Agents
Calibrated Stackelberg Games: Learning Optimal Commitments Against Calibrated Agents
Haghtalab, Nika, Podimata, Chara, Yang, Kunhe
In this paper, we introduce a generalization of the standard Stackelberg Games (SGs) framework: Calibrated Stackelberg Games (CSGs). In CSGs, a principal repeatedly interacts with an agent who (contrary to standard SGs) does not have direct access to the principal's action but instead best-responds to calibrated forecasts about it. CSG is a powerful modeling tool that goes beyond assuming that agents use ad hoc and highly specified algorithms for interacting in strategic settings and thus more robustly addresses real-life applications that SGs were originally intended to capture. Along with CSGs, we also introduce a stronger notion of calibration, termed adaptive calibration, that provides fine-grained any-time calibration guarantees against adversarial sequences. We give a general approach for obtaining adaptive calibration algorithms and specialize them for finite CSGs. In our main technical result, we show that in CSGs, the principal can achieve utility that converges to the optimum Stackelberg value of the game both in finite and continuous settings, and that no higher utility is achievable. Two prominent and immediate applications of our results are the settings of learning in Stackelberg Security Games and strategic classification, both against calibrated agents.
A Novel Multi-Agent Deep RL Approach for Traffic Signal Control
As travel demand increases and urban traffic condition becomes more complicated, applying multi-agent deep reinforcement learning (MARL) to traffic signal control becomes one of the hot topics. The rise of Reinforcement Learning (RL) has opened up opportunities for solving Adaptive Traffic Signal Control (ATSC) in complex urban traffic networks, and deep neural networks have further enhanced their ability to handle complex data. Traditional research in traffic signal control is based on the centralized Reinforcement Learning technique. However, in a large-scale road network, centralized RL is infeasible because of an exponential growth of joint state-action space. In this paper, we propose a Friend-Deep Q-network (Friend-DQN) approach for multiple traffic signal control in urban networks, which is based on an agent-cooperation scheme. In particular, the cooperation between multiple agents can reduce the state-action space and thus speed up the convergence. We use SUMO (Simulation of Urban Transport) platform to evaluate the performance of Friend-DQN model, and show its feasibility and superiority over other existing methods.
Scaling Multi-Objective Security Games Provably via Space Discretization Based Evolutionary Search
Wu, Yu-Peng, Qian, Hong, Qin, Rong-Jun, Chen, Yi, Zhou, Aimin
In the field of security, multi-objective security games (MOSGs) allow defenders to simultaneously protect targets from multiple heterogeneous attackers. MOSGs aim to simultaneously maximize all the heterogeneous payoffs, e.g., life, money, and crime rate, without merging heterogeneous attackers. In real-world scenarios, the number of heterogeneous attackers and targets to be protected may exceed the capability of most existing state-of-the-art methods, i.e., MOSGs are limited by the issue of scalability. To this end, this paper proposes a general framework called SDES based on many-objective evolutionary search to scale up MOSGs to large-scale targets and heterogeneous attackers. SDES consists of four consecutive key components, i.e., discretization, optimization, evaluation, and refinement. Specifically, SDES first discretizes the originally high-dimensional continuous solution space to the low-dimensional discrete one by the maximal indifference property in game theory. This property helps evolutionary algorithms (EAs) bypass the high-dimensional step function and ensure a well-convergent Pareto front. Then, a many-objective EA is used for optimization in the low-dimensional discrete solution space to obtain a well-spaced Pareto front. To evaluate solutions, SDES restores solutions back to the original space via greedily optimizing a novel divergence measurement. Finally, the refinement in SDES boosts the optimization performance with acceptable cost. Theoretically, we prove the optimization consistency and convergence of SDES. Experiment results show that SDES is the first linear-time MOSG algorithm for both large-scale attackers and targets. SDES is able to solve up to 20 attackers and 100 targets MOSG problems, while the state-of-the-art (SOTA) methods can only solve up to 8 attackers and 25 targets ones. Ablation study verifies the necessity of all components in SDES.
