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All learning is Local: Multi-agent Learning in Global Reward Games

Neural Information Processing Systems

In large multiagent games, partial observability, coordination, and credit assignment persistently plague attempts to design good learning algo- rithms. We provide a simple and efficient algorithm that in part uses a linear system to model the world from a single agent's limited per- spective, and takes advantage of Kalman filtering to allow an agent to construct a good training signal and learn an effective policy.


Reasoning about Time and Knowledge in Neural Symbolic Learning Systems

Neural Information Processing Systems

We show that temporal logic and combinations of temporal logics and modal logics of knowledge can be effectively represented in ar(cid:173) tificial neural networks. We present a Translation Algorithm from temporal rules to neural networks, and show that the networks compute a fixed-point semantics of the rules. We also apply the translation to the muddy children puzzle, which has been used as a testbed for distributed multi-agent systems. We provide a complete solution to the puzzle with the use of simple neural networks, capa(cid:173) ble of reasoning about time and of knowledge acquisition through inductive learning.


Approximately Efficient Online Mechanism Design

Neural Information Processing Systems

Online mechanism design (OMD) addresses the problem of sequential decision making in a stochastic environment with multiple self-interested agents. The goal in OMD is to make value-maximizing decisions despite this self-interest. In previous work we presented a Markov decision pro- cess (MDP)-based approach to OMD in large-scale problem domains. In practice the underlying MDP needed to solve OMD is too large and hence the mechanism must consider approximations. This raises the pos- sibility that agents may be able to exploit the approximation for selfish gain.


Convergence and No-Regret in Multiagent Learning

Neural Information Processing Systems

Learning in a multiagent system is a challenging problem due to two key factors. First, if other agents are simultaneously learning then the envi- ronment is no longer stationary, thus undermining convergence guaran- tees. Second, learning is often susceptible to deception, where the other agents may be able to exploit a learner's particular dynamics. In the worst case, this could result in poorer performance than if the agent was not learning at all. These challenges are identifiable in the two most com- mon evaluation criteria for multiagent learning algorithms: convergence and regret.


Multi-agent Cooperation in Diverse Population Games

Neural Information Processing Systems

We consider multi-agent systems whose agents compete for resources by striving to be in the minority group. The agents adapt to the environment by reinforcement learning of the preferences of the policies they hold. Diversity of preferences of policies is introduced by adding random bi- ases to the initial cumulative payoffs of their policies. We explain and provide evidence that agent cooperation becomes increasingly important when diversity increases. Analyses of these mechanisms yield excellent agreement with simulations over nine decades of data.


New Criteria and a New Algorithm for Learning in Multi-Agent Systems

Neural Information Processing Systems

We propose a new set of criteria for learning algorithms in multi-agent systems, one that is more stringent and (we argue) better justified than previous proposed criteria. Our criteria, which apply most straightfor- wardly in repeated games with average rewards, consist of three require- ments: (a) against a specified class of opponents (this class is a parameter of the criterion) the algorithm yield a payoff that approaches the payoff of the best response, (b) against other opponents the algorithm's payoff at least approach (and possibly exceed) the security level payoff (or max- imin value), and (c) subject to these requirements, the algorithm achieve a close to optimal payoff in self-play. We furthermore require that these average payoffs be achieved quickly. We then present a novel algorithm, and show that it meets these new criteria for a particular parameter class, the class of stationary opponents. Finally, we show that the algorithm is effective not only in theory, but also empirically.


Bayesian models of human action understanding

Neural Information Processing Systems

We present a Bayesian framework for explaining how people reason about and predict the actions of an intentional agent, based on observ- ing its behavior. Action-understanding is cast as a problem of inverting a probabilistic generative model, which assumes that agents tend to act rationally in order to achieve their goals given the constraints of their en- vironment. Working in a simple sprite-world domain, we show how this model can be used to infer the goal of an agent and predict how the agent will act in novel situations or when environmental constraints change. The model provides a qualitative account of several kinds of inferences that preverbal infants have been shown to perform, and also fits quantita- tive predictions that adult observers make in a new experiment.


On Local Rewards and Scaling Distributed Reinforcement Learning

Neural Information Processing Systems

We consider the scaling of the number of examples necessary to achieve good performance in distributed, cooperative, multi-agent reinforcement learning, as a function of the the number of agents n. We prove a worstcase lower bound showing that algorithms that rely solely on a global reward signal to learn policies confront a fundamental limit: They require a number of real-world examples that scales roughly linearly in the number of agents. For settings of interest with a very large number of agents, this is impractical. We demonstrate, however, that there is a class of algorithms that, by taking advantage of local reward signals in large distributed Markov Decision Processes, are able to ensure good performance with a number of samples that scales as O(log n). This makes them applicable even in settings with a very large number of agents n.


Multi-Robot Negotiation: Approximating the Set of Subgame Perfect Equilibria in General-Sum Stochastic Games

Neural Information Processing Systems

In real-world planning problems, we must reason not only about our own goals, but about the goals of other agents with which we may interact. Often these agents' goals are neither completely aligned with our own nor directly opposed to them. Instead there are opportunities for cooperation: by joining forces, the agents can all achieve higher utility than they could separately. But, in order to cooperate, the agents must negotiate a mutually acceptable plan from among the many possible ones, and each agent must trust that the others will follow their parts of the deal. Research in multi-agent planning has often avoided the problem of making sure that all agents have an incentive to follow a proposed joint plan. On the other hand, while game theoretic algorithms handle incentives correctly, they often don't scale to large planning problems.


Computing Robust Counter-Strategies

Neural Information Processing Systems

Adaptation to other initially unknown agents often requires computing an effective counter-strategy. In the Bayesian paradigm, one must find a good counter-strategy to the inferred posterior of the other agents' behavior. In the experts paradigm, one may want to choose experts that are good counter-strategies to the other agents' expected behavior. In this paper we introduce a technique for computing robust counter-strategies for adaptation in multiagent scenarios under a variety of paradigms. The strategies can take advantage of a suspected tendency in the decisions of the other agents, while bounding the worst-case performance when the tendency is not observed.