Agents
A survey on algorithms for Nash equilibria in finite normal-form games
Li, Hanyu, Huang, Wenhan, Duan, Zhijian, Mguni, David Henry, Shao, Kun, Wang, Jun, Deng, Xiaotie
Nash equilibrium is one of the most influential solution concepts in game theory. With the development of computer science and artificial intelligence, there is an increasing demand on Nash equilibrium computation, especially for Internet economics and multi-agent learning. This paper reviews various algorithms computing the Nash equilibrium and its approximation solutions in finite normal-form games from both theoretical and empirical perspectives. For the theoretical part, we classify algorithms in the literature and present basic ideas on algorithm design and analysis. For the empirical part, we present a comprehensive comparison on the algorithms in the literature over different kinds of games. Based on these results, we provide practical suggestions on implementations and uses of these algorithms. Finally, we present a series of open problems from both theoretical and practical considerations.
Learning Top-k Subtask Planning Tree based on Discriminative Representation Pre-training for Decision Making
Ruan, Jingqing, Wang, Kaishen, Zhang, Qingyang, Xing, Dengpeng, Xu, Bo
Many complicated real-world tasks can be broken down into smaller, more manageable parts, and planning with prior knowledge extracted from these simplified pieces is crucial for humans to make accurate decisions. However, replicating this process remains a challenge for AI agents and naturally raises two questions: How to extract discriminative knowledge representation from priors? How to develop a rational plan to decompose complex problems? Most existing representation learning methods employing a single encoder structure are fragile and sensitive to complex and diverse dynamics. To address this issue, we introduce a multiple-encoder and individual-predictor regime to learn task-essential representations from sufficient data for simple subtasks. Multiple encoders can extract adequate task-relevant dynamics without confusion, and the shared predictor can discriminate the task characteristics. We also use the attention mechanism to generate a top-k subtask planning tree, which customizes subtask execution plans in guiding complex decisions on unseen tasks. This process enables forward-looking and globality by flexibly adjusting the depth and width of the planning tree. Empirical results on a challenging platform composed of some basic simple tasks and combinatorially rich synthetic tasks consistently outperform some competitive baselines and demonstrate the benefits of our design.
Coordinated Navigation Control of Cross-Domain Unmanned Systems via Guiding Vector Fields
Hu, Bin-Bin, Zhang, Hai-Tao, Liu, Bin, Ding, Jianing, Xu, Yifan, Luo, Chuanshang, Cao, Haosen
This paper proposes a distributed guiding-vector-field (DGVF) controller for cross-domain unmanned systems (CDUSs) consisting of heterogeneous unmanned aerial vehicles (UAVs) and unmanned surface vehicles (USVs), to achieve coordinated navigation whereas maneuvering along their prescribed paths. In particular, the DGVF controller provides a hierarchical architecture of an upper-level heterogeneous guidance velocity controller and a lower-level signal tracking regulator. Therein, the upper-level controller is to govern multiple heterogeneous USVs and UAVs to approach and maneuver along the prescribed paths and coordinate the formation simultaneously, whereas the low-level regulator is to track the corresponding desired guidance signals provided by the upper-level module. Significantly, the heterogeneous coordination among neighboring UAVs and USVs is achieved merely by the lightweight communication of a scalar (i.e., the additional virtual coordinate), which substantially decreases the communication and computational costs. Sufficient conditions assuring asymptotical convergence of the closed-loop system are derived in presence of the exponentially vanishing tracking errors. Finally, real-lake experiments are conducted on a self-established cross-domain heterogeneous platform consisting of three M-100 UAVs, two HUSTER-16 USVs, a HUSTER-12C USV, and a WiFi 5G wireless communication station to verify the effectiveness of the present DGVF controller.
Nonparametric Strategy Test
We present a nonparametric statistical test for determining whether an agent is following a given mixed strategy in a repeated strategic-form game given samples of the agent's play. This involves two components: determining whether the agent's frequencies of pure strategies are sufficiently close to the target frequencies, and determining whether the pure strategies selected are independent between different game iterations. Our integrated test involves applying a chi-squared goodness of fit test for the first component and a generalized Wald-Wolfowitz runs test for the second component. The results from both tests are combined using Bonferroni correction to produce a complete test for a given significance level $\alpha.$ We applied the test to publicly available data of human rock-paper-scissors play. The data consists of 50 iterations of play for 500 human players. We test with a null hypothesis that the players are following a uniform random strategy independently at each game iteration. Using a significance level of $\alpha = 0.05$, we conclude that 305 (61%) of the subjects are following the target strategy.
