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Do intermediate feature coalitions aid explainability of black-box models?

arXiv.org Artificial Intelligence

This work introduces the notion of intermediate concepts based on levels structure to aid explainability for black-box models. The levels structure is a hierarchical structure in which each level corresponds to features of a dataset (i.e., a player-set partition). The level of coarseness increases from the trivial set, which only comprises singletons, to the set, which only contains the grand coalition. In addition, it is possible to establish meronomies, i.e., part-whole relationships, via a domain expert that can be utilised to generate explanations at an abstract level. We illustrate the usability of this approach in a real-world car model example and the Titanic dataset, where intermediate concepts aid in explainability at different levels of abstraction.


What-is and How-to for Fairness in Machine Learning: A Survey, Reflection, and Perspective

arXiv.org Artificial Intelligence

Algorithmic fairness has attracted increasing attention in the machine learning community. Various definitions are proposed in the literature, but the differences and connections among them are not clearly addressed. In this paper, we review and reflect on various fairness notions previously proposed in machine learning literature, and make an attempt to draw connections to arguments in moral and political philosophy, especially theories of justice. We also consider fairness inquiries from a dynamic perspective, and further consider the long-term impact that is induced by current prediction and decision. In light of the differences in the characterized fairness, we present a flowchart that encompasses implicit assumptions and expected outcomes of different types of fairness inquiries on the data generating process, on the predicted outcome, and on the induced impact, respectively. This paper demonstrates the importance of matching the mission (which kind of fairness one would like to enforce) and the means (which spectrum of fairness analysis is of interest, what is the appropriate analyzing scheme) to fulfill the intended purpose.


The Benefits of Interaction Constraints in Distributed Autonomous Systems

arXiv.org Artificial Intelligence

The design of distributed autonomous systems often omits consideration of the underlying network dynamics. Recent works in multi-agent systems and swarm robotics alike have highlighted the impact that the interactions between agents have on the collective behaviours exhibited by the system. In this paper, we seek to highlight the role that the underlying interaction network plays in determining the performance of the collective behaviour of a system, comparing its impact with that of the physical network. We contextualise this by defining a collective learning problem in which agents must reach a consensus about their environment in the presence of noisy information. We show that the physical connectivity of the agents plays a less important role than when an interaction network of limited connectivity is imposed on the system to constrain agent communication. Constraining agent interactions in this way drastically improves the performance of the system in a collective learning context. Additionally, we provide further evidence for the idea that `less is more' when it comes to propagating information in distributed autonomous systems for the purpose of collective learning.


Chaos persists in large-scale multi-agent learning despite adaptive learning rates

arXiv.org Artificial Intelligence

Multi-agent learning is intrinsically harder, more unstable and unpredictable than single agent optimization. For this reason, numerous specialized heuristics and techniques have been designed towards the goal of achieving convergence to equilibria in self-play. One such celebrated approach is the use of dynamically adaptive learning rates. Although such techniques are known to allow for improved convergence guarantees in small games, it has been much harder to analyze them in more relevant settings with large populations of agents. These settings are particularly hard as recent work has established that learning with fixed rates will become chaotic given large enough populations.In this work, we show that chaos persists in large population congestion games despite using adaptive learning rates even for the ubiquitous Multiplicative Weight Updates algorithm, even in the presence of only two strategies. At a technical level, due to the non-autonomous nature of the system, our approach goes beyond conventional period-three techniques Li-Yorke by studying fundamental properties of the dynamics including invariant sets, volume expansion and turbulent sets. We complement our theoretical insights with experiments showcasing that slight variations to system parameters lead to a wide variety of unpredictable behaviors.


Knowledge-based Reasoning and Learning under Partial Observability in Ad Hoc Teamwork

arXiv.org Artificial Intelligence

Ad hoc teamwork refers to the problem of enabling an agent to collaborate with teammates without prior coordination. Data-driven methods represent the state of the art in ad hoc teamwork. They use a large labeled dataset of prior observations to model the behavior of other agent types and to determine the ad hoc agent's behavior. These methods are computationally expensive, lack transparency, and make it difficult to adapt to previously unseen changes, e.g., in team composition. Our recent work introduced an architecture that determined an ad hoc agent's behavior based on non-monotonic logical reasoning with prior commonsense domain knowledge and predictive models of other agents' behavior that were learned from limited examples. In this paper, we substantially expand the architecture's capabilities to support: (a) online selection, adaptation, and learning of the models that predict the other agents' behavior; and (b) collaboration with teammates in the presence of partial observability and limited communication. We illustrate and experimentally evaluate the capabilities of our architecture in two simulated multiagent benchmark domains for ad hoc teamwork: Fort Attack and Half Field Offense. We show that the performance of our architecture is comparable or better than state of the art data-driven baselines in both simple and complex scenarios, particularly in the presence of limited training data, partial observability, and changes in team composition.


