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Deconstructing Cooperation and Ostracism via Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Cooperation is challenging in biological systems, human societies, and multi-agent systems in general. While a group can benefit when everyone cooperates, it is tempting for each agent to act selfishly instead. Prior human studies show that people can overcome such social dilemmas while choosing interaction partners, i.e., strategic network rewiring. However, little is known about how agents, including humans, can learn about cooperation from strategic rewiring and vice versa. Here, we perform multi-agent reinforcement learning simulations in which two agents play the Prisoner's Dilemma game iteratively. Each agent has two policies: one controls whether to cooperate or defect; the other controls whether to rewire connections with another agent. This setting enables us to disentangle complex causal dynamics between cooperation and network rewiring. We find that network rewiring facilitates mutual cooperation even when one agent always offers cooperation, which is vulnerable to free-riding. We then confirm that the network-rewiring effect is exerted through agents' learning of ostracism, that is, connecting to cooperators and disconnecting from defectors. However, we also find that ostracism alone is not sufficient to make cooperation emerge. Instead, ostracism emerges from the learning of cooperation, and existing cooperation is subsequently reinforced due to the presence of ostracism. Our findings provide insights into the conditions and mechanisms necessary for the emergence of cooperation with network rewiring.


Self-Confirming Transformer for Locally Consistent Online Adaptation in Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Offline reinforcement learning (RL) leverages previously collected data to extract policies that return satisfying performance in online environments. However, offline RL suffers from the distribution shift between the offline dataset and the online environment. In the multi-agent RL (MARL) setting, this distribution shift may arise from the nonstationary opponents (exogenous agents beyond control) in the online testing who display distinct behaviors from those recorded in the offline dataset. Hence, the key to the broader deployment of offline MARL is the online adaptation to nonstationary opponents. Recent advances in large language models have demonstrated the surprising generalization ability of the transformer architecture in sequence modeling, which prompts one to wonder \textit{whether the offline-trained transformer policy adapts to nonstationary opponents during online testing}. This work proposes the self-confirming loss (SCL) in offline transformer training to address the online nonstationarity, which is motivated by the self-confirming equilibrium (SCE) in game theory. The gist is that the transformer learns to predict the opponents' future moves based on which it acts accordingly. As a weaker variant of Nash equilibrium (NE), SCE (equivalently, SCL) only requires local consistency: the agent's local observations do not deviate from its conjectures, leading to a more adaptable policy than the one dictated by NE focusing on global optimality. We evaluate the online adaptability of the self-confirming transformer (SCT) by playing against nonstationary opponents employing a variety of policies, from the random one to the benchmark MARL policies. Experimental results demonstrate that SCT can adapt to nonstationary opponents online, achieving higher returns than vanilla transformers and offline MARL baselines.


On Solving Close Enough Orienteering Problem with Overlapped Neighborhoods

arXiv.org Artificial Intelligence

The Close Enough Traveling Salesman Problem (CETSP) is a well-known variant of the classic Traveling Salesman Problem whereby the agent may complete its mission at any point within a target neighborhood. Heuristics based on overlapped neighborhoods, known as Steiner Zones (SZ), have gained attention in addressing CETSPs. While SZs offer effective approximations to the original graph, their inherent overlap imposes constraints on the search space, potentially conflicting with global optimization objectives. Here we present the Close Enough Orienteering Problem with Non-uniform Neighborhoods (CEOP-N), which extends CETSP by introducing variable prize attributes and non-uniform cost considerations for prize collection. To tackle CEOP-N, we develop a new approach featuring a Randomized Steiner Zone Discretization (RSZD) scheme coupled with a hybrid algorithm based on Particle Swarm Optimization (PSO) and Ant Colony System (ACS) - CRaSZe-AntS. The RSZD scheme identifies sub-regions for PSO exploration, and ACS determines the discrete visiting sequence. We evaluate the RSZD's discretization performance on CEOP instances derived from established CETSP instances, and compare CRaSZe-AntS against the most relevant state-of-the-art heuristic focused on single-neighborhood optimization for CEOP. We also compare the performance of the interior search within SZs and the boundary search on individual neighborhoods in the context of CEOP-N. Our results show CRaSZe-AntS can yield comparable solution quality with significantly reduced computation time compared to the single-neighborhood strategy, where we observe an averaged 140.44% increase in prize collection and 55.18% reduction of execution time. CRaSZe-AntS is thus highly effective in solving emerging CEOP-N, examples of which include truck-and-drone delivery scenarios.


