Agents
Designing Behavior Trees from Goal-Oriented LTLf Formulas
Neupane, Aadesh, Mercer, Eric G, Goodrich, Michael A.
Temporal logic can be used to formally specify autonomous agent goals, but synthesizing planners that guarantee goal satisfaction can be computationally prohibitive. This paper shows how to turn goals specified using a subset of finite trace Linear Temporal Logic (LTL) into a behavior tree (BT) that guarantees that successful traces satisfy the LTL goal. Useful LTL formulas for achievement goals can be derived using achievement-oriented task mission grammars, leading to missions made up of tasks combined using LTL operators. Constructing BTs from LTL formulas leads to a relaxed behavior synthesis problem in which a wide range of planners can implement the action nodes in the BT. Importantly, any successful trace induced by the planners satisfies the corresponding LTL formula. The usefulness of the approach is demonstrated in two ways: a) exploring the alignment between two planners and LTL goals, and b) solving a sequential key-door problem for a Fetch robot.
Adaptive action supervision in reinforcement learning from real-world multi-agent demonstrations
Fujii, Keisuke, Tsutsui, Kazushi, Scott, Atom, Nakahara, Hiroshi, Takeishi, Naoya, Kawahara, Yoshinobu
Modeling of real-world biological multi-agents is a fundamental problem in various scientific and engineering fields. Reinforcement learning (RL) is a powerful framework to generate flexible and diverse behaviors in cyberspace; however, when modeling real-world biological multi-agents, there is a domain gap between behaviors in the source (i.e., real-world data) and the target (i.e., cyberspace for RL), and the source environment parameters are usually unknown. In this paper, we propose a method for adaptive action supervision in RL from real-world demonstrations in multi-agent scenarios. We adopt an approach that combines RL and supervised learning by selecting actions of demonstrations in RL based on the minimum distance of dynamic time warping for utilizing the information of the unknown source dynamics. This approach can be easily applied to many existing neural network architectures and provide us with an RL model balanced between reproducibility as imitation and generalization ability to obtain rewards in cyberspace. In the experiments, using chase-and-escape and football tasks with the different dynamics between the unknown source and target environments, we show that our approach achieved a balance between the reproducibility and the generalization ability compared with the baselines. In particular, we used the tracking data of professional football players as expert demonstrations in football and show successful performances despite the larger gap between behaviors in the source and target environments than the chase-and-escape task.
Multi-Agent Reinforcement Learning with Action Masking for UAV-enabled Mobile Communications
Unmanned Aerial Vehicles (UAVs) are increasingly used as aerial base stations to provide ad hoc communications infrastructure. Building upon prior research efforts which consider either static nodes, 2D trajectories or single UAV systems, this paper focuses on the use of multiple UAVs for providing wireless communication to mobile users in the absence of terrestrial communications infrastructure. In particular, we jointly optimize UAV 3D trajectory and NOMA power allocation to maximize system throughput. Firstly, a weighted K-means-based clustering algorithm establishes UAV-user associations at regular intervals. The efficacy of training a novel Shared Deep Q-Network (SDQN) with action masking is then explored. Unlike training each UAV separately using DQN, the SDQN reduces training time by using the experiences of multiple UAVs instead of a single agent. We also show that SDQN can be used to train a multi-agent system with differing action spaces. Simulation results confirm that: 1) training a shared DQN outperforms a conventional DQN in terms of maximum system throughput (+20%) and training time (-10%); 2) it can converge for agents with different action spaces, yielding a 9% increase in throughput compared to mutual learning algorithms; and 3) combining NOMA with an SDQN architecture enables the network to achieve a better sum rate compared with existing baseline schemes.
