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The Cost of Informing Decision-Makers in Multi-Agent Maximum Coverage Problems with Random Resource Values

arXiv.org Artificial Intelligence

The emergent behavior of a distributed system is conditioned by the information available to the local decision-makers. Therefore, one may expect that providing decision-makers with more information will improve system performance; in this work, we find that this is not necessarily the case. In multi-agent maximum coverage problems, we find that even when agents' objectives are aligned with the global welfare, informing agents about the realization of the resource's random values can reduce equilibrium performance by a factor of 1/2. This affirms an important aspect of designing distributed systems: information need be shared carefully. We further this understanding by providing lower and upper bounds on the ratio of system welfare when information is (fully or partially) revealed and when it is not, termed the value-of-informing. We then identify a trade-off that emerges when optimizing the performance of the best-case and worst-case equilibrium.


Introspective Action Advising for Interpretable Transfer Learning

arXiv.org Artificial Intelligence

Transfer learning can be applied in deep reinforcement learning to accelerate the training of a policy in a target task by transferring knowledge from a policy learned in a related source task. This is commonly achieved by copying pretrained weights from the source policy to the target policy prior to training, under the constraint that they use the same model architecture. However, not only does this require a robust representation learned over a wide distribution of states -- often failing to transfer between specialist models trained over single tasks -- but it is largely uninterpretable and provides little indication of what knowledge is transferred. In this work, we propose an alternative approach to transfer learning between tasks based on action advising, in which a teacher trained in a source task actively guides a student's exploration in a target task. Through introspection, the teacher is capable of identifying when advice is beneficial to the student and should be given, and when it is not. Our approach allows knowledge transfer between policies agnostic of the underlying representations, and we empirically show that this leads to improved convergence rates in Gridworld and Atari environments while providing insight into what knowledge is transferred.


Quantifying Node-based Core Resilience

arXiv.org Artificial Intelligence

Core decomposition is an efficient building block for various graph analysis tasks such as dense subgraph discovery and identifying influential nodes. One crucial weakness of the core decomposition is its sensitivity to changes in the graph: inserting or removing a few edges can drastically change the core structure of a graph. Hence, it is essential to characterize, quantify, and, if possible, improve the resilience of the core structure of a given graph in global and local levels. Previous works mostly considered the core resilience of the entire graph or important subgraphs in it. In this work, we study node-based core resilience measures upon edge removals and insertions. We first show that a previously proposed measure, Core Strength, does not correctly capture the core resilience of a node upon edge removals. Next, we introduce the concept of dependency graph to capture the impact of neighbor nodes (for edge removal) and probable future neighbor nodes (for edge insertion) on the core number of a given node. Accordingly, we define Removal Strength and Insertion Strength measures to capture the resilience of an individual node upon removing and inserting an edge, respectively. As naive computation of those measures is costly, we provide efficient heuristics built on key observations about the core structure. We consider two key applications, finding critical edges and identifying influential spreaders, to demonstrate the usefulness of our new measures on various real-world networks and against several baselines. We also show that our heuristic algorithms are more efficient than the naive approaches.


Distributed Random Reshuffling Methods with Improved Convergence

arXiv.org Artificial Intelligence

This paper proposes two distributed random reshuffling methods, namely Gradient Tracking with Random Reshuffling (GT-RR) and Exact Diffusion with Random Reshuffling (ED-RR), to solve the distributed optimization problem over a connected network, where a set of agents aim to minimize the average of their local cost functions. Both algorithms invoke random reshuffling (RR) update for each agent, inherit favorable characteristics of RR for minimizing smooth nonconvex objective functions, and improve the performance of previous distributed random reshuffling methods both theoretically and empirically. Specifically, both GT-RR and ED-RR achieve the convergence rate of $O(1/[(1-\lambda)^{1/3}m^{1/3}T^{2/3}])$ in driving the (minimum) expected squared norm of the gradient to zero, where $T$ denotes the number of epochs, $m$ is the sample size for each agent, and $1-\lambda$ represents the spectral gap of the mixing matrix. When the objective functions further satisfy the Polyak-{\L}ojasiewicz (PL) condition, we show GT-RR and ED-RR both achieve $O(1/[(1-\lambda)mT^2])$ convergence rate in terms of the averaged expected differences between the agents' function values and the global minimum value. Notably, both results are comparable to the convergence rates of centralized RR methods (up to constant factors depending on the network topology) and outperform those of previous distributed random reshuffling algorithms. Moreover, we support the theoretical findings with a set of numerical experiments.


Breaking the Curse of Multiagents in a Large State Space: RL in Markov Games with Independent Linear Function Approximation

arXiv.org Artificial Intelligence

We propose a new model, independent linear Markov game, for multi-agent reinforcement learning with a large state space and a large number of agents. This is a class of Markov games with independent linear function approximation, where each agent has its own function approximation for the state-action value functions that are marginalized by other players' policies. We design new algorithms for learning the Markov coarse correlated equilibria (CCE) and Markov correlated equilibria (CE) with sample complexity bounds that only scale polynomially with each agent's own function class complexity, thus breaking the curse of multiagents. In contrast, existing works for Markov games with function approximation have sample complexity bounds scale with the size of the \emph{joint action space} when specialized to the canonical tabular Markov game setting, which is exponentially large in the number of agents. Our algorithms rely on two key technical innovations: (1) utilizing policy replay to tackle non-stationarity incurred by multiple agents and the use of function approximation; (2) separating learning Markov equilibria and exploration in the Markov games, which allows us to use the full-information no-regret learning oracle instead of the stronger bandit-feedback no-regret learning oracle used in the tabular setting. Furthermore, we propose an iterative-best-response type algorithm that can learn pure Markov Nash equilibria in independent linear Markov potential games. In the tabular case, by adapting the policy replay mechanism for independent linear Markov games, we propose an algorithm with $\widetilde{O}(\epsilon^{-2})$ sample complexity to learn Markov CCE, which improves the state-of-the-art result $\widetilde{O}(\epsilon^{-3})$ in Daskalakis et al. 2022, where $\epsilon$ is the desired accuracy, and also significantly improves other problem parameters.


