control unit. ClusterComm utilizes Mini-Batch-K-Means clustering on the last hidden layer's activations of an agent's policy network, translating them into discrete messages. This approach outperforms no communication and competes favorably with unbounded, continuous communication and hence poses a simple yet effective strategy for enhancing collaborative task-solving in MARL.
Decentralized Federated Policy Gradient with Byzantine Fault-Tolerance and Provably Fast Convergence
Jordan, Philip, Grötschla, Florian, Fan, Flint Xiaofeng, Wattenhofer, Roger
In Federated Reinforcement Learning (FRL), agents aim to collaboratively learn a common task, while each agent is acting in its local environment without exchanging raw trajectories. Existing approaches for FRL either (a) do not provide any fault-tolerance guarantees (against misbehaving agents), or (b) rely on a trusted central agent (a single point of failure) for aggregating updates. We provide the first decentralized Byzantine fault-tolerant FRL method. Towards this end, we first propose a new centralized Byzantine fault-tolerant policy gradient (PG) algorithm that improves over existing methods by relying only on assumptions standard for non-fault-tolerant PG. Then, as our main contribution, we show how a combination of robust aggregation and Byzantine-resilient agreement methods can be leveraged in order to eliminate the need for a trusted central entity. Since our results represent the first sample complexity analysis for Byzantine fault-tolerant decentralized federated non-convex optimization, our technical contributions may be of independent interest. Finally, we corroborate our theoretical results experimentally for common RL environments, demonstrating the speed-up of decentralized federations w.r.t. the number of participating agents and resilience against various Byzantine attacks.
Exploring Large Language Model based Intelligent Agents: Definitions, Methods, and Prospects
Cheng, Yuheng, Zhang, Ceyao, Zhang, Zhengwen, Meng, Xiangrui, Hong, Sirui, Li, Wenhao, Wang, Zihao, Wang, Zekai, Yin, Feng, Zhao, Junhua, He, Xiuqiang
Intelligent agents stand out as a potential path toward artificial general intelligence (AGI). Thus, researchers have dedicated significant effort to diverse implementations for them. Benefiting from recent progress in large language models (LLMs), LLM-based agents that use universal natural language as an interface exhibit robust generalization capabilities across various applications -- from serving as autonomous general-purpose task assistants to applications in coding, social, and economic domains, LLM-based agents offer extensive exploration opportunities. This paper surveys current research to provide an in-depth overview of LLM-based intelligent agents within single-agent and multi-agent systems. It covers their definitions, research frameworks, and foundational components such as their composition, cognitive and planning methods, tool utilization, and responses to environmental feedback. We also delve into the mechanisms of deploying LLM-based agents in multi-agent systems, including multi-role collaboration, message passing, and strategies to alleviate communication issues between agents. The discussions also shed light on popular datasets and application scenarios. We conclude by envisioning prospects for LLM-based agents, considering the evolving landscape of AI and natural language processing.
Engineering Features to Improve Pass Prediction in Soccer Simulation 2D Games
Zare, Nader, Sarvmaili, Mahtab, Sayareh, Aref, Amini, Omid, Soares, Stan Matwin Amilcar
Soccer Simulation 2D (SS2D) is a simulation of a real soccer game in two dimensions. In soccer, passing behavior is an essential action for keeping the ball in possession of our team and creating goal opportunities. Similarly, for SS2D, predicting the passing behaviors of both opponents and our teammates helps manage resources and score more goals. Therefore, in this research, we have tried to address the modeling of passing behavior of soccer 2D players using Deep Neural Networks (DNN) and Random Forest (RF). We propose an embedded data extraction module that can record the decision-making of agents in an online format. Afterward, we apply four data sorting techniques for training data preparation. After, we evaluate the trained models' performance playing against 6 top teams of RoboCup 2019 that have distinctive playing strategies. Finally, we examine the importance of different feature groups on the prediction of a passing strategy. All results in each step of this work prove our suggested methodology's effectiveness and improve the performance of the pass prediction in Soccer Simulation 2D games ranging from 5\% (e.g., playing against the same team) to 10\% (e.g., playing against Robocup top teams).