Finding Nash equilibria by minimizing approximate exploitability with learned best responses
Martin, Carlos, Sandholm, Tuomas
There has been substantial progress on finding game-theoretic equilibria. Most of that work has focused on games with finite, discrete action spaces. However, many games involving space, time, money, and other fine-grained quantities have continuous action spaces (or are best modeled as such). We study the problem of finding an approximate Nash equilibrium of games with continuous action sets. The standard measure of closeness to Nash equilibrium is exploitability, which measures how much players can benefit from unilaterally changing their strategy. We propose two new methods that minimize an approximation of the exploitability with respect to the strategy profile. The first method uses a learned best-response function, which takes the current strategy profile as input and returns candidate best responses for each player. The strategy profile and best-response functions are trained simultaneously, with the former trying to minimize exploitability while the latter tries to maximize it. The second method maintains an ensemble of candidate best responses for each player. In each iteration, the best-performing elements of each ensemble are used to update the current strategy profile. The strategy profile and best-response ensembles are simultaneously trained to minimize and maximize the approximate exploitability, respectively. We evaluate our methods on various continuous games, showing that they outperform prior methods.
Who Reviews The Reviewers? A Multi-Level Jury Problem
Abramowitz, Ben, Lev, Omer, Mattei, Nicholas
We consider the problem of determining a binary ground truth using advice from a group of independent reviewers (experts) who express their guess about a ground truth correctly with some independent probability (competence). In this setting, when all reviewers are competent (competence greater than one-half), the Condorcet Jury Theorem tells us that adding more reviewers increases the overall accuracy, and if all competences are known, then there exists an optimal weighting of the reviewers. However, in practical settings, reviewers may be noisy or incompetent, i.e., competence below half, and the number of experts may be small, so the asymptotic Condorcet Jury Theorem is not practically relevant. In such cases we explore appointing one or more chairs (judges) who determine the weight of each reviewer for aggregation, creating multiple levels. However, these chairs may be unable to correctly identify the competence of the reviewers they oversee, and therefore unable to compute the optimal weighting. We give conditions when a set of chairs is able to weight the reviewers optimally, and depending on the competence distribution of the agents, give results about when it is better to have more chairs or more reviewers. Through numerical simulations we show that in some cases it is better to have more chairs, but in many cases it is better to have more reviewers.
On Alternating-time Temporal Logic, Hyperproperties, and Strategy Sharing
Beutner, Raven, Finkbeiner, Bernd
Alternating-time temporal logic (ATL$^*$) is a well-established framework for formal reasoning about multi-agent systems. However, while ATL$^*$ can reason about the strategic ability of agents (e.g., some coalition $A$ can ensure that a goal is reached eventually), we cannot compare multiple strategic interactions, nor can we require multiple agents to follow the same strategy. For example, we cannot state that coalition $A$ can reach a goal sooner (or more often) than some other coalition $A'$. In this paper, we propose HyperATLS$^*_S$, an extension of ATL$^*$ in which we can (1) compare the outcome of multiple strategic interactions w.r.t. a hyperproperty, i.e., a property that refers to multiple paths at the same time, and (2) enforce that some agents share the same strategy. We show that HyperATL$^*_S$ is a rich specification language that captures important AI-related properties that were out of reach of existing logics. We prove that model checking of HyperATL$^*_S$ on concurrent game structures is decidable. We implement our model-checking algorithm in a tool we call HyMASMC and evaluate it on a range of benchmarks.
Federated Best Arm Identification with Heterogeneous Clients
Chen, Zhirui, Karthik, P. N., Tan, Vincent Y. F., Chee, Yeow Meng
We study best arm identification in a federated multi-armed bandit setting with a central server and multiple clients, when each client has access to a {\em subset} of arms and each arm yields independent Gaussian observations. The goal is to identify the best arm of each client subject to an upper bound on the error probability; here, the best arm is one that has the largest {\em average} value of the means averaged across all clients having access to the arm. Our interest is in the asymptotics as the error probability vanishes. We provide an asymptotic lower bound on the growth rate of the expected stopping time of any algorithm. Furthermore, we show that for any algorithm whose upper bound on the expected stopping time matches with the lower bound up to a multiplicative constant ({\em almost-optimal} algorithm), the ratio of any two consecutive communication time instants must be {\em bounded}, a result that is of independent interest. We thereby infer that an algorithm can communicate no more sparsely than at exponential time instants in order to be almost-optimal. For the class of almost-optimal algorithms, we present the first-of-its-kind asymptotic lower bound on the expected number of {\em communication rounds} until stoppage. We propose a novel algorithm that communicates at exponential time instants, and demonstrate that it is asymptotically almost-optimal.