Self-Supervised Neuron Segmentation with Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

The performance of existing supervised neuron segmentation methods is highly dependent on the number of accurate annotations, especially when applied to large scale electron microscopy (EM) data. By extracting semantic information from unlabeled data, self-supervised methods can improve the performance of downstream tasks, among which the mask image model (MIM) has been widely used due to its simplicity and effectiveness in recovering original information from masked images. However, due to the high degree of structural locality in EM images, as well as the existence of considerable noise, many voxels contain little discriminative information, making MIM pretraining inefficient on the neuron segmentation task. To overcome this challenge, we propose a decision-based MIM that utilizes reinforcement learning (RL) to automatically search for optimal image masking ratio and masking strategy. Due to the vast exploration space, using single-agent RL for voxel prediction is impractical. Therefore, we treat each input patch as an agent with a shared behavior policy, allowing for multi-agent collaboration. Furthermore, this multi-agent model can capture dependencies between voxels, which is beneficial for the downstream segmentation task. Experiments conducted on representative EM datasets demonstrate that our approach has a significant advantage over alternative self-supervised methods on the task of neuron segmentation. Code is available at \url{https://github.com/ydchen0806/dbMiM}.


Nash Welfare and Facility Location

arXiv.org Artificial Intelligence

We consider the problem of locating a facility to serve a set of agents located along a line. The Nash welfare objective function, defined as the product of the agents' utilities, is known to provide a compromise between fairness and efficiency in resource allocation problems. We apply this welfare notion to the facility location problem, converting individual costs to utilities and analyzing the facility placement that maximizes the Nash welfare. We give a polynomial-time approximation algorithm to compute this facility location, and prove results suggesting that it achieves a good balance of fairness and efficiency. Finally, we take a mechanism design perspective and propose a strategy-proof mechanism with a bounded approximation ratio for Nash welfare.


Stateful active facilitator: Coordination and Environmental Heterogeneity in Cooperative Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

In cooperative multi-agent reinforcement learning, a team of agents works together to achieve a common goal. Different environments or tasks may require varying degrees of coordination among agents in order to achieve the goal in an optimal way. The nature of coordination will depend on the properties of the environment -- its spatial layout, distribution of obstacles, dynamics, etc. We term this variation of properties within an environment as heterogeneity. Existing literature has not sufficiently addressed the fact that different environments may have different levels of heterogeneity. We formalize the notions of coordination level and heterogeneity level of an environment and present HECOGrid, a suite of multi-agent RL environments that facilitates empirical evaluation of different MARL approaches across different levels of coordination and environmental heterogeneity by providing a quantitative control over coordination and heterogeneity levels of the environment. Further, we propose a Centralized Training Decentralized Execution learning approach called Stateful Active Facilitator (SAF) that enables agents to work efficiently in high-coordination and high-heterogeneity environments through a differentiable and shared knowledge source used during training and dynamic selection from a shared pool of policies. We evaluate SAF and compare its performance against baselines IPPO and MAPPO on HECOGrid. Our results show that SAF consistently outperforms the baselines across different tasks and different heterogeneity and coordination levels. We release the code for HECOGrid as well as all our experiments.


Calibration of Derivative Pricing Models: a Multi-Agent Reinforcement Learning Perspective

arXiv.org Artificial Intelligence

One of the most fundamental questions in quantitative finance is the existence of continuous-time diffusion models that fit market prices of a given set of options. Traditionally, one employs a mix of intuition, theoretical and empirical analysis to find models that achieve exact or approximate fits. Our contribution is to show how a suitable game theoretical formulation of this problem can help solve this question by leveraging existing developments in modern deep multi-agent reinforcement learning to search in the space of stochastic processes. Our experiments show that we are able to learn local volatility, as well as path-dependence required in the volatility process to minimize the price of a Bermudan option. Our algorithm can be seen as a particle method \textit{\`{a} la} Guyon \textit{et} Henry-Labordere where particles, instead of being designed to ensure $\sigma_{loc}(t,S_t)^2 = \mathbb{E}[\sigma_t^2|S_t]$, are learning RL-driven agents cooperating towards more general calibration targets.


