Agents
Mixed-Initiative Multiagent Apprenticeship Learning for Human Training of Robot Teams
Extending recent advances in Learning from Demonstration (LfD) frameworks to multi-robot settings poses critical challenges such as environment non-stationarity due to partial observability which is detrimental to the applicability of existing methods. Although prior work has shown that enabling communication among agents of a robot team can alleviate such issues, creating inter-agent communication under existing Multi-Agent LfD (MA-LfD) frameworks requires the human expert to provide demonstrations for both environment actions and communication actions, which necessitates an efficient communication strategy on a known message spaces. To address this problem, we propose Mixed-Initiative Multi-Agent Apprenticeship Learning (MixTURE). MixTURE enables robot teams to learn from a human expert-generated data a preferred policy to accomplish a collaborative task, while simultaneously learning emergent inter-agent communication to enhance team coordination. The key ingredient to MixTURE's success is automatically learning a communication policy, enhanced by a mutual-information maximizing reverse model that rationalizes the underlying expert demonstrations without the need for human generated data or an auxiliary reward function. MixTURE outperforms a variety of relevant baselines on diverse data generated by human experts in complex heterogeneous domains. MixTURE is the first MA-LfD framework to enable learning multi-robot collaborative policies directly from real human data, resulting in ~44% less human workload, and ~46% higher usability score.
RiskQ: Risk-sensitive Multi-Agent Reinforcement Learning Value Factorization
Multi-agent systems are characterized by environmental uncertainty, varying policies of agents, and partial observability, which result in significant risks. In the context of Multi-Agent Reinforcement Learning (MARL), learning coordinated and decentralized policies that are sensitive to risk is challenging. To formulate the coordination requirements in risk-sensitive MARL, we introduce the Risk-sensitive Individual-Global-Max (RIGM) principle as a generalization of the Individual-Global-Max (IGM) and Distributional IGM (DIGM) principles. This principle requires that the collection of risk-sensitive action selections of each agent should be equivalent to the risk-sensitive action selection of the central policy. Current MARL value factorization methods do not satisfy the RIGM principle for common risk metrics such as the Value at Risk (VaR) metric or distorted risk measurements. Therefore, we propose RiskQ to address this limitation, which models the joint return distribution by modeling quantiles of it as weighted quantile mixtures of per-agent return distribution utilities. RiskQ satisfies the RIGM principle for the VaR and distorted risk metrics. We show that RiskQ can obtain promising performance through extensive experiments.
OFCOURSE: A Multi-Agent Reinforcement Learning Environment for Order Fulfillment
The dramatic growth of global e-commerce has led to a surge in demand for efficient and cost-effective order fulfillment which can increase customers' service levels and sellers' competitiveness. However, managing order fulfillment is challenging due to a series of interdependent online sequential decision-making problems. To clear this hurdle, rather than solving the problems separately as attempted in some recent researches, this paper proposes a method based on multi-agent reinforcement learning to integratively solve the series of interconnected problems, encompassing order handling, packing and pickup, storage, order consolidation, and last-mile delivery. In particular, we model the integrated problem as a Markov game, wherein a team of agents learns a joint policy via interacting with a simulated environment. Since no simulated environment supporting the complete order fulfillment problem exists, we devise Order Fulfillment COoperative mUlti-agent Reinforcement learning Scalable Environment (OFCOURSE) in the OpenAI Gym style, which allows reproduction and re-utilization to build customized applications. By constructing the fulfillment system in OFCOURSE, we optimize a joint policy that solves the integrated problem, facilitating sequential order-wise operations across all fulfillment units and minimizing the total cost of fulfilling all orders within the promised time. With OFCOURSE, we also demonstrate that the joint policy learned by multi-agent reinforcement learning outperforms the combination of locally optimal policies.
Combinatorial Group Testing with Selfish Agents
We study the Combinatorial Group Testing (CGT) problem in a novel game-theoretic framework, with a solution concept of Adversarial Equilibrium (AE). In this new framework, we have $n$ selfish agents corresponding to the elements of the universe $[n] =\{0,1,\ldots,n-1\}$ and a hidden set $K \subseteq [n]$ of active agents of size $|K| = k \ll n$. In each round of the game, each active agent decides if it is present in a query $Q \subseteq [n]$, and all agents receive feedback on $Q \cap K$. The goal of each active agent is to assure that its id could be learned from the feedback as early as possible. We present a comprehensive set of results in this new game, where we design and analyze adaptive algorithmic strategies of agents which are AE's. In particular, if $k$ is known to the agents, then we design adaptive AE strategies with provably near optimal learning time of $O(k \log(n/k))$. In the case of unknown $k$, we design an adaptive AE strategies with learning time of order $n^k$, and we prove a lower bound of $\Omega(n)$ on the learning time of any such algorithmic strategies. This shows a strong separations between the two models of known and unknown $k$, as well as between the classic CGT, i.e., without selfish agents, and our game theoretic CGT model.
