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ConcaveQ: Non-Monotonic Value Function Factorization via Concave Representations in Deep Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Value function factorization has achieved great success in multi-agent reinforcement learning by optimizing joint action-value functions through the maximization of factorized per-agent utilities. To ensure Individual-Global-Maximum property, existing works often focus on value factorization using monotonic functions, which are known to result in restricted representation expressiveness. In this paper, we analyze the limitations of monotonic factorization and present ConcaveQ, a novel non-monotonic value function factorization approach that goes beyond monotonic mixing functions and employs neural network representations of concave mixing functions. Leveraging the concave property in factorization, an iterative action selection scheme is developed to obtain optimal joint actions during training. It is used to update agents' local policy networks, enabling fully decentralized execution. The effectiveness of the proposed ConcaveQ is validated across scenarios involving multi-agent predator-prey environment and StarCraft II micromanagement tasks. Empirical results exhibit significant improvement of ConcaveQ over state-of-the-art multi-agent reinforcement learning approaches.


Agent based modelling for continuously varying supply chains

arXiv.org Artificial Intelligence

Problem definition: Supply chains are constantly evolving networks. Reinforcement learning is increasingly proposed as a solution to provide optimal control of these networks. Academic/practical: However, learning in continuously varying environments remains a challenge in the reinforcement learning literature. Methodology: This paper therefore seeks to address whether agents can control varying supply chain problems, transferring learning between environments that require different strategies and avoiding catastrophic forgetting of tasks that have not been seen in a while. To evaluate this approach, two state-of-the-art Reinforcement Learning (RL) algorithms are compared: an actor-critic learner, Proximal Policy Optimisation (PPO), and a Recurrent Proximal Policy Optimisation (RPPO), PPO with a Long Short-Term Memory (LSTM) layer, which is showing popularity in online learning environments. Results: First these methods are compared on six sets of environments with varying degrees of stochasticity. The results show that more lean strategies adopted in Batch environments are different from those adopted in Stochastic environments with varying products. The methods are also compared on various continuous supply chain scenarios, where the PPO agents are shown to be able to adapt through continuous learning when the tasks are similar but show more volatile performance when changing between the extreme tasks. However, the RPPO, with an ability to remember histories, is able to overcome this to some extent and takes on a more realistic strategy. Managerial implications: Our results provide a new perspective on the continuously varying supply chain, the cooperation and coordination of agents are crucial for improving the overall performance in uncertain and semi-continuous non-stationary supply chain environments without the need to retrain the environment as the demand changes.


CARSS: Cooperative Attention-guided Reinforcement Subpath Synthesis for Solving Traveling Salesman Problem

arXiv.org Artificial Intelligence

This paper introduces CARSS (Cooperative Attention-guided Reinforcement Subpath Synthesis), a novel approach to address the Traveling Salesman Problem (TSP) by leveraging cooperative Multi-Agent Reinforcement Learning (MARL). CARSS decomposes the TSP solving process into two distinct yet synergistic steps: "subpath generation" and "subpath merging." In the former, a cooperative MARL framework is employed to iteratively generate subpaths using multiple agents. In the latter, these subpaths are progressively merged to form a complete cycle. The algorithm's primary objective is to enhance efficiency in terms of training memory consumption, testing time, and scalability, through the adoption of a multi-agent divide and conquer paradigm. Notably, attention mechanisms play a pivotal role in feature embedding and parameterization strategies within CARSS. The training of the model is facilitated by the independent REINFORCE algorithm. Empirical experiments reveal CARSS's superiority compared to single-agent alternatives: it demonstrates reduced GPU memory utilization, accommodates training graphs nearly 2.5 times larger, and exhibits the potential for scaling to even more extensive problem sizes. Furthermore, CARSS substantially reduces testing time and optimization gaps by approximately 50% for TSP instances of up to 1000 vertices, when compared to standard decoding methods.


Decoding Mean Field Games from Population and Environment Observations By Gaussian Processes

arXiv.org Artificial Intelligence

This paper presents a Gaussian Process (GP) framework, a non-parametric technique widely acknowledged for regression and classification tasks, to address inverse problems in mean field games (MFGs). By leveraging GPs, we aim to recover agents' strategic actions and the environment's configurations from partial and noisy observations of the population of agents and the setup of the environment. Our method is a probabilistic tool to infer the behaviors of agents in MFGs from data in scenarios where the comprehensive dataset is either inaccessible or contaminated by noises.


Collision-free Source Seeking Control Methods for Unicycle Robots

arXiv.org Artificial Intelligence

In this work, we propose a collision-free source-seeking control framework for unicycle robots traversing an unknown cluttered environment. In this framework, obstacle avoidance is guided by the control barrier functions (CBF) embedded in quadratic programming and the source seeking control relies solely on the use of on-board sensors that measure the signal strength of the source. To tackle the mixed relative degree of the CBF, we proposed three different CBFs, namely the zeroing control barrier functions (ZCBF), exponential control barrier functions (ECBF), and reciprocal control barrier functions (RCBF) that can directly be integrated with our recent gradient-ascent source-seeking control law. We provide rigorous analysis of the three different methods and show the efficacy of the approaches in simulations using Matlab, as well as, using a realistic dynamic environment with moving obstacles in Gazebo/ROS.


