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Approximating Nash Equilibria in Normal-Form Games via Stochastic Optimization

arXiv.org Artificial Intelligence

For example, the first column indicates the payoff when all background players play action 0. The second column indicates all background players play action 0 except for one which plays action 1, and so on. The last column indicates all background players play action 1. These 2n scalars uniquely define the payoffs of a symmetric game. Given that this game only has two actions, we represent a mixed strategy by a single scalar p [0, 1], i.e., the probability of the first action. Furthermore, this game is symmetric and we seek a symmetric equilibrium, so we can represent a full Nash equilibrium by this single scalar p. This reduces our search space from 7 2 = 14 variables to 1 variable (and obviates any need for a map s from the unit hypercube to the simplex--see Lemma 25).


V2X-AHD:Vehicle-to-Everything Cooperation Perception via Asymmetric Heterogenous Distillation Network

arXiv.org Artificial Intelligence

Object detection is the central issue of intelligent traffic systems, and recent advancements in single-vehicle lidar-based 3D detection indicate that it can provide accurate position information for intelligent agents to make decisions and plan. Compared with single-vehicle perception, multi-view vehicle-road cooperation perception has fundamental advantages, such as the elimination of blind spots and a broader range of perception, and has become a research hotspot. However, the current perception of cooperation focuses on improving the complexity of fusion while ignoring the fundamental problems caused by the absence of single-view outlines. We propose a multi-view vehicle-road cooperation perception system, vehicle-to-everything cooperative perception (V2X-AHD), in order to enhance the identification capability, particularly for predicting the vehicle's shape. At first, we propose an asymmetric heterogeneous distillation network fed with different training data to improve the accuracy of contour recognition, with multi-view teacher features transferring to single-view student features. While the point cloud data are sparse, we propose Spara Pillar, a spare convolutional-based plug-in feature extraction backbone, to reduce the number of parameters and improve and enhance feature extraction capabilities. Moreover, we leverage the multi-head self-attention (MSA) to fuse the single-view feature, and the lightweight design makes the fusion feature a smooth expression. The results of applying our algorithm to the massive open dataset V2Xset demonstrate that our method achieves the state-of-the-art result. The V2X-AHD can effectively improve the accuracy of 3D object detection and reduce the number of network parameters, according to this study, which serves as a benchmark for cooperative perception. The code for this article is available at https://github.com/feeling0414-lab/V2X-AHD.


On Temporal References in Emergent Communication

arXiv.org Artificial Intelligence

As humans, we use linguistic elements referencing time, such as "before" or "tomorrow", to easily share past experiences and future predictions. While temporal aspects of the language have been considered in computational linguistics, no such exploration has been done within the field of emergent communication. We research this gap, providing the first reported temporal vocabulary within emergent communication literature. Our experimental analysis shows that a different agent architecture is sufficient for the natural emergence of temporal references, and that no additional losses are necessary. Our readily transferable architectural insights provide the basis for the incorporation of temporal referencing into other emergent communication environments.


MetaAgents: Simulating Interactions of Human Behaviors for LLM-based Task-oriented Coordination via Collaborative Generative Agents

arXiv.org Artificial Intelligence

Significant advancements have occurred in the application of Large Language Models (LLMs) for various tasks and social simulations. Despite this, their capacities to coordinate within task-oriented social contexts are under-explored. Such capabilities are crucial if LLMs are to effectively mimic human-like social behavior and produce meaningful results. To bridge this gap, we introduce collaborative generative agents, endowing LLM-based Agents with consistent behavior patterns and task-solving abilities. We situate these agents in a simulated job fair environment as a case study to scrutinize their coordination skills. We propose a novel framework that equips collaborative generative agents with human-like reasoning abilities and specialized skills. Our evaluation demonstrates that these agents show promising performance. However, we also uncover limitations that hinder their effectiveness in more complex coordination tasks. Our work provides valuable insights into the role and evolution of LLMs in task-oriented social simulations.