Artificial Intelligence Index Report 2023

arXiv.org Artificial Intelligence

Welcome to the sixth edition of the AI Index Report! This year, the report introduces more original data than any previous edition, including a new chapter on AI public opinion, a more thorough technical performance chapter, original analysis about large language and multimodal models, detailed trends in global AI legislation records, a study of the environmental impact of AI systems, and more. The AI Index Report tracks, collates, distills, and visualizes data related to artificial intelligence. Our mission is to provide unbiased, rigorously vetted, broadly sourced data in order for policymakers, researchers, executives, journalists, and the general public to develop a more thorough and nuanced understanding of the complex field of AI. The report aims to be the world's most credible and authoritative source for data and insights about AI.


Balancing Autonomy and Alignment: A Multi-Dimensional Taxonomy for Autonomous LLM-powered Multi-Agent Architectures

arXiv.org Artificial Intelligence

Large language models (LLMs) have revolutionized the field of artificial intelligence, endowing it with sophisticated language understanding and generation capabilities. However, when faced with more complex and interconnected tasks that demand a profound and iterative thought process, LLMs reveal their inherent limitations. Autonomous LLM-powered multi-agent systems represent a strategic response to these challenges. Such systems strive for autonomously tackling user-prompted goals by decomposing them into manageable tasks and orchestrating their execution and result synthesis through a collective of specialized intelligent agents. Equipped with LLM-powered reasoning capabilities, these agents harness the cognitive synergy of collaborating with their peers, enhanced by leveraging contextual resources such as tools and datasets. While these architectures hold promising potential in amplifying AI capabilities, striking the right balance between different levels of autonomy and alignment remains the crucial challenge for their effective operation. This paper proposes a comprehensive multi-dimensional taxonomy, engineered to analyze how autonomous LLM-powered multi-agent systems balance the dynamic interplay between autonomy and alignment across various aspects inherent to architectural viewpoints such as goal-driven task management, agent composition, multi-agent collaboration, and context interaction. It also includes a domain-ontology model specifying fundamental architectural concepts. Our taxonomy aims to empower researchers, engineers, and AI practitioners to systematically analyze the architectural dynamics and balancing strategies employed by these increasingly prevalent AI systems. The exploratory taxonomic classification of selected representative LLM-powered multi-agent systems illustrates its practical utility and reveals potential for future research and development.


Fictitious Cross-Play: Learning Global Nash Equilibrium in Mixed Cooperative-Competitive Games

arXiv.org Artificial Intelligence

Self-play (SP) is a popular multi-agent reinforcement learning (MARL) framework for solving competitive games, where each agent optimizes policy by treating others as part of the environment. Despite the empirical successes, the theoretical properties of SP-based methods are limited to two-player zero-sum games. However, for mixed cooperative-competitive games where agents on the same team need to cooperate with each other, we can show a simple counter-example where SP-based methods cannot converge to a global Nash equilibrium (NE) with high probability. Alternatively, Policy-Space Response Oracles (PSRO) is an iterative framework for learning NE, where the best responses w.r.t. previous policies are learned in each iteration. PSRO can be directly extended to mixed cooperative-competitive settings by jointly learning team best responses with all convergence properties unchanged. However, PSRO requires repeatedly training joint policies from scratch till convergence, which makes it hard to scale to complex games. In this work, we develop a novel algorithm, Fictitious Cross-Play (FXP), which inherits the benefits from both frameworks. FXP simultaneously trains an SP-based main policy and a counter population of best response policies. The main policy is trained by fictitious self-play and cross-play against the counter population, while the counter policies are trained as the best responses to the main policy's past versions. We validate our method in matrix games and show that FXP converges to global NEs while SP methods fail. We also conduct experiments in a gridworld domain, where FXP achieves higher Elo ratings and lower exploitabilities than baselines, and a more challenging football game, where FXP defeats SOTA models with over 94% win rate.