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Improving Quantal Cognitive Hierarchy Model Through Iterative Population Learning

arXiv.org Artificial Intelligence

In domains where agents interact strategically, game theory is applied widely to predict how agents would behave. However, game-theoretic predictions are based on the assumption that agents are fully rational and believe in equilibrium plays, which unfortunately are mostly not true when human decision makers are involved. To address this limitation, a number of behavioral game-theoretic models are defined to account for the limited rationality of human decision makers. The "quantal cognitive hierarchy" (QCH) model, which is one of the more recent models, is demonstrated to be the state-of-art model for predicting human behaviors in normal-form games. The QCH model assumes that agents in games can be both non-strategic (level-0) and strategic (level-$k$). For level-0 agents, they choose their strategies irrespective of other agents. For level-$k$ agents, they assume that other agents would be behaving at levels less than $k$ and best respond against them. However, an important assumption of the QCH model is that the distribution of agents' levels follows a Poisson distribution. In this paper, we relax this assumption and design a learning-based method at the population level to iteratively estimate the empirical distribution of agents' reasoning levels. By using a real-world dataset from the Swedish lowest unique positive integer game, we demonstrate how our refined QCH model and the iterative solution-seeking process can be used in providing a more accurate behavioral model for agents. This leads to better performance in fitting the real data and allows us to track an agent's progress in learning to play strategically over multiple rounds.


Permutation-Invariant Set Autoencoders with Fixed-Size Embeddings for Multi-Agent Learning

arXiv.org Artificial Intelligence

The problem of permutation-invariant learning over set representations is particularly relevant in the field of multi-agent systems -- a few potential applications include unsupervised training of aggregation functions in graph neural networks (GNNs), neural cellular automata on graphs, and prediction of scenes with multiple objects. Yet existing approaches to set encoding and decoding tasks present a host of issues, including non-permutation-invariance, fixed-length outputs, reliance on iterative methods, non-deterministic outputs, computationally expensive loss functions, and poor reconstruction accuracy. In this paper we introduce a Permutation-Invariant Set Autoencoder (PISA), which tackles these problems and produces encodings with significantly lower reconstruction error than existing baselines. PISA also provides other desirable properties, including a similarity-preserving latent space, and the ability to insert or remove elements from the encoding. After evaluating PISA against baseline methods, we demonstrate its usefulness in a multi-agent application. Using PISA as a subcomponent, we introduce a novel GNN architecture which serves as a generalised communication scheme, allowing agents to use communication to gain full observability of a system.


3D Trajectory Planning for UAV-based Search Missions: An Integrated Assessment and Search Planning Approach

arXiv.org Artificial Intelligence

The ability to efficiently plan and execute search missions in challenging and complex environments during natural and man-made disasters is imperative. In many emergency situations, precise navigation between obstacles and time-efficient searching around 3D structures is essential for finding survivors. In this work we propose an integrated assessment and search planning approach which allows an autonomous UAV (unmanned aerial vehicle) agent to plan and execute collision-free search trajectories in 3D environments. More specifically, the proposed search-planning framework aims to integrate and automate the first two phases (i.e., the assessment phase and the search phase) of a traditional search-and-rescue (SAR) mission. In the first stage, termed assessment-planning we aim to find a high-level assessment plan which the UAV agent can execute in order to visit a set of points of interest. The generated plan of this stage guides the UAV to fly over the objects of interest thus providing a first assessment of the situation at hand. In the second stage, termed search-planning, the UAV trajectory is further fine-tuned to allow the UAV to search in 3D (i.e., across all faces) the objects of interest for survivors. The performance of the proposed approach is demonstrated through extensive simulation analysis.


