Agents
GOOSE Algorithm: A Powerful Optimization Tool for Real-World Engineering Challenges and Beyond
Hamad, Rebwar Khalid, Rashid, Tarik A.
This study proposes the GOOSE algorithm as a novel metaheuristic algorithm based on the goose's behavior during rest and foraging. The goose stands on one leg and keeps his balance to guard and protect other individuals in the flock. The GOOSE algorithm is benchmarked on 19 well-known benchmark test functions, and the results are verified by a comparative study with genetic algorithm (GA), particle swarm optimization (PSO), dragonfly algorithm (DA), and fitness dependent optimizer (FDO). In addition, the proposed algorithm is tested on 10 modern benchmark functions, and the gained results are compared with three recent algorithms, such as the dragonfly algorithm, whale optimization algorithm (WOA), and salp swarm algorithm (SSA). Moreover, the GOOSE algorithm is tested on 5 classical benchmark functions, and the obtained results are evaluated with six algorithms, such as fitness dependent optimizer (FDO), FOX optimizer, butterfly optimization algorithm (BOA), whale optimization algorithm, dragonfly algorithm, and chimp optimization algorithm (ChOA). The achieved findings attest to the proposed algorithm's superior performance compared to the other algorithms that were utilized in the current study. The technique is then used to optimize Welded beam design and Economic Load Dispatch Problem, three renowned real-world engineering challenges, and the Pathological IgG Fraction in the Nervous System. The outcomes of the engineering case studies illustrate how well the suggested approach can optimize issues that arise in the real-world.
Robust Driving Policy Learning with Guided Meta Reinforcement Learning
Lee, Kanghoon, Li, Jiachen, Isele, David, Park, Jinkyoo, Fujimura, Kikuo, Kochenderfer, Mykel J.
Although deep reinforcement learning (DRL) has shown promising results for autonomous navigation in interactive traffic scenarios, existing work typically adopts a fixed behavior policy to control social vehicles in the training environment. This may cause the learned driving policy to overfit the environment, making it difficult to interact well with vehicles with different, unseen behaviors. In this work, we introduce an efficient method to train diverse driving policies for social vehicles as a single meta-policy. By randomizing the interaction-based reward functions of social vehicles, we can generate diverse objectives and efficiently train the meta-policy through guiding policies that achieve specific objectives. We further propose a training strategy to enhance the robustness of the ego vehicle's driving policy using the environment where social vehicles are controlled by the learned meta-policy. Our method successfully learns an ego driving policy that generalizes well to unseen situations with out-of-distribution (OOD) social agents' behaviors in a challenging uncontrolled T-intersection scenario.
Benchmarking Potential Based Rewards for Learning Humanoid Locomotion
Jeon, Se Hwan, Heim, Steve, Khazoom, Charles, Kim, Sangbae
The main challenge in developing effective reinforcement learning (RL) pipelines is often the design and tuning the reward functions. Well-designed shaping reward can lead to significantly faster learning. Naively formulated rewards, however, can conflict with the desired behavior and result in overfitting or even erratic performance if not properly tuned. In theory, the broad class of potential based reward shaping (PBRS) can help guide the learning process without affecting the optimal policy. Although several studies have explored the use of potential based reward shaping to accelerate learning convergence, most have been limited to grid-worlds and low-dimensional systems, and RL in robotics has predominantly relied on standard forms of reward shaping. In this paper, we benchmark standard forms of shaping with PBRS for a humanoid robot. We find that in this high-dimensional system, PBRS has only marginal benefits in convergence speed. However, the PBRS reward terms are significantly more robust to scaling than typical reward shaping approaches, and thus easier to tune.