TANGO: Time-Reversal Latent GraphODE for Multi-Agent Dynamical Systems

arXiv.org Artificial Intelligence

Learning complex multi-agent system dynamics from data is crucial across many domains, such as in physical simulations and material modeling. Extended from purely data-driven approaches, existing physics-informed approaches such as Hamiltonian Neural Network strictly follow energy conservation law to introduce inductive bias, making their learning more sample efficiently. However, many real-world systems do not strictly conserve energy, such as spring systems with frictions. Recognizing this, we turn our attention to a broader physical principle: Time-Reversal Symmetry, which depicts that the dynamics of a system shall remain invariant when traversed back over time. It still helps to preserve energies for conservative systems and in the meanwhile, serves as a strong inductive bias for non-conservative, reversible systems. To inject such inductive bias, in this paper, we propose a simple-yet-effective self-supervised regularization term as a soft constraint that aligns the forward and backward trajectories predicted by a continuous graph neural network-based ordinary differential equation (GraphODE). It effectively imposes time-reversal symmetry to enable more accurate model predictions across a wider range of dynamical systems under classical mechanics. In addition, we further provide theoretical analysis to show that our regularization essentially minimizes higher-order Taylor expansion terms during the ODE integration steps, which enables our model to be more noise-tolerant and even applicable to irreversible systems. Experimental results on a variety of physical systems demonstrate the effectiveness of our proposed method. Particularly, it achieves an MSE improvement of 11.5 % on a challenging chaotic triple-pendulum systems.


RACCER: Towards Reachable and Certain Counterfactual Explanations for Reinforcement Learning

arXiv.org Artificial Intelligence

While reinforcement learning (RL) algorithms have been successfully applied to numerous tasks, their reliance on neural networks makes their behavior difficult to understand and trust. Counterfactual explanations are human-friendly explanations that offer users actionable advice on how to alter the model inputs to achieve the desired output from a black-box system. However, current approaches to generating counterfactuals in RL ignore the stochastic and sequential nature of RL tasks and can produce counterfactuals that are difficult to obtain or do not deliver the desired outcome. In this work, we propose RACCER, the first RL-specific approach to generating counterfactual explanations for the behavior of RL agents. We first propose and implement a set of RL-specific counterfactual properties that ensure easily reachable counterfactuals with highly probable desired outcomes. We use a heuristic tree search of the agent's execution trajectories to find the most suitable counterfactuals based on the defined properties. We evaluate RACCER in two tasks as well as conduct a user study to show that RL-specific counterfactuals help users better understand agents' behavior compared to the current state-of-the-art approaches.


Swarm Reinforcement Learning For Adaptive Mesh Refinement

arXiv.org Artificial Intelligence

Adaptive Mesh Refinement (AMR) enhances the Finite Element Method, an important technique for simulating complex problems in engineering, by dynamically refining mesh regions, enabling a favorable trade-off between computational speed and simulation accuracy. Classical methods for AMR depend on heuristics or expensive error estimators, hindering their use for complex simulations. Recent learning-based AMR methods tackle these issues, but so far scale only to simple toy examples. We formulate AMR as a novel Adaptive Swarm Markov Decision Process in which a mesh is modeled as a system of simple collaborating agents that may split into multiple new agents. This framework allows for a spatial reward formulation that simplifies the credit assignment problem, which we combine with Message Passing Networks to propagate information between neighboring mesh elements. We experimentally validate our approach, Adaptive Swarm Mesh Refinement (ASMR), on challenging refinement tasks. Our approach learns reliable and efficient refinement strategies that can robustly generalize to different domains during inference. Additionally, it achieves a speedup of up to $2$ orders of magnitude compared to uniform refinements in more demanding simulations. We outperform learned baselines and heuristics, achieving a refinement quality that is on par with costly error-based oracle AMR strategies.


