Agents
MA2CL:Masked Attentive Contrastive Learning for Multi-Agent Reinforcement Learning
Song, Haolin, Feng, Mingxiao, Zhou, Wengang, Li, Houqiang
Recent approaches have utilized self-supervised auxiliary tasks as representation learning to improve the performance and sample efficiency of vision-based reinforcement learning algorithms in single-agent settings. However, in multi-agent reinforcement learning (MARL), these techniques face challenges because each agent only receives partial observation from an environment influenced by others, resulting in correlated observations in the agent dimension. So it is necessary to consider agent-level information in representation learning for MARL. In this paper, we propose an effective framework called \textbf{M}ulti-\textbf{A}gent \textbf{M}asked \textbf{A}ttentive \textbf{C}ontrastive \textbf{L}earning (MA2CL), which encourages learning representation to be both temporal and agent-level predictive by reconstructing the masked agent observation in latent space. Specifically, we use an attention reconstruction model for recovering and the model is trained via contrastive learning. MA2CL allows better utilization of contextual information at the agent level, facilitating the training of MARL agents for cooperation tasks. Extensive experiments demonstrate that our method significantly improves the performance and sample efficiency of different MARL algorithms and outperforms other methods in various vision-based and state-based scenarios. Our code can be found in \url{https://github.com/ustchlsong/MA2CL}
Understanding Social-Force Model in Psychological Principles of Collective Behavior
To well understand crowd behavior, microscopic models have been developed in recent decades, in which an individual's behavioral/psychological status can be modeled and simulated. A well-known model is the social-force model innovated by physical scientists (Helbing and Molnar, 1995; Helbing, Farkas and Vicsek, 2000; Helbing et al., 2002). This model has been widely accepted and mainly used in simulation of crowd evacuation in the past decade. A problem, however, is that the testing results of the model were not explained in consistency with the psychological findings, resulting in misunderstanding of the model by psychologists. This paper will bridge the gap between psychological studies and physical explanation about this model. We reinterpret this physics-based model from a psychological perspective, clarifying that the model is consistent with psychological theories on stress, including time-related stress and interpersonal stress. Based on the conception of stress, we renew the model at both micro-and-macro level, referring to multi-agent simulation in a microscopic sense and fluid-based analysis in a macroscopic sense. The cognition and behavior of individual agents are critically modeled as response to environmental stimuli. Existing simulation results such as faster-is-slower effect will be reinterpreted by Yerkes-Dodson law, and herding and grouping effect as well as oscillation phenomenon are further discussed for pedestrian crowd. In brief the social-force model exhibits a bridge between the physics laws and psychological principles regarding crowd motion, and this paper will renew and reinterpret the model on the foundation of psychological studies.
The Lost Art of Mathematical Modelling
Gyllingberg, Linnรฉa, Birhane, Abeba, Sumpter, David J. T.
We provide a critique of mathematical biology in light of rapid developments in modern machine learning. We argue that out of the three modelling activities -- (1) formulating models; (2) analysing models; and (3) fitting or comparing models to data -- inherent to mathematical biology, researchers currently focus too much on activity (2) at the cost of (1). This trend, we propose, can be reversed by realising that any given biological phenomena can be modelled in an infinite number of different ways, through the adoption of an open/pluralistic approach. We explain the open approach using fish locomotion as a case study and illustrate some of the pitfalls -- universalism, creating models of models, etc. -- that hinder mathematical biology. We then ask how we might rediscover a lost art: that of creative mathematical modelling. This article is dedicated to the memory of Edmund Crampin.
Coordinated Defense Allocation in Reach-Avoid Scenarios with Efficient Online Optimization
Liu, Junwei, Ouyang, Zikai, Yang, Jiahui, Chen, Hua, Lu, Haibo, Zhang, Wei
In this paper, we present a dual-layer online optimization strategy for defender robots operating in multiplayer reach-avoid games within general convex environments. Our goal is to intercept as many attacker robots as possible without prior knowledge of their strategies. To balance optimality and efficiency, our approach alternates between coordinating defender coalitions against individual attackers and allocating coalitions to attackers based on predicted single-attack coordination outcomes. We develop an online convex programming technique for single-attack defense coordination, which not only allows adaptability to joint states but also identifies the maximal region of initial joint states that guarantees successful attack interception. Our defense allocation algorithm utilizes a hierarchical iterative method to approximate integer linear programs with a monotonicity constraint, reducing computational burden while ensuring enhanced defense performance over time. Extensive simulations conducted in 2D and 3D environments validate the efficacy of our approach in comparison to state-of-the-art approaches, and show its applicability in wheeled mobile robots and quadcopters.
Federated Learning Games for Reconfigurable Intelligent Surfaces via Causal Representations
Chaaya, Charbel Bou, Samarakoon, Sumudu, Bennis, Mehdi
In this paper, we investigate the problem of robust Reconfigurable Intelligent Surface (RIS) phase-shifts configuration over heterogeneous communication environments. The problem is formulated as a distributed learning problem over different environments in a Federated Learning (FL) setting. Equivalently, this corresponds to a game played between multiple RISs, as learning agents, in heterogeneous environments. Using Invariant Risk Minimization (IRM) and its FL equivalent, dubbed FL Games, we solve the RIS configuration problem by learning invariant causal representations across multiple environments and then predicting the phases. The solution corresponds to playing according to Best Response Dynamics (BRD) which yields the Nash Equilibrium of the FL game. The representation learner and the phase predictor are modeled by two neural networks, and their performance is validated via simulations against other benchmarks from the literature. Our results show that causality-based learning yields a predictor that is 15% more accurate in unseen Out-of-Distribution (OoD) environments.
