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Intent-aligned AI systems deplete human agency: the need for agency foundations research in AI safety

arXiv.org Artificial Intelligence

The rapid advancement of artificial intelligence (AI) systems suggests that artificial general intelligence (AGI) systems may soon arrive. Many researchers are concerned that AIs and AGIs will harm humans via intentional misuse (AI-misuse) or through accidents (AI-accidents). In respect of AI-accidents, there is an increasing effort focused on developing algorithms and paradigms that ensure AI systems are aligned to what humans intend, e.g. AI systems that yield actions or recommendations that humans might judge as consistent with their intentions and goals. Here we argue that alignment to human intent is insufficient for safe AI systems and that preservation of long-term agency of humans may be a more robust standard, and one that needs to be separated explicitly and a priori during optimization. We argue that AI systems can reshape human intention and discuss the lack of biological and psychological mechanisms that protect humans from loss of agency. We provide the first formal definition of agency-preserving AI-human interactions which focuses on forward-looking agency evaluations and argue that AI systems - not humans - must be increasingly tasked with making these evaluations. We show how agency loss can occur in simple environments containing embedded agents that use temporal-difference learning to make action recommendations. Finally, we propose a new area of research called "agency foundations" and pose four initial topics designed to improve our understanding of agency in AI-human interactions: benevolent game theory, algorithmic foundations of human rights, mechanistic interpretability of agency representation in neural-networks and reinforcement learning from internal states.


DHRL-FNMR: An Intelligent Multicast Routing Approach Based on Deep Hierarchical Reinforcement Learning in SDN

arXiv.org Artificial Intelligence

The optimal multicast tree problem in the Software-Defined Networking (SDN) multicast routing is an NP-hard combinatorial optimization problem. Although existing SDN intelligent solution methods, which are based on deep reinforcement learning, can dynamically adapt to complex network link state changes, these methods are plagued by problems such as redundant branches, large action space, and slow agent convergence. In this paper, an SDN intelligent multicast routing algorithm based on deep hierarchical reinforcement learning is proposed to circumvent the aforementioned problems. First, the multicast tree construction problem is decomposed into two sub-problems: the fork node selection problem and the construction of the optimal path from the fork node to the destination node. Second, based on the information characteristics of SDN global network perception, the multicast tree state matrix, link bandwidth matrix, link delay matrix, link packet loss rate matrix, and sub-goal matrix are designed as the state space of intrinsic and meta controllers. Then, in order to mitigate the excessive action space, our approach constructs different action spaces at the upper and lower levels. The meta-controller generates an action space using network nodes to select the fork node, and the intrinsic controller uses the adjacent edges of the current node as its action space, thus implementing four different action selection strategies in the construction of the multicast tree. To facilitate the intelligent agent in constructing the optimal multicast tree with greater speed, we developed alternative reward strategies that distinguish between single-step node actions and multi-step actions towards multiple destination nodes.


Best of Both Distortion Worlds

arXiv.org Artificial Intelligence

We study the problem of designing voting rules that take as input the ordinal preferences of $n$ agents over a set of $m$ alternatives and output a single alternative, aiming to optimize the overall happiness of the agents. The input to the voting rule is each agent's ranking of the alternatives from most to least preferred, yet the agents have more refined (cardinal) preferences that capture the intensity with which they prefer one alternative over another. To quantify the extent to which voting rules can optimize over the cardinal preferences given access only to the ordinal ones, prior work has used the distortion measure, i.e., the worst-case approximation ratio between a voting rule's performance and the best performance achievable given the cardinal preferences. The work on the distortion of voting rules has been largely divided into two worlds: utilitarian distortion and metric distortion. In the former, the cardinal preferences of the agents correspond to general utilities and the goal is to maximize a normalized social welfare. In the latter, the agents' cardinal preferences correspond to costs given by distances in an underlying metric space and the goal is to minimize the (unnormalized) social cost. Several deterministic and randomized voting rules have been proposed and evaluated for each of these worlds separately, gradually improving the achievable distortion bounds, but none of the known voting rules perform well in both worlds simultaneously. In this work, we prove that one can achieve the best of both worlds by designing new voting rules, that simultaneously achieve near-optimal distortion guarantees in both distortion worlds. We also prove that this positive result does not generalize to the case where the voting rule is provided with the rankings of only the top-$t$ alternatives of each agent, for $t