Effect of Monetary Reward on Users' Individual Strategies Using Co-Evolutionary Learning

arXiv.org Artificial Intelligence

Consumer generated media (CGM), such as social networking services rely on the voluntary activity of users to prosper, garnering the psychological rewards of feeling connected with other people through comments and reviews received online. To attract more users, some CGM have introduced monetary rewards (MR) for posting activity and quality articles and comments. However, the impact of MR on the article posting strategies of users, especially frequency and quality, has not been fully analyzed by previous studies, because they ignored the difference in the standpoint in the CGM networks, such as how many friends/followers they have, although we think that their strategies vary with their standpoints. The purpose of this study is to investigate the impact of MR on individual users by considering the differences in dominant strategies regarding user standpoints. Using the game-theoretic model for CGM, we experimentally show that a variety of realistic dominant strategies are evolved depending on user standpoints in the CGM network, using multiple-world genetic algorithm.


Decision-Oriented Dialogue for Human-AI Collaboration

arXiv.org Artificial Intelligence

We describe a class of tasks called decision-oriented dialogues, in which AI assistants must collaborate with one or more humans via natural language to help them make complex decisions. We formalize three domains in which users face everyday decisions: (1) choosing an assignment of reviewers to conference papers, (2) planning a multi-step itinerary in a city, and (3) negotiating travel plans for a group of friends. In each of these settings, AI assistants and users have disparate abilities that they must combine to arrive at the best decision: assistants can access and process large amounts of information, while users have preferences and constraints external to the system. For each task, we build a dialogue environment where agents receive a reward based on the quality of the final decision they reach. Using these environments, we collect human-human dialogues with humans playing the role of assistant. To compare how current AI assistants communicate in these settings, we present baselines using large language models in self-play. Finally, we highlight a number of challenges models face in decision-oriented dialogues, ranging from efficient communication to reasoning and optimization, and release our environments as a testbed for future modeling work.


Oracles & Followers: Stackelberg Equilibria in Deep Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Stackelberg equilibria arise naturally in a range of popular learning problems, such as in security games or indirect mechanism design, and have received increasing attention in the reinforcement learning literature. We present a general framework for implementing Stackelberg equilibria search as a multi-agent RL problem, allowing a wide range of algorithmic design choices. We discuss how previous approaches can be seen as specific instantiations of this framework. As a key insight, we note that the design space allows for approaches not previously seen in the literature, for instance by leveraging multitask and meta-RL techniques for follower convergence. We propose one such approach using contextual policies, and evaluate it experimentally on both standard and novel benchmark domains, showing greatly improved sample efficiency compared to previous approaches. Finally, we explore the effect of adopting algorithm designs outside the borders of our framework.


Scalable Distributed Optimization of Multi-Dimensional Functions Despite Byzantine Adversaries

arXiv.org Artificial Intelligence

The problem of distributed optimization requires a group of networked agents to compute a parameter that minimizes the average of their local cost functions. While there are a variety of distributed optimization algorithms that can solve this problem, they are typically vulnerable to ``Byzantine'' agents that do not follow the algorithm. Recent attempts to address this issue focus on single dimensional functions, or assume certain statistical properties of the functions at the agents. In this paper, we provide two resilient, scalable, distributed optimization algorithms for multi-dimensional functions. Our schemes involve two filters, (1) a distance-based filter and (2) a min-max filter, which each remove neighborhood states that are extreme (defined precisely in our algorithms) at each iteration. We show that these algorithms can mitigate the impact of up to $F$ (unknown) Byzantine agents in the neighborhood of each regular agent. In particular, we show that if the network topology satisfies certain conditions, all of the regular agents' states are guaranteed to converge to a bounded region that contains the minimizer of the average of the regular agents' functions.


On Centralized Critics in Multi-Agent Reinforcement Learning

Journal of Artificial Intelligence Research

Centralized Training for Decentralized Execution, where agents are trained offline in a centralized fashion and execute online in a decentralized manner, has become a popular approach in Multi-Agent Reinforcement Learning (MARL). In particular, it has become popular to develop actor-critic methods that train decentralized actors with a centralized critic where the centralized critic is allowed access global information of the entire system, including the true system state. Such centralized critics are possible given offline information and are not used for online execution. While these methods perform well in a number of domains and have become a de facto standard in MARL, using a centralized critic in this context has yet to be sufficiently analyzed theoretically or empirically. In this paper, we therefore formally analyze centralized and decentralized critic approaches, and analyze the effect of using state-based critics in partially observable environments. We derive theories contrary to the common intuition: critic centralization is not strictly beneficial, and using state values can be harmful. We further prove that, in particular, state-based critics can introduce unexpected bias and variance compared to history-based critics. Finally, we demonstrate how the theory applies in practice by comparing different forms of critics on a wide range of common multi-agent benchmarks. The experiments show practical issues such as the difficulty of representation learning with partial observability, which highlights why the theoretical problems are often overlooked in the literature.