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Action Duration Generalization for Exact Multi-Agent Collective Construction

arXiv.org Artificial Intelligence

This paper addresses exact approaches to multi-agent collective construction problem which tasks a group of cooperative agents to build a given structure in a blocksworld under the gravity constraint. We propose a generalization of the existing exact model based on mixed integer linear programming by accommodating varying agent action durations. We refer to the model as a fraction-time model. The generalization by introducing action duration enables one to create a more realistic model for various domains. It provides a significant reduction of plan execution duration at the cost of increased computational time, which rises steeply the closer the model gets to the exact real-world action duration. We also propose a makespan estimation function for the fraction-time model. This can be used to estimate the construction time reduction size for the purpose of cost-benefit analysis. The fraction-time model and the makespan estimation function have been evaluated in a series of experiments using a set of benchmark structures. The results show a significant reduction of plan execution duration for non-constant duration actions due to decreasing synchronization overhead at the end of each action. According to the results, the makespan estimation function provides a reasonably accurate estimate of the makespan.


Adversarial Markov Games: On Adaptive Decision-Based Attacks and Defenses

arXiv.org Artificial Intelligence

Despite considerable efforts on making them robust, real-world ML-based systems remain vulnerable to decision based attacks, as definitive proofs of their operational robustness have so far proven intractable. The canonical approach in robustness evaluation calls for adaptive attacks, that is with complete knowledge of the defense and tailored to bypass it. In this study, we introduce a more expansive notion of being adaptive and show how attacks but also defenses can benefit by it and by learning from each other through interaction. We propose and evaluate a framework for adaptively optimizing black-box attacks and defenses against each other through the competitive game they form. To reliably measure robustness, it is important to evaluate against realistic and worst-case attacks. We thus augment both attacks and the evasive arsenal at their disposal through adaptive control, and observe that the same can be done for defenses, before we evaluate them first apart and then jointly under a multi-agent perspective. We demonstrate that active defenses, which control how the system responds, are a necessary complement to model hardening when facing decision-based attacks; then how these defenses can be circumvented by adaptive attacks, only to finally elicit active and adaptive defenses. We validate our observations through a wide theoretical and empirical investigation to confirm that AI-enabled adversaries pose a considerable threat to black-box ML-based systems, rekindling the proverbial arms race where defenses have to be AI-enabled too. Succinctly, we address the challenges posed by adaptive adversaries and develop adaptive defenses, thereby laying out effective strategies in ensuring the robustness of ML-based systems deployed in the real-world.


Shared Affordance-awareness via Augmented Reality for Proactive Assistance in Human-robot Collaboration

arXiv.org Artificial Intelligence

Enabling humans and robots to collaborate effectively requires purposeful communication and an understanding of each other's affordances. Prior work in human-robot collaboration has incorporated knowledge of human affordances, i.e., their action possibilities in the current context, into autonomous robot decision-making. This "affordance awareness" is especially promising for service robots that need to know when and how to assist a person that cannot independently complete a task. However, robots still fall short in performing many common tasks autonomously. In this work-in-progress paper, we propose an augmented reality (AR) framework that bridges the gap in an assistive robot's capabilities by actively engaging with a human through a shared affordance-awareness representation. Leveraging the different perspectives from a human wearing an AR headset and a robot's equipped sensors, we can build a perceptual representation of the shared environment and model regions of respective agent affordances. The AR interface can also allow both agents to communicate affordances with one another, as well as prompt for assistance when attempting to perform an action outside their affordance region. This paper presents the main components of the proposed framework and discusses its potential through a domestic cleaning task experiment.


Sparse Mean Field Load Balancing in Large Localized Queueing Systems

arXiv.org Artificial Intelligence

Scalable load balancing algorithms are of great interest in cloud networks and data centers, necessitating the use of tractable techniques to compute optimal load balancing policies for good performance. However, most existing scalable techniques, especially asymptotically scaling methods based on mean field theory, have not been able to model large queueing networks with strong locality. Meanwhile, general multi-agent reinforcement learning techniques can be hard to scale and usually lack a theoretical foundation. In this work, we address this challenge by leveraging recent advances in sparse mean field theory to learn a near-optimal load balancing policy in sparsely connected queueing networks in a tractable manner, which may be preferable to global approaches in terms of communication overhead. Importantly, we obtain a general load balancing framework for a large class of sparse bounded-degree topologies. By formulating a novel mean field control problem in the context of graphs with bounded degree, we reduce the otherwise difficult multi-agent problem to a single-agent problem. Theoretically, the approach is justified by approximation guarantees. Empirically, the proposed methodology performs well on several realistic and scalable network topologies. Moreover, we compare it with a number of well-known load balancing heuristics and with existing scalable multi-agent reinforcement learning methods. Overall, we obtain a tractable approach for load balancing in highly localized networks. The aforementioned decentralized queueing systems with underlying graph structure can be modelled as various variants of multi-agent (partially-observable) Markov decision processes (MDP) [1, 2].


