Agents
Adversarial Causal Bayesian Optimization
Sussex, Scott, Sessa, Pier Giuseppe, Makarova, Anastasiia, Krause, Andreas
In Causal Bayesian Optimization (CBO), an agent intervenes on an unknown structural causal model to maximize a downstream reward variable. In this paper, we consider the generalization where other agents or external events also intervene on the system, which is key for enabling adaptiveness to non-stationarities such as weather changes, market forces, or adversaries. We formalize this generalization of CBO as Adversarial Causal Bayesian Optimization (ACBO) and introduce the first algorithm for ACBO with bounded regret: Causal Bayesian Optimization with Multiplicative Weights (CBO-MW). Our approach combines a classical online learning strategy with causal modeling of the rewards. To achieve this, it computes optimistic counterfactual reward estimates by propagating uncertainty through the causal graph. We derive regret bounds for CBO-MW that naturally depend on graph-related quantities. We further propose a scalable implementation for the case of combinatorial interventions and submodular rewards. Empirically, CBO-MW outperforms non-causal and non-adversarial Bayesian optimization methods on synthetic environments and environments based on real-word data. Our experiments include a realistic demonstration of how CBO-MW can be used to learn users' demand patterns in a shared mobility system and reposition vehicles in strategic areas. How can a scientist efficiently optimize an unknown function that is expensive to evaluate?
Tracking mulitple targets with multiple radars using Distributed Auctions
Larrenie, Pierre, Buron, Cédric, Barbaresco, Frédéric
Coordination of radars can be performed in various ways. To be more resilient radar networks can be coordinated in a decentralized way. In this paper, we introduce a highly resilient algorithm for radar coordination based on decentralized and collaborative bundle auctions. We first formalize our problem as a constrained optimization problem and apply a market-based algorithm to provide an approximate solution. Our approach allows to track simultaneously multiple targets, and to use up to two radars tracking the same target to improve accuracy. We show that our approach performs sensibly as well as a centralized approach relying on a MIP solver, and depending on the situations, may outperform it or be outperformed.
Referential communication in heterogeneous communities of pre-trained visual deep networks
Mahaut, Matéo, Franzon, Francesca, Dessì, Roberto, Baroni, Marco
As large pre-trained image-processing neural networks are being embedded in autonomous agents such as self-driving cars or robots, the question arises of how such systems can communicate with each other about the surrounding world, despite their different architectures and training regimes. As a first step in this direction, we systematically explore the task of \textit{referential communication} in a community of heterogeneous state-of-the-art pre-trained visual networks, showing that they can develop, in a self-supervised way, a shared protocol to refer to a target object among a set of candidates. This shared protocol can also be used, to some extent, to communicate about previously unseen object categories of different granularity. Moreover, a visual network that was not initially part of an existing community can learn the community's protocol with remarkable ease. Finally, we study, both qualitatively and quantitatively, the properties of the emergent protocol, providing some evidence that it is capturing high-level semantic features of objects.
Abstracting Imperfect Information Away from Two-Player Zero-Sum Games
Sokota, Samuel, D'Orazio, Ryan, Ling, Chun Kai, Wu, David J., Kolter, J. Zico, Brown, Noam
In their seminal work, Nayyar et al. (2013) showed that imperfect information can be abstracted away from common-payoff games by having players publicly announce their policies as they play. This insight underpins sound solvers and decision-time planning algorithms for common-payoff games. Unfortunately, a naive application of the same insight to two-player zero-sum games fails because Nash equilibria of the game with public policy announcements may not correspond to Nash equilibria of the original game. As a consequence, existing sound decision-time planning algorithms require complicated additional mechanisms that have unappealing properties. The main contribution of this work is showing that certain regularized equilibria do not possess the aforementioned non-correspondence problem -- thus, computing them can be treated as perfect-information problems. Because these regularized equilibria can be made arbitrarily close to Nash equilibria, our result opens the door to a new perspective to solving two-player zero-sum games and yields a simplified framework for decision-time planning in two-player zero-sum games, void of the unappealing properties that plague existing decision-time planning approaches.
Exploring the Benefits of Teams in Multiagent Learning
Radke, David, Larson, Kate, Brecht, Tim
For problems requiring cooperation, many multiagent systems implement solutions among either individual agents or across an entire population towards a common goal. Multiagent teams are primarily studied when in conflict; however, organizational psychology (OP) highlights the benefits of teams among human populations for learning how to coordinate and cooperate. In this paper, we propose a new model of multiagent teams for reinforcement learning (RL) agents inspired by OP and early work on teams in artificial intelligence. We validate our model using complex social dilemmas that are popular in recent multiagent RL and find that agents divided into teams develop cooperative pro-social policies despite incentives to not cooperate. Furthermore, agents are better able to coordinate and learn emergent roles within their teams and achieve higher rewards compared to when the interests of all agents are aligned.