Cooperative Open-ended Learning Framework for Zero-shot Coordination
Li, Yang, Zhang, Shao, Sun, Jichen, Du, Yali, Wen, Ying, Wang, Xinbing, Pan, Wei
Zero-shot coordination in cooperative artificial intelligence (AI) remains a significant challenge, which means effectively coordinating with a wide range of unseen partners. Previous algorithms have attempted to address this challenge by optimizing fixed objectives within a population to improve strategy or behaviour diversity. However, these approaches can result in a loss of learning and an inability to cooperate with certain strategies within the population, known as cooperative incompatibility. To address this issue, we propose the Cooperative Open-ended LEarning (COLE) framework, which constructs open-ended objectives in cooperative games with two players from the perspective of graph theory to assess and identify the cooperative ability of each strategy. We further specify the framework and propose a practical algorithm that leverages knowledge from game theory and graph theory. Furthermore, an analysis of the learning process of the algorithm shows that it can efficiently overcome cooperative incompatibility. The experimental results in the Overcooked game environment demonstrate that our method outperforms current state-of-the-art methods when coordinating with different-level partners. Our demo is available at https://sites.google.com/view/cole-2023.
Exploring and Verbalizing Academic Ideas by Concept Co-occurrence
Xu, Yi, Sheng, Shuqian, Xue, Bo, Fu, Luoyi, Wang, Xinbing, Zhou, Chenghu
Researchers usually come up with new ideas only after thoroughly comprehending vast quantities of literature. The difficulty of this procedure is exacerbated by the fact that the number of academic publications is growing exponentially. In this study, we devise a framework based on concept co-occurrence for academic idea inspiration, which has been integrated into a research assistant system. From our perspective, the fusion of two concepts that co-occur in an academic paper can be regarded as an important way of the emergence of a new idea. We construct evolving concept graphs according to the co-occurrence relationship of concepts from 20 disciplines or topics. Then we design a temporal link prediction method based on masked language model to explore potential connections between different concepts. To verbalize the newly discovered connections, we also utilize the pretrained language model to generate a description of an idea based on a new data structure called co-occurrence citation quintuple. We evaluate our proposed system using both automatic metrics and human assessment. The results demonstrate that our system has broad prospects and can assist researchers in expediting the process of discovering new ideas.
Hierarchies of Reward Machines
Furelos-Blanco, Daniel, Law, Mark, Jonsson, Anders, Broda, Krysia, Russo, Alessandra
Hierarchical reinforcement learning (HRL; Barto & Mahadevan, 2003) frameworks, such as options (Sutton et al., Reward machines (RMs) are a recent formalism 1999), have been used to exploit RMs by learning policies for representing the reward function of a reinforcement at two levels of abstraction: (i) select a formula (i.e., subgoal) learning task through a finite-state machine from a given RM state, and (ii) select an action to whose edges encode subgoals of the task using (eventually) satisfy the chosen formula (Toro Icarte et al., high-level events. The structure of RMs enables 2018; Furelos-Blanco et al., 2021). The subtask decomposition the decomposition of a task into simpler and independently powered by HRL enables learning at multiple scales solvable subtasks that help tackle longhorizon simultaneously, and eases the handling of long-horizon and and/or sparse reward tasks. We propose sparse reward tasks. In addition, several works have considered a formalism for further abstracting the subtask the problem of learning the RMs themselves from structure by endowing an RM with the ability to interaction (e.g., Toro Icarte et al., 2019; Xu et al., 2020; call other RMs, thus composing a hierarchy of Furelos-Blanco et al., 2021; Hasanbeig et al., 2021).