RGMComm: Return Gap Minimization via Discrete Communications in Multi-Agent Reinforcement Learning
Chen, Jingdi, Lan, Tian, Joe-Wong, Carlee
Communication is crucial for solving cooperative Multi-Agent Reinforcement Learning tasks in partially observable Markov Decision Processes. Existing works often rely on black-box methods to encode local information/features into messages shared with other agents, leading to the generation of continuous messages with high communication overhead and poor interpretability. Prior attempts at discrete communication methods generate one-hot vectors trained as part of agents' actions and use the Gumbel softmax operation for calculating message gradients, which are all heuristic designs that do not provide any quantitative guarantees on the expected return. This paper establishes an upper bound on the return gap between an ideal policy with full observability and an optimal partially observable policy with discrete communication. This result enables us to recast multi-agent communication into a novel online clustering problem over the local observations at each agent, with messages as cluster labels and the upper bound on the return gap as clustering loss. To minimize the return gap, we propose the Return-Gap-Minimization Communication (RGMComm) algorithm, which is a surprisingly simple design of discrete message generation functions and is integrated with reinforcement learning through the utilization of a novel Regularized Information Maximization loss function, which incorporates cosine-distance as the clustering metric. Evaluations show that RGMComm significantly outperforms state-of-the-art multi-agent communication baselines and can achieve nearly optimal returns with few-bit messages that are naturally interpretable.
Worst-Case VCG Redistribution Mechanism Design Based on the Lottery Ticket Hypothesis
We study worst-case VCG redistribution mechanism design for the public project problem. We use a multilayer perceptron (MLP) with ReLU activation to model the payment function and use mixed integer programming (MIP) to solve for the worst-case type profiles that maximally violate the mechanism design constraints. We collect these worst-case type profiles and use them as training samples to train toward better worst-case mechanisms. In practice, we require a tiny network structure for the above approach to scale. The Lottery Ticket Hypothesis states that a large network is likely to contain a "winning ticket" -- a much smaller subnetwork that "won the initialization lottery", which makes its training particularly effective. Motivated by this hypothesis, we train a large network and prune it into a tiny subnetwork. We run MIP-based worst-case training on the drawn subnetwork and evaluate the resulting mechanism's worst-case performance. If the subnetwork does not achieve good worst-case performance, then we record the type profiles that cause the current draw to be bad. To draw again, we restore the large network to its initial weights and prune using recorded type profiles from earlier draws, therefore avoiding drawing the same ticket twice. We expect to eventually encounter a tiny subnetwork that leads to effective training for our worst-case mechanism design task. Lastly, a by-product of multiple ticket draws is an ensemble of mechanisms with different worst cases, which improves the worst-case performance further. Using our approach, we find previously unknown optimal mechanisms for up to 5 agents. Our results confirm the tightness of existing theoretical upper bounds. For up to 20 agents, we derive significantly improved worst-case mechanisms, surpassing a long list of existing manual results.
IKT-BT: Indirect Knowledge Transfer Behavior Tree Framework for Multi-Robot Systems Through Communication Eavesdropping
Oruganti, Sanjay, Parasuraman, Ramviyas, Pidaparti, Ramana
Multi-agent and multi-robot systems (MRS) often rely on direct communication for information sharing. This work explores an alternative approach inspired by eavesdropping mechanisms in nature that involves casual observation of agent interactions to enhance decentralized knowledge dissemination. We achieve this through a novel IKT-BT framework tailored for a behavior-based MRS, encapsulating knowledge and control actions in Behavior Trees (BT). We present two new BT-based modalities - eavesdrop-update (EU) and eavesdrop-buffer-update (EBU) - incorporating unique eavesdropping strategies and efficient episodic memory management suited for resource-limited swarm robots. We theoretically analyze the IKT-BT framework for an MRS and validate the performance of the proposed modalities through extensive experiments simulating a search and rescue mission. Our results reveal improvements in both global mission performance outcomes and agent-level knowledge dissemination with a reduced need for direct communication.