Escalation Risks from Language Models in Military and Diplomatic Decision-Making
Rivera, Juan-Pablo, Mukobi, Gabriel, Reuel, Anka, Lamparth, Max, Smith, Chandler, Schneider, Jacquelyn
Governments are increasingly considering integrating autonomous AI agents in high-stakes military and foreign-policy decision-making, especially with the emergence of advanced generative AI models like GPT-4. Our work aims to scrutinize the behavior of multiple AI agents in simulated wargames, specifically focusing on their predilection to take escalatory actions that may exacerbate multilateral conflicts. Drawing on political science and international relations literature about escalation dynamics, we design a novel wargame simulation and scoring framework to assess the escalation risks of actions taken by these agents in different scenarios. Contrary to prior studies, our research provides both qualitative and quantitative insights and focuses on large language models (LLMs). We find that all five studied off-the-shelf LLMs show forms of escalation and difficult-to-predict escalation patterns. We observe that models tend to develop arms-race dynamics, leading to greater conflict, and in rare cases, even to the deployment of nuclear weapons. Qualitatively, we also collect the models' reported reasonings for chosen actions and observe worrying justifications based on deterrence and first-strike tactics. Given the high stakes of military and foreign-policy contexts, we recommend further examination and cautious consideration before deploying autonomous language model agents for strategic military or diplomatic decision-making.
Improving Dribbling, Passing, and Marking Actions in Soccer Simulation 2D Games Using Machine Learning
Zare, Nader, Amini, Omid, Sayareh, Aref, Sarvmaili, Mahtab, Firouzkouhi, Arad, Matwin, Stan, Soares, Amilcar
The RoboCup competition was started in 1997, and is known as the oldest RoboCup league. The RoboCup 2D Soccer Simulation League is a stochastic, partially observable soccer environment in which 24 autonomous agents play on two opposing teams. In this paper, we detail the main strategies and functionalities of CYRUS, the RoboCup 2021 2D Soccer Simulation League champions. The new functionalities presented and discussed in this work are (i) Multi Action Dribble, (ii) Pass Prediction and (iii) Marking Decision. The Multi Action Dribbling strategy enabled CYRUS to succeed more often and to be safer when dribbling actions were performed during a game. The Pass Prediction enhanced our gameplay by predicting our teammate's passing behavior, anticipating and making our agents collaborate better towards scoring goals. Finally, the Marking Decision addressed the multi-agent matching problem to improve CYRUS defensive strategy by finding an optimal solution to mark opponents' players.
Gerrymandering Planar Graphs
Dippel, Jack, la Tour, Max Dupré, Niu, April, Roy, Sanjukta, Vetta, Adrian
We study the computational complexity of the map redistricting problem (gerrymandering). Mathematically, the electoral district designer (gerrymanderer) attempts to partition a weighted graph into $k$ connected components (districts) such that its candidate (party) wins as many districts as possible. Prior work has principally concerned the special cases where the graph is a path or a tree. Our focus concerns the realistic case where the graph is planar. We prove that the gerrymandering problem is solvable in polynomial time in $\lambda$-outerplanar graphs, when the number of candidates and $\lambda$ are constants and the vertex weights (voting weights) are polynomially bounded. In contrast, the problem is NP-complete in general planar graphs even with just two candidates. This motivates the study of approximation algorithms for gerrymandering planar graphs. However, when the number of candidates is large, we prove it is hard to distinguish between instances where the gerrymanderer cannot win a single district and instances where the gerrymanderer can win at least one district. This immediately implies that the redistricting problem is inapproximable in polynomial time in planar graphs, unless P=NP. This conclusion appears terminal for the design of good approximation algorithms -- but it is not. The inapproximability bound can be circumvented as it only applies when the maximum number of districts the gerrymanderer can win is extremely small, say one. Indeed, for a fixed number of candidates, our main result is that there is a constant factor approximation algorithm for redistricting unweighted planar graphs, provided the optimal value is a large enough constant.
