Agents
Impact of Redundancy on Resilience in Distributed Optimization and Learning
Liu, Shuo, Gupta, Nirupam, Vaidya, Nitin H.
This report considers the problem of resilient distributed optimization and stochastic learning in a server-based architecture. The system comprises a server and multiple agents, where each agent has its own local cost function. The agents collaborate with the server to find a minimum of the aggregate of the local cost functions. In the context of stochastic learning, the local cost of an agent is the loss function computed over the data at that agent. In this report, we consider this problem in a system wherein some of the agents may be Byzantine faulty and some of the agents may be slow (also called stragglers). In this setting, we investigate the conditions under which it is possible to obtain an "approximate" solution to the above problem. In particular, we introduce the notion of $(f, r; \epsilon)$-resilience to characterize how well the true solution is approximated in the presence of up to $f$ Byzantine faulty agents, and up to $r$ slow agents (or stragglers) -- smaller $\epsilon$ represents a better approximation. We also introduce a measure named $(f, r; \epsilon)$-redundancy to characterize the redundancy in the cost functions of the agents. Greater redundancy allows for a better approximation when solving the problem of aggregate cost minimization. In this report, we constructively show (both theoretically and empirically) that $(f, r; \mathcal{O}(\epsilon))$-resilience can indeed be achieved in practice, given that the local cost functions are sufficiently redundant.
Adaptive Robot Coordination: A Subproblem-based Approach for Hybrid Multi-Robot Motion Planning
Solis, Irving, Motes, James, Qin, Mike, Morales, Marco, Amato, Nancy M.
This work presents Adaptive Robot Coordination (ARC), a novel hybrid framework for multi-robot motion planning (MRMP) that employs local subproblems to resolve inter-robot conflicts. ARC creates subproblems centered around conflicts, and the solutions represent the robot motions required to resolve these conflicts. The use of subproblems enables an inexpensive hybrid exploration of the multi-robot planning space. ARC leverages the hybrid exploration by dynamically adjusting the coupling and decoupling of the multi-robot planning space. This allows ARC to adapt the levels of coordination efficiently by planning in decoupled spaces, where robots can operate independently, and in coupled spaces where coordination is essential. ARC is probabilistically complete, can be used for any robot, and produces efficient cost solutions in reduced planning times. Through extensive evaluation across representative scenarios with different robots requiring various levels of coordination, ARC demonstrates its ability to provide simultaneous scalability and precise coordination. ARC is the only method capable of solving all the scenarios and is competitive with coupled, decoupled, and hybrid baselines.
On Diagnostics for Understanding Agent Training Behaviour in Cooperative MARL
Khlifi, Wiem, Singh, Siddarth, Mahjoub, Omayma, de Kock, Ruan, Vall, Abidine, Gorsane, Rihab, Pretorius, Arnu
Cooperative multi-agent reinforcement learning (MARL) has made substantial strides in addressing the distributed decision-making challenges. However, as multi-agent systems grow in complexity, gaining a comprehensive understanding of their behaviour becomes increasingly challenging. Conventionally, tracking team rewards over time has served as a pragmatic measure to gauge the effectiveness of agents in learning optimal policies. Nevertheless, we argue that relying solely on the empirical returns may obscure crucial insights into agent behaviour. In this paper, we explore the application of explainable AI (XAI) tools to gain profound insights into agent behaviour. We employ these diagnostics tools within the context of Level-Based Foraging and Multi-Robot Warehouse environments and apply them to a diverse array of MARL algorithms. We demonstrate how our diagnostics can enhance the interpretability and explainability of MARL systems, providing a better understanding of agent behaviour.