Meta-Referential Games to Learn Compositional Learning Behaviours
Denamganaï, Kevin, Missaoui, Sondess, Walker, James Alfred
Human beings use compositionality to generalise from past experiences to novel experiences. We assume a separation of our experiences into fundamental atomic components that can be recombined in novel ways to support our ability to engage with novel experiences. We frame this as the ability to learn to generalise compositionally, and we will refer to behaviours making use of this ability as compositional learning behaviours (CLBs). A central problem to learning CLBs is the resolution of a binding problem (BP). While it is another feat of intelligence that human beings perform with ease, it is not the case for state-of-the-art artificial agents. Thus, in order to build artificial agents able to collaborate with human beings, we propose to develop a novel benchmark to investigate agents' abilities to exhibit CLBs by solving a domain-agnostic version of the BP. We take inspiration from the language emergence and grounding framework of referential games and propose a meta-learning extension of referential games, entitled Meta-Referential Games, and use this framework to build our benchmark, the Symbolic Behaviour Benchmark (S2B). We provide baseline results and error analysis showing that our benchmark is a compelling challenge that we hope will spur the research community towards developing more capable artificial agents.
Explaining Reinforcement Learning Agents Through Counterfactual Action Outcomes
Amitai, Yotam, Septon, Yael, Amir, Ofra
Explainable reinforcement learning (XRL) methods aim to help elucidate agent policies and decision-making processes. The majority of XRL approaches focus on local explanations, seeking to shed light on the reasons an agent acts the way it does at a specific world state. While such explanations are both useful and necessary, they typically do not portray the outcomes of the agent's selected choice of action. In this work, we propose ``COViz'', a new local explanation method that visually compares the outcome of an agent's chosen action to a counterfactual one. In contrast to most local explanations that provide state-limited observations of the agent's motivation, our method depicts alternative trajectories the agent could have taken from the given state and their outcomes. We evaluated the usefulness of COViz in supporting people's understanding of agents' preferences and compare it with reward decomposition, a local explanation method that describes an agent's expected utility for different actions by decomposing it into meaningful reward types. Furthermore, we examine the complementary benefits of integrating both methods. Our results show that such integration significantly improved participants' performance.
Animal-AI 3: What's New & Why You Should Care
Voudouris, Konstantinos, Alhas, Ibrahim, Schellaert, Wout, Crosby, Matthew, Holmes, Joel, Burden, John, Chaubey, Niharika, Donnelly, Niall, Patel, Matishalin, Halina, Marta, Hernández-Orallo, José, Cheke, Lucy G.
The Animal-AI Environment is a unique game-based research platform designed to serve both the artificial intelligence and cognitive science research communities. In this paper, we present Animal-AI 3, the latest version of the environment, outlining several major new features that make the game more engaging for humans and more complex for AI systems. New features include interactive buttons, reward dispensers, and player notifications, as well as an overhaul of the environment's graphics and processing for significant increases in agent training time and quality of the human player experience. We provide detailed guidance on how to build computational and behavioural experiments with Animal-AI 3. We present results from a series of agents, including the state-of-the-art Deep Reinforcement Learning agent (dreamer-v3), on newly designed tests and the Animal-AI Testbed of 900 tasks inspired by research in comparative psychology. Animal-AI 3 is designed to facilitate collaboration between the cognitive sciences and artificial intelligence. This paper serves as a stand-alone document that motivates, describes, and demonstrates Animal-AI 3 for the end user.