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Bi-level Latent Variable Model for Sample-Efficient Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Despite their potential in real-world applications, multi-agent reinforcement learning (MARL) algorithms often suffer from high sample complexity. To address this issue, we present a novel model-based MARL algorithm, BiLL (Bi-Level Latent Variable Model-based Learning), that learns a bi-level latent variable model from high-dimensional inputs. At the top level, the model learns latent representations of the global state, which encode global information relevant to behavior learning. At the bottom level, it learns latent representations for each agent, given the global latent representations from the top level. The model generates latent trajectories to use for policy learning. We evaluate our algorithm on complex multi-agent tasks in the challenging SMAC and Flatland environments. Our algorithm outperforms state-of-the-art model-free and model-based baselines in sample efficiency, including on two extremely challenging Super Hard SMAC maps.


Asynchronous Multi-Agent Reinforcement Learning for Efficient Real-Time Multi-Robot Cooperative Exploration

arXiv.org Artificial Intelligence

We consider the problem of cooperative exploration where multiple robots need to cooperatively explore an unknown region as fast as possible. Multi-agent reinforcement learning (MARL) has recently become a trending paradigm for solving this challenge. However, existing MARL-based methods adopt action-making steps as the metric for exploration efficiency by assuming all the agents are acting in a fully synchronous manner: i.e., every single agent produces an action simultaneously and every single action is executed instantaneously at each time step. Despite its mathematical simplicity, such a synchronous MARL formulation can be problematic for real-world robotic applications. It can be typical that different robots may take slightly different wall-clock times to accomplish an atomic action or even periodically get lost due to hardware issues. Simply waiting for every robot being ready for the next action can be particularly time-inefficient. Therefore, we propose an asynchronous MARL solution, Asynchronous Coordination Explorer (ACE), to tackle this real-world challenge. We first extend a classical MARL algorithm, multi-agent PPO (MAPPO), to the asynchronous setting and additionally apply action-delay randomization to enforce the learned policy to generalize better to varying action delays in the real world. Moreover, each navigation agent is represented as a team-size-invariant CNN-based policy, which greatly benefits real-robot deployment by handling possible robot lost and allows bandwidth-efficient intra-agent communication through low-dimensional CNN features. We first validate our approach in a grid-based scenario. Both simulation and real-robot results show that ACE reduces over 10% actual exploration time compared with classical approaches. We also apply our framework to a high-fidelity visual-based environment, Habitat, achieving 28% improvement in exploration efficiency.


Online Learning in Stackelberg Games with an Omniscient Follower

arXiv.org Artificial Intelligence

We study the problem of online learning in a two-player decentralized cooperative Stackelberg game. In each round, the leader first takes an action, followed by the follower who takes their action after observing the leader's move. The goal of the leader is to learn to minimize the cumulative regret based on the history of interactions. Differing from the traditional formulation of repeated Stackelberg games, we assume the follower is omniscient, with full knowledge of the true reward, and that they always best-respond to the leader's actions. We analyze the sample complexity of regret minimization in this repeated Stackelberg game. We show that depending on the reward structure, the existence of the omniscient follower may change the sample complexity drastically, from constant to exponential, even for linear cooperative Stackelberg games. This poses unique challenges for the learning process of the leader and the subsequent regret analysis.


Multi-Robot Relative Pose Estimation and IMU Preintegration Using Passive UWB Transceivers

arXiv.org Artificial Intelligence

Ultra-wideband (UWB) systems are becoming increasingly popular as a means of inter-robot ranging and communication. A major constraint associated with UWB is that only one pair of UWB transceivers can range at a time to avoid interference, hence hindering the scalability of UWB-based localization. In this paper, a ranging protocol is proposed that allows all robots to passively listen on neighbouring communicating robots without any hierarchical restrictions on the role of the robots. This is utilized to allow each robot to obtain more range measurements and to broadcast preintegrated inertial measurement unit (IMU) measurements for relative extended pose state estimation directly on SE_2(3). Consequently, a simultaneous clock-synchronization and relative-pose estimator (CSRPE) is formulated using an on-manifold extended Kalman filter (EKF) and is evaluated in simulation using Monte-Carlo runs for up to 7 robots. The ranging protocol is implemented in C on custom-made UWB boards fitted to 3 quadcopters, and the proposed filter is evaluated over multiple experimental trials, yielding up to 56% improvement in localization accuracy.


MDPFuzz: Testing Models Solving Markov Decision Processes

arXiv.org Artificial Intelligence

The Markov decision process (MDP) provides a mathematical framework for modeling sequential decision-making problems, many of which are crucial to security and safety, such as autonomous driving and robot control. The rapid development of artificial intelligence research has created efficient methods for solving MDPs, such as deep neural networks (DNNs), reinforcement learning (RL), and imitation learning (IL). However, these popular models solving MDPs are neither thoroughly tested nor rigorously reliable. We present MDPFuzz, the first blackbox fuzz testing framework for models solving MDPs. MDPFuzz forms testing oracles by checking whether the target model enters abnormal and dangerous states. During fuzzing, MDPFuzz decides which mutated state to retain by measuring if it can reduce cumulative rewards or form a new state sequence. We design efficient techniques to quantify the "freshness" of a state sequence using Gaussian mixture models (GMMs) and dynamic expectation-maximization (DynEM). We also prioritize states with high potential of revealing crashes by estimating the local sensitivity of target models over states. MDPFuzz is evaluated on five state-of-the-art models for solving MDPs, including supervised DNN, RL, IL, and multi-agent RL. Our evaluation includes scenarios of autonomous driving, aircraft collision avoidance, and two games that are often used to benchmark RL. During a 12-hour run, we find over 80 crash-triggering state sequences on each model. We show inspiring findings that crash-triggering states, though they look normal, induce distinct neuron activation patterns compared with normal states. We further develop an abnormal behavior detector to harden all the evaluated models and repair them with the findings of MDPFuzz to significantly enhance their robustness without sacrificing accuracy.