Cooperative Thresholded Lasso for Sparse Linear Bandit

arXiv.org Artificial Intelligence

We present a novel approach to address the multi-agent sparse contextual linear bandit problem, in which the feature vectors have a high dimension $d$ whereas the reward function depends on only a limited set of features - precisely $s_0 \ll d$. Furthermore, the learning follows under information-sharing constraints. The proposed method employs Lasso regression for dimension reduction, allowing each agent to independently estimate an approximate set of main dimensions and share that information with others depending on the network's structure. The information is then aggregated through a specific process and shared with all agents. Each agent then resolves the problem with ridge regression focusing solely on the extracted dimensions. We represent algorithms for both a star-shaped network and a peer-to-peer network. The approaches effectively reduce communication costs while ensuring minimal cumulative regret per agent. Theoretically, we show that our proposed methods have a regret bound of order $\mathcal{O}(s_0 \log d + s_0 \sqrt{T})$ with high probability, where $T$ is the time horizon. To our best knowledge, it is the first algorithm that tackles row-wise distributed data in sparse linear bandits, achieving comparable performance compared to the state-of-the-art single and multi-agent methods. Besides, it is widely applicable to high-dimensional multi-agent problems where efficient feature extraction is critical for minimizing regret. To validate the effectiveness of our approach, we present experimental results on both synthetic and real-world datasets.


The Alternating-Time \mu-Calculus With Disjunctive Explicit Strategies

arXiv.org Artificial Intelligence

Alternating-time temporal logic (ATL) and its extensions, including the alternating-time $\mu$-calculus (AMC), serve the specification of the strategic abilities of coalitions of agents in concurrent game structures. The key ingredient of the logic are path quantifiers specifying that some coalition of agents has a joint strategy to enforce a given goal. This basic setup has been extended to let some of the agents (revocably) commit to using certain named strategies, as in ATL with explicit strategies (ATLES). In the present work, we extend ATLES with fixpoint operators and strategy disjunction, arriving at the alternating-time $\mu$-calculus with disjunctive explicit strategies (AMCDES), which allows for a more flexible formulation of temporal properties (e.g. fairness) and, through strategy disjunction, a form of controlled nondeterminism in commitments. Our main result is an ExpTime upper bound for satisfiability checking (which is thus ExpTime-complete). We also prove upper bounds QP (quasipolynomial time) and NP $\cap$ coNP for model checking under fixed interpretations of explicit strategies, and NP under open interpretation. Our key technical tool is a treatment of the AMCDES within the generic framework of coalgebraic logic, which in particular reduces the analysis of most reasoning tasks to the treatment of a very simple one-step logic featuring only propositional operators and next-step operators without nesting; we give a new model construction principle for this one-step logic that relies on a set-valued variant of first-order resolution.


Towards a Unifying Model of Rationality in Multiagent Systems

arXiv.org Artificial Intelligence

Multiagent systems deployed in the real world need to cooperate with other agents (including humans) nearly as effectively as these agents cooperate with one another. To design such AI, and provide guarantees of its effectiveness, we need to clearly specify what types of agents our AI must be able to cooperate with. In this work we propose a generic model of socially intelligent agents, which are individually rational learners that are also able to cooperate with one another (in the sense that their joint behavior is Pareto efficient). We define rationality in terms of the regret incurred by each agent over its lifetime, and show how we can construct socially intelligent agents for different forms of regret. We then discuss the implications of this model for the development of "robust" MAS that can cooperate with a wide variety of socially intelligent agents.


