Agents
Multiagent Reinforcement Learning for Autonomous Routing and Pickup Problem with Adaptation to Variable Demand
Garces, Daniel, Bhattacharya, Sushmita, Gil, Stephanie, Bertsekas, Dimitri
We derive a learning framework to generate routing/pickup policies for a fleet of autonomous vehicles tasked with servicing stochastically appearing requests on a city map. We focus on policies that 1) give rise to coordination amongst the vehicles, thereby reducing wait times for servicing requests, 2) are non-myopic, and consider a-priori potential future requests, 3) can adapt to changes in the underlying demand distribution. Specifically, we are interested in policies that are adaptive to fluctuations of actual demand conditions in urban environments, such as on-peak vs. off-peak hours. We achieve this through a combination of (i) an online play algorithm that improves the performance of an offline-trained policy, and (ii) an offline approximation scheme that allows for adapting to changes in the underlying demand model. In particular, we achieve adaptivity of our learned policy to different demand distributions by quantifying a region of validity using the q-valid radius of a Wasserstein Ambiguity Set. We propose a mechanism for switching the originally trained offline approximation when the current demand is outside the original validity region. In this case, we propose to use an offline architecture, trained on a historical demand model that is closer to the current demand in terms of Wasserstein distance. We learn routing and pickup policies over real taxicab requests in San Francisco with high variability between on-peak and off-peak hours, demonstrating the ability of our method to adapt to real fluctuation in demand distributions. Our numerical results demonstrate that our method outperforms alternative rollout-based reinforcement learning schemes, as well as other classical methods from operations research.
Agent-based Simulation for Online Mental Health Matching
Liu, Yuhan, Fang, Anna, Moriarty, Glen, Kraut, Robert, Zhu, Haiyi
Online mental health communities (OMHCs) are an effective and accessible channel to give and receive social support for individuals with mental and emotional issues. However, a key challenge on these platforms is finding suitable partners to interact with given that mechanisms to match users are currently underdeveloped. In this paper, we collaborate with one of the world's largest OMHC to develop an agent-based simulation framework and explore the trade-offs in different matching algorithms. The simulation framework allows us to compare current mechanisms and new algorithmic matching policies on the platform, and observe their differing effects on a variety of outcome metrics. Our findings include that usage of the deferred-acceptance algorithm can significantly better the experiences of support-seekers in one-on-one chats while maintaining low waiting time. We note key design considerations that agent-based modeling reveals in the OMHC context, including the potential benefits of algorithmic matching on marginalized communities.
A Survey of Demonstration Learning
Correia, André, Alexandre, Luís A.
With the fast improvement of machine learning, reinforcement learning (RL) has been used to automate human tasks in different areas. However, training such agents is difficult and restricted to expert users. Moreover, it is mostly limited to simulation environments due to the high cost and safety concerns of interactions in the real world. Demonstration Learning is a paradigm in which an agent learns to perform a task by imitating the behavior of an expert shown in demonstrations. It is a relatively recent area in machine learning, but it is gaining significant traction due to having tremendous potential for learning complex behaviors from demonstrations. Learning from demonstration accelerates the learning process by improving sample efficiency, while also reducing the effort of the programmer. Due to learning without interacting with the environment, demonstration learning would allow the automation of a wide range of real world applications such as robotics and healthcare. This paper provides a survey of demonstration learning, where we formally introduce the demonstration problem along with its main challenges and provide a comprehensive overview of the process of learning from demonstrations from the creation of the demonstration data set, to learning methods from demonstrations, and optimization by combining demonstration learning with different machine learning methods. We also review the existing benchmarks and identify their strengths and limitations. Additionally, we discuss the advantages and disadvantages of the paradigm as well as its main applications. Lastly, we discuss our perspective on open problems and research directions for this rapidly growing field.
Fair Healthcare Rationing to Maximize Dynamic Utilities
Ganesh, Aadityan, Nimbhorkar, Prajakta, Ghosal, Pratik, HV, Vishwa Prakash
Allocation of scarce healthcare resources under limited logistic and infrastructural facilities is a major issue in the modern society. We consider the problem of allocation of healthcare resources like vaccines to people or hospital beds to patients in an online manner. Our model takes into account the arrival of resources on a day-to-day basis, different categories of agents, the possible unavailability of agents on certain days, and the utility associated with each allotment as well as its variation over time. We propose a model where priorities for various categories are modelled in terms of utilities of agents. We give online and offline algorithms to compute an allocation that respects eligibility of agents into different categories, and incentivizes agents not to hide their eligibility for some category. The offline algorithm gives an optimal allocation while the on-line algorithm gives an approximation to the optimal allocation in terms of total utility. Our algorithms are efficient, and maintain fairness among different categories of agents. Our models have applications in other areas like refugee settlement and visa allocation. We evaluate the performance of our algorithms on real-life and synthetic datasets. The experimental results show that the online algorithm is fast and performs better than the given theoretical bound in terms of total utility. Moreover, the experimental results confirm that our utility-based model correctly captures the priorities of categories
Imitating Graph-Based Planning with Goal-Conditioned Policies
Kim, Junsu, Seo, Younggyo, Ahn, Sungsoo, Son, Kyunghwan, Shin, Jinwoo
Recently, graph-based planning algorithms have gained much attention to solve goal-conditioned reinforcement learning (RL) tasks: they provide a sequence of subgoals to reach the target-goal, and the agents learn to execute subgoal-conditioned policies. However, the sample-efficiency of such RL schemes still remains a challenge, particularly for long-horizon tasks. To address this issue, we present a simple yet effective self-imitation scheme which distills a subgoal-conditioned policy into the target-goal-conditioned policy. Our intuition here is that to reach a target-goal, an agent should pass through a subgoal, so target-goal- and subgoal- conditioned policies should be similar to each other. We also propose a novel scheme of stochastically skipping executed subgoals in a planned path, which further improves performance. Unlike prior methods that only utilize graph-based planning in an execution phase, our method transfers knowledge from a planner along with a graph into policy learning. We empirically show that our method can significantly boost the sample-efficiency of the existing goal-conditioned RL methods under various long-horizon control tasks.