Autobidders with Budget and ROI Constraints: Efficiency, Regret, and Pacing Dynamics

arXiv.org Artificial Intelligence

We study a game between autobidding algorithms that compete in an online advertising platform. Each autobidder is tasked with maximizing its advertiser's total value over multiple rounds of a repeated auction, subject to budget and/or return-on-investment constraints. We propose a gradient-based learning algorithm that is guaranteed to satisfy all constraints and achieves vanishing individual regret. Our algorithm uses only bandit feedback and can be used with the first- or second-price auction, as well as with any "intermediate" auction format. Our main result is that when these autobidders play against each other, the resulting expected liquid welfare over all rounds is at least half of the expected optimal liquid welfare achieved by any allocation. This holds whether or not the bidding dynamics converges to an equilibrium and regardless of the correlation structure between advertiser valuations.


Oracle-free Reinforcement Learning in Mean-Field Games along a Single Sample Path

arXiv.org Artificial Intelligence

We consider online reinforcement learning in Mean-Field Games (MFGs). Unlike traditional approaches, we alleviate the need for a mean-field oracle by developing an algorithm that approximates the Mean-Field Equilibrium (MFE) using the single sample path of the generic agent. We call this {\it Sandbox Learning}, as it can be used as a warm-start for any agent learning in a multi-agent non-cooperative setting. We adopt a two time-scale approach in which an online fixed-point recursion for the mean-field operates on a slower time-scale, in tandem with a control policy update on a faster time-scale for the generic agent. Given that the underlying Markov Decision Process (MDP) of the agent is communicating, we provide finite sample convergence guarantees in terms of convergence of the mean-field and control policy to the mean-field equilibrium. The sample complexity of the Sandbox learning algorithm is $\tilde{\mathcal{O}}(\epsilon^{-4})$ where $\epsilon$ is the MFE approximation error. This is similar to works which assume access to oracle. Finally, we empirically demonstrate the effectiveness of the sandbox learning algorithm in diverse scenarios, including those where the MDP does not necessarily have a single communicating class.


Neural Laplace Control for Continuous-time Delayed Systems

arXiv.org Artificial Intelligence

Many real-world offline reinforcement learning (RL) problems involve continuous-time environments with delays. Such environments are characterized by two distinctive features: firstly, the state x(t) is observed at irregular time intervals, and secondly, the current action a(t) only affects the future state x(t + g) with an unknown delay g > 0. A prime example of such an environment is satellite control where the communication link between earth and a satellite causes irregular observations and delays. Existing offline RL algorithms have achieved success in environments with irregularly observed states in time or known delays. However, environments involving both irregular observations in time and unknown delays remains an open and challenging problem. To this end, we propose Neural Laplace Control, a continuous-time model-based offline RL method that combines a Neural Laplace dynamics model with a model predictive control (MPC) planner--and is able to learn from an offline dataset sampled with irregular time intervals from an environment that has a inherent unknown constant delay. We show experimentally on continuous-time delayed environments it is able to achieve near expert policy performance.


MERMAIDE: Learning to Align Learners using Model-Based Meta-Learning

arXiv.org Artificial Intelligence

We study how a principal can efficiently and effectively intervene on the rewards of a previously unseen learning agent in order to induce desirable outcomes. This is relevant to many real-world settings like auctions or taxation, where the principal may not know the learning behavior nor the rewards of real people. Moreover, the principal should be few-shot adaptable and minimize the number of interventions, because interventions are often costly. We introduce MERMAIDE, a model-based meta-learning framework to train a principal that can quickly adapt to out-of-distribution agents with different learning strategies and reward functions. We validate this approach step-by-step. First, in a Stackelberg setting with a best-response agent, we show that meta-learning enables quick convergence to the theoretically known Stackelberg equilibrium at test time, although noisy observations severely increase the sample complexity. We then show that our model-based meta-learning approach is cost-effective in intervening on bandit agents with unseen explore-exploit strategies. Finally, we outperform baselines that use either meta-learning or agent behavior modeling, in both $0$-shot and $K=1$-shot settings with partial agent information.


Epidemic Control on a Large-Scale-Agent-Based Epidemiology Model using Deep Deterministic Policy Gradient

arXiv.org Artificial Intelligence

To mitigate the impact of the pandemic, several measures include lockdowns, rapid vaccination programs, school closures, and economic stimulus. These interventions can have positive or unintended negative consequences. Current research to model and determine an optimal intervention automatically through round-tripping is limited by the simulation objectives, scale (a few thousand individuals), model types that are not suited for intervention studies, and the number of intervention strategies they can explore (discrete vs continuous). We address these challenges using a Deep Deterministic Policy Gradient (DDPG) based policy optimization framework on a large-scale (100,000 individual) epidemiological agent-based simulation where we perform multi-objective optimization. We determine the optimal policy for lockdown and vaccination in a minimalist age-stratified multi-vaccine scenario with a basic simulation for economic activity. With no lockdown and vaccination (mid-age and elderly), results show optimal economy (individuals below the poverty line) with balanced health objectives (infection, and hospitalization). An in-depth simulation is needed to further validate our results and open-source our framework.