Sample-Efficient Multi-Agent RL: An Optimization Perspective

arXiv.org Artificial Intelligence

Multi-agent reinforcement learning (MARL) has achieved re markable empirical successes in solving complicated games involving sequential and strategic d ecision-making across multiple agents ( Vinyals et al., 2019; Brown and Sandholm, 2018; Silver et al., 2016). These achievements have catalyzed many research efforts focusing on developing efficient MARL algorithms in a theoretically principled manner. Specifically, a multi-agent system is ty pically modeled as a general-sum Markov Game (MG) ( Littman, 1994), with the primary aim of efficiently discerning a certain equ ilibrium notion among multiple agents from data collected via online interactions. Some popular equilibrium notions include Nash equilibrium (NE), correlated equ ilibrium (CE), and coarse correlated equilibrium (CCE). However, multi-agent general-sum Markov Games (MGs) bring forth various challenges. In particular, empirical application suffers from the large st ate space. Such a challenge necessitates the use of the function approximation as an effective way to ex tract the essential features of RL problems and avoid dealing directly with the large state spa ce. Yet, adopting function approximation in a general-sum MG brings about additional complexities no t found in single-agent RL or a zero-sum MG.


Neural Network-PSO-based Velocity Control Algorithm for Landing UAVs on a Boat

arXiv.org Artificial Intelligence

Precise landing of Unmanned Aerial Vehicles (UAVs) onto moving platforms like Autonomous Surface Vehicles (ASVs) is both important and challenging, especially in GPS-denied environments, for collaborative navigation of heterogeneous vehicles. UAVs need to land within a confined space onboard ASV to get energy replenishment, while ASV is subject to translational and rotational disturbances due to wind and water flow. Current solutions either rely on high-level waypoint navigation, which struggles to robustly land on varied-speed targets, or necessitate laborious manual tuning of controller parameters, and expensive sensors for target localization. Therefore, we propose an adaptive velocity control algorithm that leverages Particle Swarm Optimization (PSO) and Neural Network (NN) to optimize PID parameters across varying flight altitudes and distinct speeds of a moving boat. The cost function of PSO includes the status change rates of UAV and proximity to the target. The NN further interpolates the PSO-founded PID parameters. The proposed method implemented on a water strider hexacopter design, not only ensures accuracy but also increases robustness. Moreover, this NN-PSO can be readily adapted to suit various mission requirements. Its ability to achieve precise landings extends its applicability to scenarios, including but not limited to rescue missions, package deliveries, and workspace inspections.


Planning to Go Out-of-Distribution in Offline-to-Online Reinforcement Learning

arXiv.org Artificial Intelligence

Offline pretraining with a static dataset followed by online fine-tuning (offline-to-online, or OtO) is a paradigm that is well matched to a real-world RL deployment process: in few real settings would one deploy an offline policy with no test runs and tuning. In this scenario, we aim to find the best-performing policy within a limited budget of online interactions. Previous work in the OtO setting has focused on correcting for bias introduced by the policy-constraint mechanisms of offline RL algorithms. Such constraints keep the learned policy close to the behavior policy that collected the dataset, but this unnecessarily limits policy performance if the behavior policy is far from optimal. Instead, we forgo policy constraints and frame OtO RL as an exploration problem: we must maximize the benefit of the online data-collection. We study major online RL exploration paradigms, adapting them to work well with the OtO setting. These adapted methods contribute several strong baselines. Also, we introduce an algorithm for planning to go out of distribution (PTGOOD), which targets online exploration in relatively high-reward regions of the state-action space unlikely to be visited by the behavior policy. By leveraging concepts from the Conditional Entropy Bottleneck, PTGOOD encourages data collected online to provide new information relevant to improving the final deployment policy. In that way the limited interaction budget is used effectively. We show that PTGOOD significantly improves agent returns during online fine-tuning and finds the optimal policy in as few as 10k online steps in Walker and in as few as 50k in complex control tasks like Humanoid. Also, we find that PTGOOD avoids the suboptimal policy convergence that many of our baselines exhibit in several environments.