A Unified Framework for Factorizing Distributional Value Functions for Multi-Agent Reinforcement Learning
Sun, Wei-Fang, Lee, Cheng-Kuang, See, Simon, Lee, Chun-Yi
In fully cooperative multi-agent reinforcement learning (MARL) settings, environments are highly stochastic due to the partial observability of each agent and the continuously changing policies of other agents. To address the above issues, we proposed a unified framework, called DFAC, for integrating distributional RL with value function factorization methods. This framework generalizes expected value function factorization methods to enable the factorization of return distributions. To validate DFAC, we first demonstrate its ability to factorize the value functions of a simple matrix game with stochastic rewards. Then, we perform experiments on all Super Hard maps of the StarCraft Multi-Agent Challenge and six self-designed Ultra Hard maps, showing that DFAC is able to outperform a number of baselines.
MANSA: Learning Fast and Slow in Multi-Agent Systems
Mguni, David, Chen, Haojun, Jafferjee, Taher, Wang, Jianhong, Fei, Long, Feng, Xidong, McAleer, Stephen, Tong, Feifei, Wang, Jun, Yang, Yaodong
In multi-agent reinforcement learning (MARL), independent learning (IL) often shows remarkable performance and easily scales with the number of agents. Yet, using IL can be inefficient and runs the risk of failing to successfully train, particularly in scenarios that require agents to coordinate their actions. Using centralised learning (CL) enables MARL agents to quickly learn how to coordinate their behaviour but employing CL everywhere is often prohibitively expensive in real-world applications. Besides, using CL in value-based methods often needs strong representational constraints (e.g. individual-global-max condition) that can lead to poor performance if violated. In this paper, we introduce a novel plug & play IL framework named Multi-Agent Network Selection Algorithm (MANSA) which selectively employs CL only at states that require coordination. At its core, MANSA has an additional agent that uses switching controls to quickly learn the best states to activate CL during training, using CL only where necessary and vastly reducing the computational burden of CL. Our theory proves MANSA preserves cooperative MARL convergence properties, boosts IL performance and can optimally make use of a fixed budget on the number CL calls. We show empirically in Level-based Foraging (LBF) and StarCraft Multi-agent Challenge (SMAC) that MANSA achieves fast, superior and more reliable performance while making 40% fewer CL calls in SMAC and using CL at only 1% CL calls in LBF.
Controllability-Aware Unsupervised Skill Discovery
Park, Seohong, Lee, Kimin, Lee, Youngwoon, Abbeel, Pieter
One of the key capabilities of intelligent agents is the ability to discover useful skills without external supervision. However, the current unsupervised skill discovery methods are often limited to acquiring simple, easy-to-learn skills due to the lack of incentives to discover more complex, challenging behaviors. We introduce a novel unsupervised skill discovery method, Controllability-aware Skill Discovery (CSD), which actively seeks complex, hard-to-control skills without supervision. The key component of CSD is a controllability-aware distance function, which assigns larger values to state transitions that are harder to achieve with the current skills. Combined with distance-maximizing skill discovery, CSD progressively learns more challenging skills over the course of training as our jointly trained distance function reduces rewards for easy-to-achieve skills. Our experimental results in six robotic manipulation and locomotion environments demonstrate that CSD can discover diverse complex skills including object manipulation and locomotion skills with no supervision, significantly outperforming prior unsupervised skill discovery methods. Videos and code are available at https://seohong.me/projects/csd/
Multiagent Rollout with Reshuffling for Warehouse Robots Path Planning
Emanuelsson, William, Riveiros, Alejandro Penacho, Li, Yuchao, Johansson, Karl H., Mårtensson, Jonas
Efficiently solving path planning problems for a large number of robots is critical to the successful operation of modern warehouses. The existing approaches adopt classical shortest path algorithms to plan in environments whose cells are associated with both space and time in order to avoid collision between robots. In this work, we achieve the same goal by means of simulation in a smaller static environment. Built upon the new framework introduced in (Bertsekas, 2021a), we propose multiagent rollout with reshuffling algorithm, and apply it to address the warehouse robots path planning problem. The proposed scheme has a solid theoretical guarantee and exhibits consistent performance in our numerical studies. Moreover, it inherits from the generic rollout methods the ability to adapt to a changing environment by online replanning, which we demonstrate through examples where some robots malfunction.