Dynamic Regret Analysis of Safe Distributed Online Optimization for Convex and Non-convex Problems

arXiv.org Artificial Intelligence

This paper addresses safe distributed online optimization over an unknown set of linear safety constraints. A network of agents aims at jointly minimizing a global, time-varying function, which is only partially observable to each individual agent. Therefore, agents must engage in local communications to generate a safe sequence of actions competitive with the best minimizer sequence in hindsight, and the gap between the two sequences is quantified via dynamic regret. We propose distributed safe online gradient descent (D-Safe-OGD) with an exploration phase, where all agents estimate the constraint parameters collaboratively to build estimated feasible sets, ensuring the action selection safety during the optimization phase. We prove that for convex functions, D-Safe-OGD achieves a dynamic regret bound of $O(T^{2/3} \sqrt{\log T} + T^{1/3}C_T^*)$, where $C_T^*$ denotes the path-length of the best minimizer sequence. We further prove a dynamic regret bound of $O(T^{2/3} \sqrt{\log T} + T^{2/3}C_T^*)$ for certain non-convex problems, which establishes the first dynamic regret bound for a safe distributed algorithm in the non-convex setting.


Crowd simulation incorporating a route choice model and similarity evaluation using real large-scale data

arXiv.org Artificial Intelligence

Modeling and simulation approaches that express crowd movement with mathematical models are widely and actively studied to understand crowd movement and resolve crowd accidents. Existing literature on crowd modeling focuses on only the decision-making of walking behavior. However, the decision-making of route choice, which is a higher-level decision, should also be modeled for constructing more practical simulations. Furthermore, the reproducibility evaluation of the crowd simulation incorporating the route choice model using real data is insufficient. Therefore, we generalize and propose a crowd simulation framework that includes actual crowd movement measurements, route choice model estimation, and crowd simulator construction. We use the Discrete choice model as the route choice model and the Social force model as the walking model. In experiments, we measure crowd movements during an evacuation drill in a theater and a firework event where tens of thousands of people moved and prove that the crowd simulation incorporating the route choice model can reproduce the real large-scale crowd movement more accurately.


Concept Learning for Interpretable Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Multi-agent robotic systems are increasingly operating in real-world environments in close proximity to humans, yet are largely controlled by policy models with inscrutable deep neural network representations. We introduce a method for incorporating interpretable concepts from a domain expert into models trained through multi-agent reinforcement learning, by requiring the model to first predict such concepts then utilize them for decision making. This allows an expert to both reason about the resulting concept policy models in terms of these high-level concepts at run-time, as well as intervene and correct mispredictions to improve performance. We show that this yields improved interpretability and training stability, with benefits to policy performance and sample efficiency in a simulated and real-world cooperative-competitive multi-agent game.


Multi-Agent Reinforcement Learning for Adaptive Mesh Refinement

arXiv.org Artificial Intelligence

Adaptive mesh refinement (AMR) is necessary for efficient finite element simulations of complex physical phenomenon, as it allocates limited computational budget based on the need for higher or lower resolution, which varies over space and time. We present a novel formulation of AMR as a fully-cooperative Markov game, in which each element is an independent agent who makes refinement and de-refinement choices based on local information. We design a novel deep multi-agent reinforcement learning (MARL) algorithm called Value Decomposition Graph Network (VDGN), which solves the two core challenges that AMR poses for MARL: posthumous credit assignment due to agent creation and deletion, and unstructured observations due to the diversity of mesh geometries. For the first time, we show that MARL enables anticipatory refinement of regions that will encounter complex features at future times, thereby unlocking entirely new regions of the error-cost objective landscape that are inaccessible by traditional methods based on local error estimators. Comprehensive experiments show that VDGN policies significantly outperform error threshold-based policies in global error and cost metrics. We show that learned policies generalize to test problems with physical features, mesh geometries, and longer simulation times that were not seen in training. We also extend VDGN with multi-objective optimization capabilities to find the Pareto front of the tradeoff between cost and error.