Distributed Sparse Regression via Penalization

arXiv.org Artificial Intelligence

We study sparse linear regression over a network of agents, modeled as an undirected graph (with no centralized node). The estimation problem is formulated as the minimization of the sum of the local LASSO loss functions plus a quadratic penalty of the consensus constraint -- the latter being instrumental to obtain distributed solution methods. While penalty-based consensus methods have been extensively studied in the optimization literature, their statistical and computational guarantees in the high dimensional setting remain unclear. This work provides an answer to this open problem. Our contribution is two-fold. First, we establish statistical consistency of the estimator: under a suitable choice of the penalty parameter, the optimal solution of the penalized problem achieves near optimal minimax rate $\mathcal{O}(s \log d/N)$ in $\ell_2$-loss, where $s$ is the sparsity value, $d$ is the ambient dimension, and $N$ is the total sample size in the network -- this matches centralized sample rates. Second, we show that the proximal-gradient algorithm applied to the penalized problem, which naturally leads to distributed implementations, converges linearly up to a tolerance of the order of the centralized statistical error -- the rate scales as $\mathcal{O}(d)$, revealing an unavoidable speed-accuracy dilemma.Numerical results demonstrate the tightness of the derived sample rate and convergence rate scalings.


LEAD: Min-Max Optimization from a Physical Perspective

arXiv.org Artificial Intelligence

Adversarial formulations such as generative adversarial networks (GANs) have rekindled interest in two-player min-max games. A central obstacle in the optimization of such games is the rotational dynamics that hinder their convergence. In this paper, we show that game optimization shares dynamic properties with particle systems subject to multiple forces, and one can leverage tools from physics to improve optimization dynamics. Inspired by the physical framework, we propose LEAD, an optimizer for min-max games. Next, using Lyapunov stability theory and spectral analysis, we study LEAD's convergence properties in continuous and discrete time settings for a class of quadratic min-max games to demonstrate linear convergence to the Nash equilibrium. Finally, we empirically evaluate our method on synthetic setups and CIFAR-10 image generation to demonstrate improvements in GAN training.


Heterogeneous Coalition Formation and Scheduling with Multi-Skilled Robots

arXiv.org Artificial Intelligence

We present an approach to task scheduling in heterogeneous multi-robot systems. In our setting, the tasks to complete require diverse skills. We assume that each robot is multi-skilled, i.e., each robot offers a subset of the possible skills. This makes the formation of heterogeneous teams (\emph{coalitions}) a requirement for task completion. We present two centralized algorithms to schedule robots across tasks and to form suitable coalitions, assuming stochastic travel times across tasks. The coalitions are dynamic, in that the robots form and disband coalitions as the schedule is executed. The first algorithm we propose guarantees optimality, but its run-time is acceptable only for small problem instances. The second algorithm we propose can tackle large problems with short run-times, and is based on a heuristic approach that typically reaches 1x-2x of the optimal solution cost.


Discovering Causality for Efficient Cooperation in Multi-Agent Environments

arXiv.org Artificial Intelligence

In cooperative Multi-Agent Reinforcement Learning (MARL) agents are required to learn behaviours as a team to achieve a common goal. However, while learning a task, some agents may end up learning sub-optimal policies, not contributing to the objective of the team. Such agents are called lazy agents due to their non-cooperative behaviours that may arise from failing to understand whether they caused the rewards. As a consequence, we observe that the emergence of cooperative behaviours is not necessarily a byproduct of being able to solve a task as a team. In this paper, we investigate the applications of causality in MARL and how it can be applied in MARL to penalise these lazy agents. We observe that causality estimations can be used to improve the credit assignment to the agents and show how it can be leveraged to improve independent learning in MARL. Furthermore, we investigate how Amortized Causal Discovery can be used to automate causality detection within MARL environments. The results demonstrate that causality relations between individual observations and the team reward can be used to detect and punish lazy agents, making them develop more intelligent behaviours. This results in improvements not only in the overall performances of the team but also in their individual capabilities. In addition, results show that Amortized Causal Discovery can be used efficiently to find causal relations in MARL.


Learning and evolution: factors influencing an effective combination

arXiv.org Artificial Intelligence

The interplay between learning and evolution has been studied for decades, but it is still a very controversial topic. Despite the huge amount of work, to what extent the interaction between learning and evolution actually fosters the development of successful behaviors is still a matter of debate in the scientific community. Indeed, as it is well described in [1-2], there exist some controversial arguments about the effect of learning on evolution. Some studies revealed how learning accelerates evolution [3-15], while other works demonstrated that learning does not provide any advantage on the course of evolution [16-24]. As explained in [25], Evolution and learning (or phylogenetic and ontogenetic adaptation) are two forms of biological adaptation that differ in space and time. Evolution is a process of selective reproduction and substitution based on the existence of a population of individuals displaying variability at the genetic level.