Incentivizing Exploration with Linear Contexts and Combinatorial Actions
We advance the study of incentivized bandit exploration, in which arm choices are viewed as recommendations and are required to be Bayesian incentive compatible. Recent work has shown under certain independence assumptions that after collecting enough initial samples, the popular Thompson sampling algorithm becomes incentive compatible. We give an analog of this result for linear bandits, where the independence of the prior is replaced by a natural convexity condition. This opens up the possibility of efficient and regret-optimal incentivized exploration in high-dimensional action spaces. In the semibandit model, we also improve the sample complexity for the pre-Thompson sampling phase of initial data collection.
Context-Aware Bayesian Network Actor-Critic Methods for Cooperative Multi-Agent Reinforcement Learning
Cooperative multi-agent reinforcement learning (MARL) methods equip a group of autonomous agents with the capability Executing actions in a correlated manner is a common of planning and learning to maximize their joint strategy for human coordination that often utility, or reward signals in the reinforcement learning (RL) leads to better cooperation, which is also potentially literature, which provides a promising paradigm for a range beneficial for cooperative multi-agent reinforcement of real-world applications, such as traffic control (Chu et al., learning (MARL). However, the recent 2019), coordination of multi-robot systems (Corke et al., success of MARL relies heavily on the convenient 2005), and power grid management (Callaway & Hiskens, paradigm of purely decentralized execution, 2010). As a key distinction from the single-agent setting, where there is no action correlation among agents multi-agent joint action spaces grow exponentially with for scalability considerations. In this work, we the number of agents, which imposes significant scalability introduce a Bayesian network to inaugurate correlations issues. As a convenient and commonly adopted solution, between agents' action selections in their most existing cooperative MARL methods only consider joint policy. Theoretically, we establish a theoretical product policies, i.e., each agent selects its local action independently justification for why action dependencies given the state or its observations. Restricting are beneficial by deriving the multi-agent policy to product policies, however, does come at a cost for cooperative gradient formula under such a Bayesian network tasks: consider an example where cars wait at a joint policy and proving its global convergence crossroads, it would be hard for the cars to coordinate their to Nash equilibria under tabular softmax policy movements without knowing others' intentions, potentially parameterization in cooperative Markov games.
No Bidding, No Regret: Pairwise-Feedback Mechanisms for Digital Goods and Data Auctions
Robertson, Zachary, Koyejo, Oluwasanmi
The growing demand for data and AI-generated digital goods, such as personalized written content and artwork, necessitates effective pricing and feedback mechanisms that account for uncertain utility and costly production. Motivated by these developments, this study presents a novel mechanism design addressing a general repeated-auction setting where the utility derived from a sold good is revealed post-sale. The mechanism's novelty lies in using pairwise comparisons for eliciting information from the bidder, arguably easier for humans than assigning a numerical value. Our mechanism chooses allocations using an epsilon-greedy strategy and relies on pairwise comparisons between realized utility from allocated goods and an arbitrary value, avoiding the learning-to-bid problem explored in previous work. We prove this mechanism to be asymptotically truthful, individually rational, and welfare and revenue maximizing. The mechanism's relevance is broad, applying to any setting with made-to-order goods of variable quality. Experimental results on multi-label toxicity annotation data, an example of negative utilities, highlight how our proposed mechanism could enhance social welfare in data auctions. Overall, our focus on human factors contributes to the development of more human-aware and efficient mechanism design.
Multi-Robot Path Planning Combining Heuristics and Multi-Agent Reinforcement Learning
Multi-robot path finding in dynamic environments is a highly challenging classic problem. In the movement process, robots need to avoid collisions with other moving robots while minimizing their travel distance. Previous methods for this problem either continuously replan paths using heuristic search methods to avoid conflicts or choose appropriate collision avoidance strategies based on learning approaches. The former may result in long travel distances due to frequent replanning, while the latter may have low learning efficiency due to low sample exploration and utilization, and causing high training costs for the model. To address these issues, we propose a path planning method, MAPPOHR, which combines heuristic search, empirical rules, and multi-agent reinforcement learning. The method consists of two layers: a real-time planner based on the multi-agent reinforcement learning algorithm, MAPPO, which embeds empirical rules in the action output layer and reward functions, and a heuristic search planner used to create a global guiding path. During movement, the heuristic search planner replans new paths based on the instructions of the real-time planner. We tested our method in 10 different conflict scenarios. The experiments show that the planning performance of MAPPOHR is better than that of existing learning and heuristic methods. Due to the utilization of empirical knowledge and heuristic search, the learning efficiency of MAPPOHR is higher than that of existing learning methods.
UKP-SQuARE: An Interactive Tool for Teaching Question Answering
Fang, Haishuo, Puerto, Haritz, Gurevych, Iryna
The exponential growth of question answering (QA) has made it an indispensable topic in any Natural Language Processing (NLP) course. Additionally, the breadth of QA derived from this exponential growth makes it an ideal scenario for teaching related NLP topics such as information retrieval, explainability, and adversarial attacks among others. In this paper, we introduce UKP-SQuARE as a platform for QA education. This platform provides an interactive environment where students can run, compare, and analyze various QA models from different perspectives, such as general behavior, explainability, and robustness. Therefore, students can get a first-hand experience in different QA techniques during the class. Thanks to this, we propose a learner-centered approach for QA education in which students proactively learn theoretical concepts and acquire problem-solving skills through interactive exploration, experimentation, and practical assignments, rather than solely relying on traditional lectures. To evaluate the effectiveness of UKP-SQuARE in teaching scenarios, we adopted it in a postgraduate NLP course and surveyed the students after the course. Their positive feedback shows the platform's effectiveness in their course and invites a wider adoption.