Symmetric (Optimistic) Natural Policy Gradient for Multi-agent Learning with Parameter Convergence
Pattathil, Sarath, Zhang, Kaiqing, Ozdaglar, Asuman
Multi-agent interactions are increasingly important in the context of reinforcement learning, and the theoretical foundations of policy gradient methods have attracted surging research interest. We investigate the global convergence of natural policy gradient (NPG) algorithms in multi-agent learning. We first show that vanilla NPG may not have parameter convergence, i.e., the convergence of the vector that parameterizes the policy, even when the costs are regularized (which enabled strong convergence guarantees in the policy space in the literature). This non-convergence of parameters leads to stability issues in learning, which becomes especially relevant in the function approximation setting, where we can only operate on low-dimensional parameters, instead of the high-dimensional policy. We then propose variants of the NPG algorithm, for several standard multi-agent learning scenarios: two-player zero-sum matrix and Markov games, and multi-player monotone games, with global last-iterate parameter convergence guarantees. We also generalize the results to certain function approximation settings. Note that in our algorithms, the agents take symmetric roles. Our results might also be of independent interest for solving nonconvex-nonconcave minimax optimization problems with certain structures. Simulations are also provided to corroborate our theoretical findings.
Team Coordination on Graphs with State-Dependent Edge Cost
Oughourli, Sara, Limbu, Manshi, Hu, Zechen, Wang, Xuan, Xiao, Xuesu, Shishika, Daigo
This paper studies a team coordination problem in a graph environment. Specifically, we incorporate "support" action which an agent can take to reduce the cost for its teammate to traverse some edges that have higher costs otherwise. Due to this added feature, the graph traversal is no longer a standard multi-agent path planning problem. To solve this new problem, we propose a novel formulation by posing it as a planning problem in the joint state space: the joint state graph (JSG). Since the edges of JSG implicitly incorporate the support actions taken by the agents, we are able to now optimize the joint actions by solving a standard single-agent path planning problem in JSG. One main drawback of this approach is the curse of dimensionality in both the number of agents and the size of the graph. To improve scalability in graph size, we further propose a hierarchical decomposition method to perform path planning in two levels. We provide complexity analysis as well as a statistical analysis to demonstrate the efficiency of our algorithm.
Scalable Multi-Agent Lab Framework for Lab Optimization
Kusne, A. Gilad, McDannald, Austin
Autonomous materials research systems allow scientists to fail smarter, learn faster, and spend less resources in their studies. As these systems grow in number, capability, and complexity, a new challenge arises - how will they work together across large facilities? We explore one solution to this question - a multi-agent laboratory control frame-work. We demonstrate this framework with an autonomous material science lab in mind - where information from diverse research campaigns can be combined to ad-dress the scientific question at hand. This framework can 1) account for realistic resource limits such as equipment use, 2) allow for machine learning agents with diverse learning capabilities and goals capable of running re-search campaigns, and 3) facilitate multi-agent collaborations and teams. The framework is dubbed the MULTI-agent auTonomous fAcilities - a Scalable frameworK aka MULTITASK. MULTITASK makes possible facility-wide simulations, including agent-instrument and agent-agent interactions. Through MULTITASK's modularity, real-world facilities can come on-line in phases, with simulated instruments gradually replaced by real-world instruments. We hope MULTITASK opens new areas of study in large-scale autonomous and semi-autonomous research campaigns and facilities.
Improving Human-Robot Collaboration via Computational Design
When robots entered our day-to-day life, the shared space surrounding humans and robots is critical for effective Human-Robot collaboration. The design of shared space should satisfy humans' preferences and robots' efficiency. This work uses kitchen design as an example to illustrate the importance of good space design in facilitating such collaboration. Given the kitchen boundary, counters, and recipes, the proposed method computes the optimal placement of counters that meet the requirement of kitchen design rules and improve Human-Robot collaboration. The key technical challenge is that the optimization method usually evaluates thousands of designs and the computational cost of motion planning, which is part of the evaluation function, is expensive. We use a decentralized motion planner that can solve multi-agent motion planning efficiently. Our results indicate that optimized kitchen designs can provide noticeable performance improvement to Human-Robot collaboration.
CLIP4MC: An RL-Friendly Vision-Language Model for Minecraft
Ding, Ziluo, Luo, Hao, Li, Ke, Yue, Junpeng, Huang, Tiejun, Lu, Zongqing
One of the essential missions in the AI research community is to build an autonomous embodied agent that can attain high-level performance across a wide spectrum of tasks. However, acquiring reward/penalty in all open-ended tasks is unrealistic, making the Reinforcement Learning (RL) training procedure impossible. In this paper, we propose a novel cross-modal contrastive learning framework architecture, CLIP4MC, aiming to learn an RL-friendly vision-language model that serves as a reward function for open-ended tasks. Therefore, no further task-specific reward design is needed. Intuitively, it is more reasonable for the model to address the similarity between the video snippet and the language prompt at both the action and entity levels. To this end, a motion encoder is proposed to capture the motion embeddings across different intervals. The correlation scores are then used to construct the auxiliary reward signal for RL agents. Moreover, we construct a neat YouTube dataset based on the large-scale YouTube database provided by MineDojo. Specifically, two rounds of filtering operations guarantee that the dataset covers enough essential information and that the video-text pair is highly correlated. Empirically, we show that the proposed method achieves better performance on RL tasks compared with baselines.