Adversarial Socialbots Modeling Based on Structural Information Principles
Zeng, Xianghua, Peng, Hao, Li, Angsheng
The importance of effective detection is underscored by the fact that socialbots imitate human behavior to propagate misinformation, leading to an ongoing competition between socialbots and detectors. Despite the rapid advancement of reactive detectors, the exploration of adversarial socialbot modeling remains incomplete, significantly hindering the development of proactive detectors. To address this issue, we propose a mathematical Structural Information principles-based Adversarial Socialbots Modeling framework, namely SIASM, to enable more accurate and effective modeling of adversarial behaviors. First, a heterogeneous graph is presented to integrate various users and rich activities in the original social network and measure its dynamic uncertainty as structural entropy. By minimizing the high-dimensional structural entropy, a hierarchical community structure of the social network is generated and referred to as the optimal encoding tree. Secondly, a novel method is designed to quantify influence by utilizing the assigned structural entropy, which helps reduce the computational cost of SIASM by filtering out uninfluential users. Besides, a new conditional structural entropy is defined between the socialbot and other users to guide the follower selection for network influence maximization. Extensive and comparative experiments on both homogeneous and heterogeneous social networks demonstrate that, compared with state-of-the-art baselines, the proposed SIASM framework yields substantial performance improvements in terms of network influence (up to 16.32%) and sustainable stealthiness (up to 16.29%) when evaluated against a robust detector with 90% accuracy.
Learning Nash Equilibria in Zero-Sum Markov Games: A Single Time-scale Algorithm Under Weak Reachability
Ouhamma, Reda, Kamgarpour, Maryam
We consider decentralized learning for zero-sum games, where players only see their payoff information and are agnostic to actions and payoffs of the opponent. Previous works demonstrated convergence to a Nash equilibrium in this setting using double time-scale algorithms under strong reachability assumptions. We address the open problem of achieving an approximate Nash equilibrium efficiently with an uncoupled and single time-scale algorithm under weaker conditions. Our contribution is a rational and convergent algorithm, utilizing Tsallis-entropy regularization in a value-iteration-based approach. The algorithm learns an approximate Nash equilibrium in polynomial time, requiring only the existence of a policy pair that induces an irreducible and aperiodic Markov chain, thus considerably weakening past assumptions. Our analysis leverages negative drift inequalities and introduces novel properties of Tsallis entropy that are of independent interest.
A multi-sourced data and agent-based approach for complementing Time Use Surveys in the context of residential human activity and load curve simulation
Schumann, Mathieu, Reynaud, Quentin, Sempé, François, Guibourdenche, Julien, Ly, Jean-Baptiste, Sabouret, Nicolas
To address the major issues associated with using Time-Use Survey (TUS) for simulating residential load curves, we present the SMACH approach, which combines qualitative and quantitative data with agent-based simulation. Our model consists of autonomous agents assigned with daily tasks. The agents try to accomplish their assigned tasks to the best of their abilities. Quantitative data are used to generate tasks assignments. Qualitative studies allow us to define how agents select, based on plausible cognitive principles, the tasks to accomplish depending on the context. Our results show a better representation of weekdays and weekends, a more flexible association of tasks with appliances, and an improved simulation of load curves compared to real data. Highlights $\bullet$ Discussion about Time-Use Surveys (TUS) limits and the use of TUS in activity and energy simulation $\bullet$ Presentation of complementary data both qualitative and quantitative used to complement TUS data $\bullet$ Proposition of an agent-based approach that balances these limitations
Multi-Agent 3D Map Reconstruction and Change Detection in Microgravity with Free-Flying Robots
Dinkel, Holly, Di, Julia, Santos, Jamie, Albee, Keenan, Borges, Paulo, Moreira, Marina, Alexandrov, Oleg, Coltin, Brian, Smith, Trey
Assistive free-flyer robots autonomously caring for future crewed outposts -- such as NASA's Astrobee robots on the International Space Station (ISS) -- must be able to detect day-to-day interior changes to track inventory, detect and diagnose faults, and monitor the outpost status. This work presents a framework for multi-agent cooperative mapping and change detection to enable robotic maintenance of space outposts. One agent is used to reconstruct a 3D model of the environment from sequences of images and corresponding depth information. Another agent is used to periodically scan the environment for inconsistencies against the 3D model. Change detection is validated after completing the surveys using real image and pose data collected by Astrobee robots in a ground testing environment and from microgravity aboard the ISS. This work outlines the objectives, requirements, and algorithmic modules for the multi-agent reconstruction system, including recommendations for its use by assistive free-flyers aboard future microgravity outposts. *Denotes Equal Contribution