Emergent Graphical Conventions in a Visual Communication Game

arXiv.org Artificial Intelligence

Humans communicate with graphical sketches apart from symbolic languages (Fay et al., 2014). Primarily focusing on the latter, recent studies of emergent communication (Lazaridou and Baroni, 2020) overlook the sketches; they do not account for the evolution process through which symbolic sign systems emerge in the trade-off between iconicity and symbolicity. In this work, we take the very first step to model and simulate this process via two neural agents playing a visual communication game; the sender communicates with the receiver by sketching on a canvas. We devise a novel reinforcement learning method such that agents are evolved jointly towards successful communication and abstract graphical conventions. To inspect the emerged conventions, we define three fundamental properties--iconicity, symbolicity, and semanticity--and design evaluation methods accordingly. Our experimental results under different controls are consistent with the observation in studies of human graphical conventions (Hawkins et al., 2019; Fay et al., 2010). Of note, we find that evolved sketches can preserve the continuum of semantics (Mikolov et al., 2013) under proper environmental pressures. More interestingly, co-evolved agents can switch between conventionalized and iconic communication based on their familiarity with referents. We hope the present research can pave the path for studying emergent communication with the modality of sketches.


Fundamental Bounds on Online Strategic Classification

arXiv.org Artificial Intelligence

We study the problem of online binary classification where strategic agents can manipulate their observable features in predefined ways, modeled by a manipulation graph, in order to receive a positive classification. We show this setting differs in fundamental ways from non-strategic online classification. For instance, whereas in the non-strategic case, a mistake bound of $\ln|H|$ is achievable via the halving algorithm when the target function belongs to a known class $H$, we show that no deterministic algorithm can achieve a mistake bound $o(\Delta)$ in the strategic setting, where $\Delta$ is the maximum degree of the manipulation graph (even when $|H|=O(\Delta)$). We obtain an algorithm achieving mistake bound $O(\Delta\ln|H|)$. We also extend this to the agnostic setting and obtain an algorithm with a $\Delta$ multiplicative regret, and we show no deterministic algorithm can achieve $o(\Delta)$ multiplicative regret. Next, we study two randomized models based on whether the random choices are made before or after agents respond, and show they exhibit fundamental differences. In the first model, at each round the learner deterministically chooses a probability distribution over classifiers inducing expected values on each vertex (probabilities of being classified as positive), which the strategic agents respond to. We show that any learner in this model has to suffer linear regret. On the other hand, in the second model, while the adversary who selects the next agent must respond to the learner's probability distribution over classifiers, the agent then responds to the actual hypothesis classifier drawn from this distribution. Surprisingly, we show this model is more advantageous to the learner, and we design randomized algorithms that achieve sublinear regret bounds against both oblivious and adaptive adversaries.


Single-Peaked Jump Schelling Games

arXiv.org Artificial Intelligence

Schelling games model the wide-spread phenomenon of residential segregation in metropolitan areas from a game-theoretic point of view. In these games agents of different types each strategically select a node on a given graph that models the residential area to maximize their individual utility. The latter solely depends on the types of the agents on neighboring nodes and it has been a standard assumption to consider utility functions that are monotone in the number of same-type neighbors. This simplifying assumption has recently been challenged since sociological poll results suggest that real-world agents actually favor diverse neighborhoods. We contribute to the recent endeavor of investigating residential segregation models with realistic agent behavior by studying Jump Schelling Games with agents having a single-peaked utility function. In such games, there are empty nodes in the graph and agents can strategically jump to such nodes to improve their utility. We investigate the existence of equilibria and show that they exist under specific conditions. Contrasting this, we prove that even on simple topologies like paths or rings such stable states are not guaranteed to exist. Regarding the game dynamics, we show that improving response cycles exist independently of the position of the peak in the utility function. Moreover, we show high almost tight bounds on the Price of Anarchy and the Price of Stability with respect to the recently proposed degree of integration, which counts the number of agents with a diverse neighborhood and which serves as a proxy for measuring the segregation strength. Last but not least, we show that computing a beneficial state with high integration is NP-complete and, as a novel conceptual contribution, we also show that it is NP-hard to decide if an equilibrium state can be found via improving response dynamics starting from a given initial state.