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Federated Best Arm Identification with Heterogeneous Clients

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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.


Dynamic Knowledge Injection for AIXI Agents

arXiv.org Artificial Intelligence

Prior approximations of AIXI, a Bayesian optimality notion for general reinforcement learning, can only approximate AIXI's Bayesian environment model using an a-priori defined set of models. This is a fundamental source of epistemic uncertainty for the agent in settings where the existence of systematic bias in the predefined model class cannot be resolved by simply collecting more data from the environment. We address this issue in the context of Human-AI teaming by considering a setup where additional knowledge for the agent in the form of new candidate models arrives from a human operator in an online fashion. We introduce a new agent called DynamicHedgeAIXI that maintains an exact Bayesian mixture over dynamically changing sets of models via a time-adaptive prior constructed from a variant of the Hedge algorithm. The DynamicHedgeAIXI agent is the richest direct approximation of AIXI known to date and comes with good performance guarantees. Experimental results on epidemic control on contact networks validates the agent's practical utility.


Multi-agent reinforcement learning using echo-state network and its application to pedestrian dynamics

arXiv.org Artificial Intelligence

Comprehensively understanding such motions through only experiments and observations is challenging. Thus, several studies have conducted computer simulations for a better understanding. Traditionally, animals (including humans) are assumed to obey certain mathematical rules in these simulations (Vicsek et al., (1995); Helbing and Molnar, (1995); Muramatsu et al., (1999)). However, with the recent development of machine learning, simulation methods that reproduce animals by agents of reinforcement learning (RL) have been proposed (Martinez-Gil et al., (2014, 2017); Zheng and Liu, (2019); Bahamid and Ibrahim, (2022); Huang et al., (2023)). RL in an environment with several agents exist is referred to as multi-agent reinforcement learning (MARL), and has been studied intensively to realize the competition or cooperation between agents. Currently, deep learning is usually used to implement RL agents, because it outperforms conventional methods of machine learning (Mnih et al., (2015,


TESS: A Multi-intent Parser for Conversational Multi-Agent Systems with Decentralized Natural Language Understanding Models

arXiv.org Artificial Intelligence

Chatbots have become one of the main pathways for the delivery of business automation tools. Multi-agent systems offer a framework for designing chatbots at scale, making it easier to support complex conversations that span across multiple domains as well as enabling developers to maintain and expand their capabilities incrementally over time. However, multi-agent systems complicate the natural language understanding (NLU) of user intents, especially when they rely on decentralized NLU models: some utterances (termed single intent) may invoke a single agent while others (termed multi-intent) may explicitly invoke multiple agents. Without correctly parsing multi-intent inputs, decentralized NLU approaches will not achieve high prediction accuracy. In this paper, we propose an efficient parsing and orchestration pipeline algorithm to service multi-intent utterances from the user in the context of a multi-agent system. Our proposed approach achieved comparable performance to competitive deep learning models on three different datasets while being up to 48 times faster.


Urban Generative Intelligence (UGI): A Foundational Platform for Agents in Embodied City Environment

arXiv.org Artificial Intelligence

Urban environments, characterized by their complex, multi-layered networks encompassing physical, social, economic, and environmental dimensions, face significant challenges in the face of rapid urbanization. These challenges, ranging from traffic congestion and pollution to social inequality, call for advanced technological interventions. Recent developments in big data, artificial intelligence, urban computing, and digital twins have laid the groundwork for sophisticated city modeling and simulation. However, a gap persists between these technological capabilities and their practical implementation in addressing urban challenges in an systemic-intelligent way. This paper proposes Urban Generative Intelligence (UGI), a novel foundational platform integrating Large Language Models (LLMs) into urban systems to foster a new paradigm of urban intelligence. UGI leverages CityGPT, a foundation model trained on city-specific multi-source data, to create embodied agents for various urban tasks. These agents, operating within a textual urban environment emulated by city simulator and urban knowledge graph, interact through a natural language interface, offering an open platform for diverse intelligent and embodied agent development. This platform not only addresses specific urban issues but also simulates complex urban systems, providing a multidisciplinary approach to understand and manage urban complexity. This work signifies a transformative step in city science and urban intelligence, harnessing the power of LLMs to unravel and address the intricate dynamics of urban systems. The code repository with demonstrations will soon be released here https://github.com/tsinghua-fib-lab/UGI.


Double Oracle Algorithm for Game-Theoretic Robot Allocation on Graphs

arXiv.org Artificial Intelligence

We study the problem of game-theoretic robot allocation where two players strategically allocate robots to compete for multiple sites of interest. Robots possess offensive or defensive capabilities to interfere and weaken their opponents to take over a competing site. This problem belongs to the conventional Colonel Blotto Game. Considering the robots' heterogeneous capabilities and environmental factors, we generalize the conventional Blotto game by incorporating heterogeneous robot types and graph constraints that capture the robot transitions between sites. Then we employ the Double Oracle Algorithm (DOA) to solve for the Nash equilibrium of the generalized Blotto game. Particularly, for cyclic-dominance-heterogeneous (CDH) robots that inhibit each other, we define a new transformation rule between any two robot types. Building on the transformation, we design a novel utility function to measure the game's outcome quantitatively. Moreover, we rigorously prove the correctness of the designed utility function. Finally, we conduct extensive simulations to demonstrate the effectiveness of DOA on computing Nash equilibrium for homogeneous, linear heterogeneous, and CDH robot allocation on graphs.


Curriculum Learning for Cooperation in Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

While there has been significant progress in curriculum learning and continuous learning for training agents to generalize across a wide variety of environments in the context of single-agent reinforcement learning, it is unclear if these algorithms would still be valid in a multi-agent setting. In a competitive setting, a learning agent can be trained by making it compete with a curriculum of increasingly skilled opponents. However, a general intelligent agent should also be able to learn to act around other agents and cooperate with them to achieve common goals. When cooperating with other agents, the learning agent must (a) learn how to perform the task (or subtask), and (b) increase the overall team reward. In this paper, we aim to answer the question of what kind of cooperative teammate, and a curriculum of teammates should a learning agent be trained with to achieve these two objectives. Our results on the game Overcooked show that a pre-trained teammate who is less skilled is the best teammate for overall team reward but the worst for the learning of the agent. Moreover, somewhat surprisingly, a curriculum of teammates with decreasing skill levels performs better than other types of curricula.