LLF-Bench: Benchmark for Interactive Learning from Language Feedback
Cheng, Ching-An, Kolobov, Andrey, Misra, Dipendra, Nie, Allen, Swaminathan, Adith
We introduce a new benchmark, LLF-Bench (Learning from Language Feedback Benchmark; pronounced as "elf-bench"), to evaluate the ability of AI agents to interactively learn from natural language feedback and instructions. Learning from language feedback (LLF) is essential for people, largely because the rich information this feedback provides can help a learner avoid much of trial and error and thereby speed up the learning process. Large Language Models (LLMs) have recently enabled AI agents to comprehend natural language -- and hence AI agents can potentially benefit from language feedback during learning like humans do. But existing interactive benchmarks do not assess this crucial capability: they either use numeric reward feedback or require no learning at all (only planning or information retrieval). LLF-Bench is designed to fill this omission. LLF-Bench is a diverse collection of sequential decision-making tasks that includes user recommendation, poem writing, navigation, and robot control. The objective of an agent is to interactively solve these tasks based on their natural-language instructions and the feedback received after taking actions. Crucially, to ensure that the agent actually "learns" from the feedback, LLF-Bench implements several randomization techniques (such as paraphrasing and environment randomization) to ensure that the task isn't familiar to the agent and that the agent is robust to various verbalizations. In addition, LLF-Bench provides a unified OpenAI Gym interface for all its tasks and allows the users to easily configure the information the feedback conveys (among suggestion, explanation, and instantaneous performance) to study how agents respond to different types of feedback. Together, these features make LLF-Bench a unique research platform for developing and testing LLF agents.
Generative agent-based modeling with actions grounded in physical, social, or digital space using Concordia
Vezhnevets, Alexander Sasha, Agapiou, John P., Aharon, Avia, Ziv, Ron, Matyas, Jayd, Duéñez-Guzmán, Edgar A., Cunningham, William A., Osindero, Simon, Karmon, Danny, Leibo, Joel Z.
Agent-based modeling has been around for decades, and applied widely across the social and natural sciences. The scope of this research method is now poised to grow dramatically as it absorbs the new affordances provided by Large Language Models (LLM)s. Generative Agent-Based Models (GABM) are not just classic Agent-Based Models (ABM)s where the agents talk to one another. Rather, GABMs are constructed using an LLM to apply common sense to situations, act "reasonably", recall common semantic knowledge, produce API calls to control digital technologies like apps, and communicate both within the simulation and to researchers viewing it from the outside. Here we present Concordia, a library to facilitate constructing and working with GABMs. Concordia makes it easy to construct language-mediated simulations of physically- or digitally-grounded environments. Concordia agents produce their behavior using a flexible component system which mediates between two fundamental operations: LLM calls and associative memory retrieval. A special agent called the Game Master (GM), which was inspired by tabletop role-playing games, is responsible for simulating the environment where the agents interact. Agents take actions by describing what they want to do in natural language. The GM then translates their actions into appropriate implementations. In a simulated physical world, the GM checks the physical plausibility of agent actions and describes their effects. In digital environments simulating technologies such as apps and services, the GM may handle API calls to integrate with external tools such as general AI assistants (e.g., Bard, ChatGPT), and digital apps (e.g., Calendar, Email, Search, etc.). Concordia was designed to support a wide array of applications both in scientific research and for evaluating performance of real digital services by simulating users and/or generating synthetic data.
Personalized Decision Supports based on Theory of Mind Modeling and Explainable Reinforcement Learning
Li, Huao, Fan, Yao, Zheng, Keyang, Lewis, Michael, Sycara, Katia
In this paper, we propose a novel personalized decision support system that combines Theory of Mind (ToM) modeling and explainable Reinforcement Learning (XRL) to provide effective and interpretable interventions. Our method leverages DRL to provide expert action recommendations while incorporating ToM modeling to understand users' mental states and predict their future actions, enabling appropriate timing for intervention. To explain interventions, we use counterfactual explanations based on RL's feature importance and users' ToM model structure. Our proposed system generates accurate and personalized interventions that are easily interpretable by end-users. We demonstrate the effectiveness of our approach through a series of crowd-sourcing experiments in a simulated team decision-making task, where our system outperforms control baselines in terms of task performance. Our proposed approach is agnostic to task environment and RL model structure, therefore has the potential to be generalized to a wide range of applications.