Priority-based DREAM Approach for Highly Manoeuvring Intruders in A Perimeter Defense Problem
Velhal, Shridhar, Sundaram, Suresh, Sundararajan, Narasimhan
In this paper, a Priority-based Dynamic REsource Allocation with decentralized Multi-task assignment (P-DREAM) approach is presented to protect a territory from highly manoeuvring intruders. In the first part, static optimization problems are formulated to compute the following parameters of the perimeter defense problem; the number of reserve stations, their locations, the priority region, the monitoring region, and the minimum number of defenders required for the monitoring purpose. The concept of a prioritized intruder is proposed here to identify and handle those critical intruders (computed based on the velocity ratio and location) to be tackled on a priority basis. The computed priority region helps to assign reserve defenders sufficiently earlier such that they can neutralize the prioritized intruders. The monitoring region defines the minimum region to be monitored and is sufficient enough to handle the intruders. In the second part, the earlier developed DREAM approach is modified to incorporate the priority of an intruder. The proposed P-DREAM approach assigns the defenders to the prioritized intruders as the first task. A convex territory protection problem is simulated to illustrate the P-DREAM approach. It involves the computation of static parameters and solving the prioritized task assignments with dynamic resource allocation. Monte-Carlo results were conducted to verify the performance of P-DREAM, and the results clearly show that the P-DREAM approach can protect the territory with consistent performance against highly manoeuvring intruders.
PyTAG: Challenges and Opportunities for Reinforcement Learning in Tabletop Games
Balla, Martin, Long, George E. M., Jeurissen, Dominik, Goodman, James, Gaina, Raluca D., Perez-Liebana, Diego
In recent years, Game AI research has made important breakthroughs using Reinforcement Learning (RL). Despite this, RL for modern tabletop games has gained little to no attention, even when they offer a range of unique challenges compared to video games. To bridge this gap, we introduce PyTAG, a Python API for interacting with the Tabletop Games framework (TAG). TAG contains a growing set of more than 20 modern tabletop games, with a common API for AI agents. We present techniques for training RL agents in these games and introduce baseline results after training Proximal Policy Optimisation algorithms on a subset of games. Finally, we discuss the unique challenges complex modern tabletop games provide, now open to RL research through PyTAG.
Network-GIANT: Fully distributed Newton-type optimization via harmonic Hessian consensus
Maritan, Alessio, Sharma, Ganesh, Schenato, Luca, Dey, Subhrakanti
This paper considers the problem of distributed multi-agent learning, where the global aim is to minimize a sum of local objective (empirical loss) functions through local optimization and information exchange between neighbouring nodes. We introduce a Newton-type fully distributed optimization algorithm, Network-GIANT, which is based on GIANT, a Federated learning algorithm that relies on a centralized parameter server. The Network-GIANT algorithm is designed via a combination of gradient-tracking and a Newton-type iterative algorithm at each node with consensus based averaging of local gradient and Newton updates. We prove that our algorithm guarantees semi-global and exponential convergence to the exact solution over the network assuming strongly convex and smooth loss functions. We provide empirical evidence of the superior convergence performance of Network-GIANT over other state-of-art distributed learning algorithms such as Network-DANE and Newton-Raphson Consensus.
Dividing Good and Better Items Among Agents with Bivalued Submodular Valuations
Cousins, Cyrus, Viswanathan, Vignesh, Zick, Yair
We study the problem of fairly allocating a set of indivisible goods among agents with {\em bivalued submodular valuations} -- each good provides a marginal gain of either $a$ or $b$ ($a < b$) and goods have decreasing marginal gains. This is a natural generalization of two well-studied valuation classes -- bivalued additive valuations and binary submodular valuations. We present a simple sequential algorithmic framework, based on the recently introduced Yankee Swap mechanism, that can be adapted to compute a variety of solution concepts, including max Nash welfare (MNW), leximin and $p$-mean welfare maximizing allocations when $a$ divides $b$. This result is complemented by an existing result on the computational intractability of MNW and leximin allocations when $a$ does not divide $b$. We show that MNW and leximin allocations guarantee each agent at least $\frac25$ and $\frac{a}{b+2a}$ of their maximin share, respectively, when $a$ divides $b$. We also show that neither the leximin nor the MNW allocation is guaranteed to be envy free up to one good (EF1). This is surprising since for the simpler classes of bivalued additive valuations and binary submodular valuations, MNW allocations are known to be envy free up to any good (EFX).