Asynchronous Local Computations in Distributed Bayesian Learning
Bhar, Kinjal, Bai, He, George, Jemin, Busart, Carl
Due to the expanding scope of machine learning (ML) to the fields of sensor networking, cooperative robotics and many other multi-agent systems, distributed deployment of inference algorithms has received a lot of attention. These algorithms involve collaboratively learning unknown parameters from dispersed data collected by multiple agents. There are two competing aspects in such algorithms, namely, intra-agent computation and inter-agent communication. Traditionally, algorithms are designed to perform both synchronously. However, certain circumstances need frugal use of communication channels as they are either unreliable, time-consuming, or resource-expensive. In this paper, we propose gossip-based asynchronous communication to leverage fast computations and reduce communication overhead simultaneously. We analyze the effects of multiple (local) intra-agent computations by the active agents between successive inter-agent communications. For local computations, Bayesian sampling via unadjusted Langevin algorithm (ULA) MCMC is utilized. The communication is assumed to be over a connected graph (e.g., as in decentralized learning), however, the results can be extended to coordinated communication where there is a central server (e.g., federated learning). We theoretically quantify the convergence rates in the process. To demonstrate the efficacy of the proposed algorithm, we present simulations on a toy problem as well as on real world data sets to train ML models to perform classification tasks. We observe faster initial convergence and improved performance accuracy, especially in the low data range. We achieve on average 78% and over 90% classification accuracy respectively on the Gamma Telescope and mHealth data sets from the UCI ML repository.
Multi-Modal Discussion Transformer: Integrating Text, Images and Graph Transformers to Detect Hate Speech on Social Media
Hebert, Liam, Sahu, Gaurav, Guo, Yuxuan, Sreenivas, Nanda Kishore, Golab, Lukasz, Cohen, Robin
We present the Multi-Modal Discussion Transformer (mDT), a novel methodfor detecting hate speech in online social networks such as Reddit discussions. In contrast to traditional comment-only methods, our approach to labelling a comment as hate speech involves a holistic analysis of text and images grounded in the discussion context. This is done by leveraging graph transformers to capture the contextual relationships in the discussion surrounding a comment and grounding the interwoven fusion layers that combine text and image embeddings instead of processing modalities separately. To evaluate our work, we present a new dataset, HatefulDiscussions, comprising complete multi-modal discussions from multiple online communities on Reddit. We compare the performance of our model to baselines that only process individual comments and conduct extensive ablation studies.
Tackling Cooperative Incompatibility for Zero-Shot Human-AI Coordination
Li, Yang, Zhang, Shao, Sun, Jichen, Zhang, Wenhao, Du, Yali, Wen, Ying, Wang, Xinbing, Pan, Wei
Securing coordination between AI agent and teammates (human players or AI agents) in contexts involving unfamiliar humans continues to pose a significant challenge in Zero-Shot Coordination. The issue of cooperative incompatibility becomes particularly prominent when an AI agent is unsuccessful in synchronizing with certain previously unknown partners. Traditional algorithms have aimed to collaborate with partners by optimizing fixed objectives within a population, fostering diversity in strategies and behaviors. However, these techniques may lead to learning loss and an inability to cooperate with specific strategies within the population, a phenomenon named cooperative incompatibility in learning. In order to solve cooperative incompatibility in learning and effectively address the problem in the context of ZSC, we introduce the Cooperative Open-ended LEarning (COLE) framework, which formulates open-ended objectives in cooperative games with two players using perspectives of graph theory to evaluate and pinpoint the cooperative capacity of each strategy. We present two practical algorithms, specifically \algo and \algoR, which incorporate insights from game theory and graph theory. We also show that COLE could effectively overcome the cooperative incompatibility from theoretical and empirical analysis. Subsequently, we created an online Overcooked human-AI experiment platform, the COLE platform, which enables easy customization of questionnaires, model weights, and other aspects. Utilizing the COLE platform, we enlist 130 participants for human experiments. Our findings reveal a preference for our approach over state-of-the-art methods using a variety of subjective metrics. Moreover, objective experimental outcomes in the Overcooked game environment indicate that our method surpasses existing ones when coordinating with previously unencountered AI agents and the human proxy model.