Iterative Vision-and-Language Navigation

arXiv.org Artificial Intelligence

We present Iterative Vision-and-Language Navigation (IVLN), a paradigm for evaluating language-guided agents navigating in a persistent environment over time. Existing Vision-and-Language Navigation (VLN) benchmarks erase the agent's memory at the beginning of every episode, testing the ability to perform cold-start navigation with no prior information. However, deployed robots occupy the same environment for long periods of time. The IVLN paradigm addresses this disparity by training and evaluating VLN agents that maintain memory across tours of scenes that consist of up to 100 ordered instruction-following Room-to-Room (R2R) episodes, each defined by an individual language instruction and a target path. We present discrete and continuous Iterative Room-to-Room (IR2R) benchmarks comprising about 400 tours each in 80 indoor scenes. We find that extending the implicit memory of high-performing transformer VLN agents is not sufficient for IVLN, but agents that build maps can benefit from environment persistence, motivating a renewed focus on map-building agents in VLN.


MuSHR: A Low-Cost, Open-Source Robotic Racecar for Education and Research

arXiv.org Artificial Intelligence

MuSHR is a low-cost, open-source robotic racecar platform for education and research, developed by the Personal Robotics Lab in the Paul G. Allen School of Computer Science & Engineering at the University of Washington. MuSHR aspires to contribute towards democratizing the field of robotics as a low-cost platform that can be built and deployed by following detailed, open documentation and do-it-yourself tutorials. A set of demos and lab assignments developed for the Mobile Robots course at the University of Washington provide guided, hands-on experience with the platform, and milestones for further development. MuSHR is a valuable asset for academic research labs, robotics instructors, and robotics enthusiasts.


Finite-Time Frequentist Regret Bounds of Multi-Agent Thompson Sampling on Sparse Hypergraphs

arXiv.org Machine Learning

We study the multi-agent multi-armed bandit (MAMAB) problem, where $m$ agents are factored into $\rho$ overlapping groups. Each group represents a hyperedge, forming a hypergraph over the agents. At each round of interaction, the learner pulls a joint arm (composed of individual arms for each agent) and receives a reward according to the hypergraph structure. Specifically, we assume there is a local reward for each hyperedge, and the reward of the joint arm is the sum of these local rewards. Previous work introduced the multi-agent Thompson sampling (MATS) algorithm \citep{verstraeten2020multiagent} and derived a Bayesian regret bound. However, it remains an open problem how to derive a frequentist regret bound for Thompson sampling in this multi-agent setting. To address these issues, we propose an efficient variant of MATS, the $\epsilon$-exploring Multi-Agent Thompson Sampling ($\epsilon$-MATS) algorithm, which performs MATS exploration with probability $\epsilon$ while adopts a greedy policy otherwise. We prove that $\epsilon$-MATS achieves a worst-case frequentist regret bound that is sublinear in both the time horizon and the local arm size. We also derive a lower bound for this setting, which implies our frequentist regret upper bound is optimal up to constant and logarithm terms, when the hypergraph is sufficiently sparse. Thorough experiments on standard MAMAB problems demonstrate the superior performance and the improved computational efficiency of $\epsilon$-MATS compared with existing algorithms in the same setting.


Human-Centric Resource Allocation for the Metaverse With Multiaccess Edge Computing

arXiv.org Artificial Intelligence

Multi-access edge computing (MEC) is a promising solution to the computation-intensive, low-latency rendering tasks of the metaverse. However, how to optimally allocate limited communication and computation resources at the edge to a large number of users in the metaverse is quite challenging. In this paper, we propose an adaptive edge resource allocation method based on multi-agent soft actor-critic with graph convolutional networks (SAC-GCN). Specifically, SAC-GCN models the multi-user metaverse environment as a graph where each agent is denoted by a node. Each agent learns the interplay between agents by graph convolutional networks with self-attention mechanism to further determine the resource usage for one user in the metaverse. The effectiveness of SAC-GCN is demonstrated through the analysis of user experience, balance of resource allocation, and resource utilization rate by taking a virtual city park metaverse as an example. Experimental results indicate that SAC-GCN outperforms other resource allocation methods in improving overall user experience, balancing resource allocation, and increasing resource utilization rate by at least 27%, 11%, and 8%, respectively.


Measuring Value Alignment

arXiv.org Artificial Intelligence

As artificial intelligence (AI) systems become increasingly integrated into various domains, ensuring that they align with human values becomes critical. This paper introduces a novel formalism to quantify the alignment between AI systems and human values, using Markov Decision Processes (MDPs) as the foundational model. We delve into the concept of values as desirable goals tied to actions and norms as behavioral guidelines, aiming to shed light on how they can be used to guide AI decisions. This framework offers a mechanism to evaluate the degree of alignment between norms and values by assessing preference changes across state transitions in a normative world. By utilizing this formalism, AI developers and ethicists can better design and evaluate AI systems to ensure they operate in harmony with human values. The proposed methodology holds potential for a wide range of applications, from recommendation systems emphasizing well-being to autonomous vehicles prioritizing safety.