Contextual Pre-Planning on Reward Machine Abstractions for Enhanced Transfer in Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Recent studies show that deep reinforcement learning (DRL) agents tend to overfit to the task on which they were trained and fail to adapt to minor environment changes. To expedite learning when transferring to unseen tasks, we propose a novel approach to representing the current task using reward machines (RMs), state machine abstractions that induce subtasks based on the current task's rewards and dynamics. Our method provides agents with symbolic representations of optimal transitions from their current abstract state and rewards them for achieving these transitions. These representations are shared across tasks, allowing agents to exploit knowledge of previously encountered symbols and transitions, thus enhancing transfer. Empirical results show that our representations improve sample efficiency and few-shot transfer in a variety of domains.


MADiff: Offline Multi-agent Learning with Diffusion Models

arXiv.org Artificial Intelligence

Diffusion model (DM), as a powerful generative model, recently achieved huge success in various scenarios including offline reinforcement learning, where the policy learns to conduct planning by generating trajectory in the online evaluation. However, despite the effectiveness shown for single-agent learning, it remains unclear how DMs can operate in multi-agent problems, where agents can hardly complete teamwork without good coordination by independently modeling each agent's trajectories. In this paper, we propose MADiff, a novel generative multi-agent learning framework to tackle this problem. MADiff is realized with an attention-based diffusion model to model the complex coordination among behaviors of multiple diffusion agents. To the best of our knowledge, MADiff is the first diffusion-based multi-agent offline RL framework, which behaves as both a decentralized policy and a centralized controller. During decentralized executions, MADiff simultaneously performs teammate modeling, and the centralized controller can also be applied in multi-agent trajectory predictions. Our experiments show the superior performance of MADiff compared to baseline algorithms in a wide range of multi-agent learning tasks, which emphasizes the effectiveness of MADiff in modeling complex multi-agent interactions. Our code is available at https://github.com/zbzhu99/madiff.


Communication-Efficient Collaborative Regret Minimization in Multi-Armed Bandits

arXiv.org Artificial Intelligence

In this paper, we study the collaborative learning model, which concerns the tradeoff between parallelism and communication overhead in multi-agent multi-armed bandits. For regret minimization in multi-armed bandits, we present the first set of tradeoffs between the number of rounds of communication among the agents and the regret of the collaborative learning process.


Collaborative Optimization of the Age of Information under Partial Observability

arXiv.org Artificial Intelligence

The significance of the freshness of sensor and control data at the receiver side, often referred to as Age of Information (AoI), is fundamentally constrained by contention for limited network resources. Evidently, network congestion is detrimental for AoI, where this congestion is partly self-induced by the sensor transmission process in addition to the contention from other transmitting sensors. In this work, we devise a decentralized AoI-minimizing transmission policy for a number of sensor agents sharing capacity-limited, non-FIFO duplex channels that introduce random delays in communication with a common receiver. By implementing the same policy, however with no explicit inter-agent communication, the agents minimize the expected AoI in this partially observable system. We cater to the partial observability due to random channel delays by designing a bootstrap particle filter that independently maintains a belief over the AoI of each agent. We also leverage mean-field control approximations and reinforcement learning to derive scalable and optimal solutions for minimizing the expected AoI collaboratively.


Towards Machines that Trust: AI Agents Learn to Trust in the Trust Game

arXiv.org Artificial Intelligence

Widely considered a cornerstone of human morality, trust shapes many aspects of human social interactions. In this work, we present a theoretical analysis of the $\textit{trust game}$, the canonical task for studying trust in behavioral and brain sciences, along with simulation results supporting our analysis. Specifically, leveraging reinforcement learning (RL) to train our AI agents, we systematically investigate learning trust under various parameterizations of this task. Our theoretical analysis, corroborated by the simulations results presented, provides a mathematical basis for the emergence of trust in the trust game.


Stability of Multi-Agent Learning in Competitive Networks: Delaying the Onset of Chaos

arXiv.org Artificial Intelligence

The behaviour of multi-agent learning in competitive network games is often studied within the context of zero-sum games, in which convergence guarantees may be obtained. However, outside of this class the behaviour of learning is known to display complex behaviours and convergence cannot be always guaranteed. Nonetheless, in order to develop a complete picture of the behaviour of multi-agent learning in competitive settings, the zero-sum assumption must be lifted. Motivated by this we study the Q-Learning dynamics, a popular model of exploration and exploitation in multi-agent learning, in competitive network games. We determine how the degree of competition, exploration rate and network connectivity impact the convergence of Q-Learning. To study generic competitive games, we parameterise network games in terms of correlations between agent payoffs and study the average behaviour of the Q-Learning dynamics across all games drawn from a choice of this parameter. This statistical approach establishes choices of parameters for which Q-Learning dynamics converge to a stable fixed point. Differently to previous works, we find that the stability of Q-Learning is explicitly dependent only on the network connectivity rather than the total number of agents. Our experiments validate these findings and show that, under certain network structures, the total number of agents can be increased without increasing the likelihood of unstable or chaotic behaviours.