Decentralized traffic management of autonomous drones
Balázs, Boldizsár, Vicsek, Tamás, Somorjai, Gergő, Nepusz, Tamás, Vásárhelyi, Gábor
Coordination of local and global aerial traffic has become a legal and technological bottleneck as the number of unmanned vehicles in the common airspace continues to grow. To meet this challenge, automation and decentralization of control is an unavoidable requirement. In this paper, we present a solution that enables self-organization of cooperating autonomous agents into an effective traffic flow state in which the common aerial coordination task - filled with conflicts - is resolved. Using realistic simulations, we show that our algorithm is safe, efficient, and scalable regarding the number of drones and their speed range, while it can also handle heterogeneous agents and even pairwise priorities between them. The algorithm works in any sparse or dense traffic scenario in two dimensions and can be made increasingly efficient by a layered flight space structure in three dimensions. To support the feasibility of our solution, we experimentally demonstrate coordinated aerial traffic of 100 autonomous drones within a circular area with a radius of 125 meters.
Memory Asymmetry Creates Heteroclinic Orbits to Nash Equilibrium in Learning in Zero-Sum Games
Fujimoto, Yuma, Ariu, Kaito, Abe, Kenshi
Learning in games considers how multiple agents maximize their own rewards through repeated games. Memory, an ability that an agent changes his/her action depending on the history of actions in previous games, is often introduced into learning to explore more clever strategies and discuss the decision-making of real agents like humans. However, such games with memory are hard to analyze because they exhibit complex phenomena like chaotic dynamics or divergence from Nash equilibrium. In particular, how asymmetry in memory capacities between agents affects learning in games is still unclear. In response, this study formulates a gradient ascent algorithm in games with asymmetry memory capacities. To obtain theoretical insights into learning dynamics, we first consider a simple case of zero-sum games. We observe complex behavior, where learning dynamics draw a heteroclinic connection from unstable fixed points to stable ones. Despite this complexity, we analyze learning dynamics and prove local convergence to these stable fixed points, i.e., the Nash equilibria. We identify the mechanism driving this convergence: an agent with a longer memory learns to exploit the other, which in turn endows the other's utility function with strict concavity. We further numerically observe such convergence in various initial strategies, action numbers, and memory lengths. This study reveals a novel phenomenon due to memory asymmetry, providing fundamental strides in learning in games and new insights into computing equilibria.
Interventionally Consistent Surrogates for Agent-based Simulators
Dyer, Joel, Bishop, Nicholas, Felekis, Yorgos, Zennaro, Fabio Massimo, Calinescu, Anisoara, Damoulas, Theodoros, Wooldridge, Michael
Agent-based models (ABMs) are a powerful tool for modelling complex decision-making systems across application domains, including the social sciences (Baptista et al., 2016), epidemiology (Kerr et al., 2021), and finance (Cont, 2007). Such models provide high-fidelity and granular representations of intricate systems of autonomous, interacting, and decision-making agents by modelling the system under consideration at the level of its individual constituent actors. In this way, ABMs enable decision-makers to experiment with, and understand the potential consequences of, policy interventions of interest, thereby allowing for more effective control of the potentially deleterious effects that arise from the endogenous dynamics of the real-world system. In economic systems, for example, such policy interventions may take the form of imposed limits on loan-to-value ratios in housing markets as a means for attenuating housing price cycles (Baptista et al., 2016), while in epidemiology, such interventions may take the form of (non-)pharmaceutical interventions to inhibit the transmission of a disease (Kerr et al., 2021). Whilst ABMs promise many benefits, their complexity generally necessitates the use of simulation studies to understand their behaviours, and their granularity can result in large computational costs even for single forward simulations. In many cases, such costs can be prohibitively large, presenting a barrier to their use as synthetic test environments for potential policy interventions in practice. Moreover, the high-fidelity data generated by ABMs can be difficult for policymakers to interpret and relate to policy interventions that act system-wide (Haldane and Turrell, 2018).