AI-based Radio and Computing Resource Allocation and Path Planning in NOMA NTNs: AoI Minimization under CSI Uncertainty

arXiv.org Artificial Intelligence

In this paper, we develop a hierarchical aerial computing framework composed of high altitude platform (HAP) and unmanned aerial vehicles (UAVs) to compute the fully offloaded tasks of terrestrial mobile users which are connected through an uplink non-orthogonal multiple access (UL-NOMA). To better assess the freshness of information in computation-intensive applications the criterion of age of information (AoI) is considered. In particular, the problem is formulated to minimize the average AoI of users with elastic tasks, by adjusting UAVs trajectory and resource allocation on both UAVs and HAP, which is restricted by the channel state information (CSI) uncertainty and multiple resource constraints of UAVs and HAP. In order to solve this non-convex optimization problem, two methods of multi-agent deep deterministic policy gradient (MADDPG) and federated reinforcement learning (FRL) are proposed to design the UAVs trajectory, and obtain channel, power, and CPU allocations. It is shown that task scheduling significantly reduces the average AoI. This improvement is more pronounced for larger task sizes. On one hand, it is shown that power allocation has a marginal effect on the average AoI compared to using full transmission power for all users. Compared with traditional transmission schemes, the simulation results show our scheduling scheme results in a substantial improvement in average AoI.


Zero-sum Polymatrix Markov Games: Equilibrium Collapse and Efficient Computation of Nash Equilibria

arXiv.org Artificial Intelligence

The works of (Daskalakis et al., 2009, 2022; Jin et al., 2022; Deng et al., 2023) indicate that computing Nash equilibria in multi-player Markov games is a computationally hard task. This fact raises the question of whether or not computational intractability can be circumvented if one focuses on specific classes of Markov games. One such example is two-player zero-sum Markov games, in which efficient ways to compute a Nash equilibrium are known. Inspired by zero-sum polymatrix normal-form games (Cai et al., 2016), we define a class of zero-sum multi-agent Markov games in which there are only pairwise interactions described by a graph that changes per state. For this class of Markov games, we show that an $\epsilon$-approximate Nash equilibrium can be found efficiently. To do so, we generalize the techniques of (Cai et al., 2016), by showing that the set of coarse-correlated equilibria collapses to the set of Nash equilibria. Afterwards, it is possible to use any algorithm in the literature that computes approximate coarse-correlated equilibria Markovian policies to get an approximate Nash equilibrium.


CB2: Collaborative Natural Language Interaction Research Platform

arXiv.org Artificial Intelligence

At the same time, this involve multiple agents, either human or machine, adaptation creates constant distribution shift, a significant working together to complete tasks while generalization challenge. Learning is also coordinating using natural language. A key obstacle drastically transformed through collaboration. The in studying such scenarios is building the constant engagement of other agents (including research interaction platform, a significant design humans), the ability to modify delegation strategies, and engineering undertaking. This requires building and the shared task-based incentives bring and designing the interaction environment, the about within-interaction signals that can be used task the agents collaborate on, an interface for both for continual learning, reducing the dependency on machine learning models and human agents, and a annotated data and enabling model adaptation.


The Leximin Approach for a Sequence of Collective Decisions

arXiv.org Artificial Intelligence

In many situations, several agents need to make a sequence of decisions. For example, a group of workers that needs to decide where their weekly meeting should take place. In such situations, a decision-making mechanism must consider fairness notions. In this paper, we analyze the fairness of three known mechanisms: round-robin, maximum Nash welfare, and leximin. We consider both offline and online settings, and concentrate on the fairness notion of proportionality and its relaxations. Specifically, in the offline setting, we show that the three mechanisms fail to find a proportional or approximate-proportional outcome, even if such an outcome exists. We thus introduce a new fairness property that captures this requirement, and show that a variant of the leximin mechanism satisfies the new fairness property. In the online setting, we show that it is impossible to guarantee proportionality or its relaxations. We thus consider a natural restriction on the agents' preferences, and show that the leximin mechanism guarantees the best possible additive approximation to proportionality and satisfies all the relaxations of proportionality.