Exponential Lower Bounds for Fictitious Play in Potential Games
Fictitious Play (FP) is a simple and natural dynamic for repeated play with many applications in game theory and multi-agent reinforcement learning. It was introduced by Brown and its convergence properties for two-player zero-sum games was established later by Robinson. Potential games [Monderer and Shapley 1996] is another class of games which exhibit the FP property [Monderer and Shapley 1996], i.e., FP dynamics converges to a Nash equilibrium if all agents follows it.
Multi-agent Performative Prediction with Greedy Deployment and Consensus Seeking Agents
We consider a scenario where multiple agents are learning a common decision vector from data which can be influenced by the agents' decisions. This leads to the problem of multi-agent performative prediction (Multi-PfD). In this paper, we formulate Multi-PfD as a decentralized optimization problem that minimizes a sum of loss functions, where each loss function is based on a distribution influenced by the local decision vector. We first prove the necessary and sufficient condition for the Multi-PfD problem to admit a unique multi-agent performative stable (Multi-PS) solution. We show that enforcing consensus leads to a laxer condition for existence of Multi-PS solution with respect to the distributions' sensitivities, compared to the single agent case. Then, we study a decentralized extension to the greedy deployment scheme [Mendler-Dünner et al., 2020], called the DSGD-GD scheme. We show that DSGD-GD converges to the Multi-PS solution and analyze its non asymptotic convergence rate.
Finding Friend and Foe in Multi-Agent Games
Recent breakthroughs in AI for multi-agent games like Go, Poker, and Dota, have seen great strides in recent years. Yet none of these games address the real-life challenge of cooperation in the presence of unknown and uncertain teammates. This challenge is a key game mechanism in hidden role games. Here we develop the DeepRole algorithm, a multi-agent reinforcement learning agent that we test on The Resistance: Avalon, the most popular hidden role game. DeepRole combines counterfactual regret minimization (CFR) with deep value networks trained through self-play.
Incremental Scene Synthesis
We present a method to incrementally generate complete 2D or 3D scenes with the following properties: (a) it is globally consistent at each step according to a learned scene prior, (b) real observations of a scene can be incorporated while observing global consistency, (c) unobserved regions can be hallucinated locally in consistence with previous observations, hallucinations and global priors, and (d) hallucinations are statistical in nature, i.e., different scenes can be generated from the same observations. To achieve this, we model the virtual scene, where an active agent at each step can either perceive an observed part of the scene or generate a local hallucination. The latter can be interpreted as the agent's expectation at this step through the scene and can be applied to autonomous navigation.
Semi-Supervised Generative Models for Multiagent Trajectories
Analyzing the spatiotemporal behavior of multiple agents is of great interest to many communities. Existing probabilistic models in this realm are formalized either in an unsupervised framework, where the latent space is described by discrete or continuous variables, or in a supervised framework, where weakly preserved labels add explicit information to continuous latent representations. To overcome inherent limitations, we propose a novel objective function for processing multi-agent trajectories based on semi-supervised variational autoencoders, where equivariance and interaction of agents are captured via customized graph networks. The resulting architecture disentangles discrete and continuous latent effects and provides a natural solution for injecting expensive domain knowledge into interactive sequential systems. Empirically, our model not only outperforms various state-of-the-art baselines in trajectory forecasting, but also learns to effectively leverage unsupervised multi-agent sequences for classification tasks on interactive real-world sports datasets.
Value Propagation for Decentralized Networked Deep Multi-agent Reinforcement Learning
We consider the networked multi-agent reinforcement learning (MARL) problem in a fully decentralized setting, where agents learn to coordinate to achieve joint success. This problem is widely encountered in many areas including traffic control, distributed control, and smart grids. We assume each agent is located at a node of a communication network and can exchange information only with its neighbors. Using softmax temporal consistency, we derive a primal-dual decentralized optimization method and obtain a principled and data-efficient iterative algorithm named {\em value propagation}. We prove a non-asymptotic convergence rate of $\mathcal{O}(1/T)$ with nonlinear function approximation. To the best of our knowledge, it is the first MARL algorithm with a convergence guarantee in the control, off-policy, non-linear function approximation, fully decentralized setting.