The Complexity of Learning Approval-Based Multiwinner Voting Rules
Caragiannis, Ioannis, Fehrs, Karl
We study the {PAC} learnability of multiwinner voting, focusing on the class of approval-based committee scoring (ABCS) rules. These are voting rules applied on profiles with approval ballots, where each voter approves some of the candidates. According to ABCS rules, each committee of $k$ candidates collects from each voter a score, which depends on the size of the voter's ballot and on the size of its intersection with the committee. Then, committees of maximum score are the winning ones. Our goal is to learn a target rule (i.e., to learn the corresponding scoring function) using information about the winning committees of a small number of sampled profiles. Despite the existence of exponentially many outcomes compared to single-winner elections, we show that the sample complexity is still low: a polynomial number of samples carries enough information for learning the target rule with high confidence and accuracy. Unfortunately, even simple tasks that need to be solved for learning from these samples are intractable. We prove that deciding whether there exists some ABCS rule that makes a given committee winning in a given profile is a computationally hard problem. Our results extend to the class of sequential Thiele rules, which have received attention recently due to their simplicity.
Efficient Q-Learning over Visit Frequency Maps for Multi-agent Exploration of Unknown Environments
Chen, Xuyang, Iyer, Ashvin N., Wang, Zixing, Qureshi, Ahmed H.
The robot exploration task has been widely studied with applications spanning from novel environment mapping to item delivery. For some time-critical tasks, such as rescue catastrophes, the agent is required to explore as efficiently as possible. Recently, Visit Frequency-based map representation achieved great success in such scenarios by discouraging repetitive visits with a frequency-based penalty. However, its relatively large size and single-agent settings hinder its further development. In this context, we propose Integrated Visit Frequency Map, which encodes identical information as Visit Frequency Map with a more compact size, and a visit frequency-based multi-agent information exchange and control scheme that is able to accommodate both representations. Through tests in diverse settings, the results indicate our proposed methods can achieve a comparable level of performance of VFM with lower bandwidth requirements and generalize well to different multi-agent setups including real-world environments.
Robust Unmanned Surface Vehicle Navigation with Distributional Reinforcement Learning
Lin, Xi, McConnell, John, Englot, Brendan
Autonomous navigation of Unmanned Surface Vehicles (USV) in marine environments with current flows is challenging, and few prior works have addressed the sensorbased navigation problem in such environments under no prior knowledge of the current flow and obstacles. We propose a Distributional Reinforcement Learning (RL) based local path planner that learns return distributions which capture the uncertainty of action outcomes, and an adaptive algorithm that automatically tunes the level of sensitivity to the risk in the environment. The proposed planner achieves a more stable learning performance and converges to safer policies than a traditional RL based planner. Computational experiments demonstrate that comparing to a traditional RL based planner and classical local planning methods such as Artificial Potential Fields and the Bug Algorithm, the proposed planner is robust against environmental flows, and is able to plan trajectories that are superior in safety, time and energy consumption.
Robust Multi-Agent Reinforcement Learning with State Uncertainty
He, Sihong, Han, Songyang, Su, Sanbao, Han, Shuo, Zou, Shaofeng, Miao, Fei
In real-world multi-agent reinforcement learning (MARL) applications, agents may not have perfect state information (e.g., due to inaccurate measurement or malicious attacks), which challenges the robustness of agents' policies. Though robustness is getting important in MARL deployment, little prior work has studied state uncertainties in MARL, neither in problem formulation nor algorithm design. Motivated by this robustness issue and the lack of corresponding studies, we study the problem of MARL with state uncertainty in this work. We provide the first attempt to the theoretical and empirical analysis of this challenging problem. We first model the problem as a Markov Game with state perturbation adversaries (MG-SPA) by introducing a set of state perturbation adversaries into a Markov Game. We then introduce robust equilibrium (RE) as the solution concept of an MG-SPA. We conduct a fundamental analysis regarding MG-SPA such as giving conditions under which such a robust equilibrium exists. Then we propose a robust multi-agent Q-learning (RMAQ) algorithm to find such an equilibrium, with convergence guarantees. To handle high-dimensional state-action space, we design a robust multi-agent actor-critic (RMAAC) algorithm based on an analytical expression of the policy gradient derived in the paper. Our experiments show that the proposed RMAQ algorithm converges to the optimal value function; our RMAAC algorithm outperforms several MARL and robust MARL methods in multiple multi-agent environments when state uncertainty is present. The source code is public on \url{https://github.com/sihongho/robust_marl_with_state_uncertainty}.
Using Implicit Behavior Cloning and Dynamic Movement Primitive to Facilitate Reinforcement Learning for Robot Motion Planning
Zhang, Zengjie, Hong, Jayden, Enayati, Amir Soufi, Najjaran, Homayoun
Reinforcement learning (RL) for motion planning of multi-degree-of-freedom robots still suffers from low efficiency in terms of slow training speed and poor generalizability. In this paper, we propose a novel RL-based robot motion planning framework that uses implicit behavior cloning (IBC) and dynamic movement primitive (DMP) to improve the training speed and generalizability of an off-policy RL agent. IBC utilizes human demonstration data to leverage the training speed of RL, and DMP serves as a heuristic model that transfers motion planning into a simpler planning space. To support this, we also create a human demonstration dataset using a pick-and-place experiment that can be used for similar studies. Comparison studies in simulation reveal the advantage of the proposed method over the conventional RL agents with faster training speed and higher scores. A real-robot experiment indicates the applicability of the proposed method to a simple assembly task. Our work provides a novel perspective on using motion primitives and human demonstration to leverage the performance of RL for robot applications.