Mean-field Approximations for Stochastic Population Processes with Heterogeneous Interactions
Sridhar, Anirudh, Kar, Soummya
This paper studies a general class of stochastic population processes in which agents interact with one another over a network. Agents update their behaviors in a random and decentralized manner according to a policy that depends only on the agent's current state and an estimate of the macroscopic population state, given by a weighted average of the neighboring states. When the number of agents is large and the network is a complete graph (has all-to-all information access), the macroscopic behavior of the population can be well-approximated by a set of deterministic differential equations called a {\it mean-field approximation}. For incomplete networks such characterizations remained previously unclear, i.e., in general whether a suitable mean-field approximation exists for the macroscopic behavior of the population. The paper addresses this gap by establishing a generic theory describing when various mean-field approximations are accurate for \emph{arbitrary} interaction structures. Our results are threefold. Letting $W$ be the matrix describing agent interactions, we first show that a simple mean-field approximation that incorrectly assumes a homogeneous interaction structure is accurate provided $W$ has a large spectral gap. Second, we show that a more complex mean-field approximation which takes into account agent interactions is accurate as long as the Frobenius norm of $W$ is small. Finally, we compare the predictions of the two mean-field approximations through simulations, highlighting cases where using mean-field approximations that assume a homogeneous interaction structure can lead to inaccurate qualitative and quantitative predictions.
REX: Rapid Exploration and eXploitation for AI Agents
Murthy, Rithesh, Heinecke, Shelby, Niebles, Juan Carlos, Liu, Zhiwei, Xue, Le, Yao, Weiran, Feng, Yihao, Chen, Zeyuan, Gokul, Akash, Arpit, Devansh, Xu, Ran, Mui, Phil, Wang, Huan, Xiong, Caiming, Savarese, Silvio
In this paper, we propose an enhanced approach for Rapid Exploration and eXploitation for AI Agents called REX. Existing AutoGPT-style techniques have inherent limitations, such as a heavy reliance on precise descriptions for decision-making, and the lack of a systematic approach to leverage try-and-fail procedures akin to traditional Reinforcement Learning (RL). REX introduces an additional layer of rewards and integrates concepts similar to Upper Confidence Bound (UCB) scores, leading to more robust and efficient AI agent performance. This approach has the advantage of enabling the utilization of offline behaviors from logs and allowing seamless integration with existing foundation models while it does not require any model fine-tuning. Through comparative analysis with existing methods such as Chain-of-Thoughts(CoT) and Reasoning viA Planning(RAP), REX-based methods demonstrate comparable performance and, in certain cases, even surpass the results achieved by these existing techniques. Notably, REX-based methods exhibit remarkable reductions in execution time, enhancing their practical applicability across a diverse set of scenarios.
Biomaker CA: a Biome Maker project using Cellular Automata
Randazzo, Ettore, Mordvintsev, Alexander
We introduce Biomaker CA: a Biome Maker project using Cellular Automata (CA). In Biomaker CA, morphogenesis is a first class citizen and small seeds need to grow into plant-like organisms to survive in a nutrient starved environment and eventually reproduce with variation so that a biome survives for long timelines. We simulate complex biomes by means of CA rules in 2D grids and parallelize all of its computation on GPUs through the Python JAX framework. We show how this project allows for several different kinds of environments and laws of 'physics', alongside different model architectures and mutation strategies. We further analyze some configurations to show how plant agents can grow, survive, reproduce, and evolve, forming stable and unstable biomes. We then demonstrate how one can meta-evolve models to survive in a harsh environment either through end-to-end meta-evolution or by a more surgical and efficient approach, called Petri dish meta-evolution. Finally, we show how to perform interactive evolution, where the user decides how to evolve a plant model interactively and then deploys it in a larger environment. We open source Biomaker CA at: https://tinyurl.com/2x8yu34s .