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Efficient Communication via Self-supervised Information Aggregation for Online and Offline Multi-agent Reinforcement Learning

arXiv.org Artificial Intelligence

Utilizing messages from teammates can improve coordination in cooperative Multi-agent Reinforcement Learning (MARL). Previous works typically combine raw messages of teammates with local information as inputs for policy. However, neglecting message aggregation poses significant inefficiency for policy learning. Motivated by recent advances in representation learning, we argue that efficient message aggregation is essential for good coordination in cooperative MARL. In this paper, we propose Multi-Agent communication via Self-supervised Information Aggregation (MASIA), where agents can aggregate the received messages into compact representations with high relevance to augment the local policy. Specifically, we design a permutation invariant message encoder to generate common information-aggregated representation from messages and optimize it via reconstructing and shooting future information in a self-supervised manner. Hence, each agent would utilize the most relevant parts of the aggregated representation for decision-making by a novel message extraction mechanism. Furthermore, considering the potential of offline learning for real-world applications, we build offline benchmarks for multi-agent communication, which is the first as we know. Empirical results demonstrate the superiority of our method in both online and offline settings. We also release the built offline benchmarks in this paper as a testbed for communication ability validation to facilitate further future research.


AIIR-MIX: Multi-Agent Reinforcement Learning Meets Attention Individual Intrinsic Reward Mixing Network

arXiv.org Artificial Intelligence

Deducing the contribution of each agent and assigning the corresponding reward to them is a crucial problem in cooperative Multi-Agent Reinforcement Learning (MARL). Previous studies try to resolve the issue through designing an intrinsic reward function, but the intrinsic reward is simply combined with the environment reward by summation in these studies, which makes the performance of their MARL framework unsatisfactory. We propose a novel method named Attention Individual Intrinsic Reward Mixing Network (AIIR-MIX) in MARL, and the contributions of AIIR-MIX are listed as follows:(a) we construct a novel intrinsic reward network based on the attention mechanism to make teamwork more effective. (b) we propose a Mixing network that is able to combine intrinsic and extrinsic rewards non-linearly and dynamically in response to changing conditions of the environment. We compare AIIR-MIX with many State-Of-The-Art (SOTA) MARL methods on battle games in StarCraft II. And the results demonstrate that AIIR-MIX performs admirably and can defeat the current advanced methods on average test win rate. To validate the effectiveness of AIIR-MIX, we conduct additional ablation studies. The results show that AIIR-MIX can dynamically assign each agent a real-time intrinsic reward in accordance with their actual contribution.


Jointly Complementary&Competitive Influence Maximization with Concurrent Ally-Boosting and Rival-Preventing

arXiv.org Artificial Intelligence

In this paper, we propose a new influence spread model, namely, Complementary\&Competitive Independent Cascade (C$^2$IC) model. C$^2$IC model generalizes three well known influence model, i.e., influence boosting (IB) model, campaign oblivious (CO)IC model and the IC-N (IC model with negative opinions) model. This is the first model that considers both complementary and competitive influence spread comprehensively under multi-agent environment. Correspondingly, we propose the Complementary\&Competitive influence maximization (C$^2$IM) problem. Given an ally seed set and a rival seed set, the C$^2$IM problem aims to select a set of assistant nodes that can boost the ally spread and prevent the rival spread concurrently. We show the problem is NP-hard and can generalize the influence boosting problem and the influence blocking problem. With classifying the different cascade priorities into 4 cases by the monotonicity and submodularity (M\&S) holding conditions, we design 4 algorithms respectively, with theoretical approximation bounds provided. We conduct extensive experiments on real social networks and the experimental results demonstrate the effectiveness of the proposed algorithms. We hope this work can inspire abundant future exploration for constructing more generalized influence models that help streamline the works of this area.


Achieving Hierarchy-Free Approximation for Bilevel Programs With Equilibrium Constraints

arXiv.org Artificial Intelligence

In this paper, we develop an approximation scheme for solving bilevel programs with equilibrium constraints, which are generally difficult to solve. Among other things, calculating the first-order derivative in such a problem requires differentiation across the hierarchy, which is computationally intensive, if not prohibitive. To bypass the hierarchy, we propose to bound such bilevel programs, equivalent to multiple-followers Stackelberg games, with two new hierarchy-free problems: a $T$-step Cournot game and a $T$-step monopoly model. Since they are standard equilibrium or optimization problems, both can be efficiently solved via first-order methods. Importantly, we show that the bounds provided by these problems -- the upper bound by the $T$-step Cournot game and the lower bound by the $T$-step monopoly model -- can be made arbitrarily tight by increasing the step parameter $T$ for a wide range of problems. We prove that a small $T$ usually suffices under appropriate conditions to reach an approximation acceptable for most practical purposes. Eventually, the analytical insights are highlighted through numerical examples.


Learning Goal-based Movement via Motivational-based Models in Cognitive Mobile Robots

arXiv.org Artificial Intelligence

Humans have needs motivating their behavior according to intensity and context. However, we also create preferences associated with each action's perceived pleasure, which is susceptible to changes over time. This makes decision-making more complex, requiring learning to balance needs and preferences according to the context. To understand how this process works and enable the development of robots with a motivational-based learning model, we computationally model a motivation theory proposed by Hull. In this model, the agent (an abstraction of a mobile robot) is motivated to keep itself in a state of homeostasis. We added hedonic dimensions to see how preferences affect decision-making, and we employed reinforcement learning to train our motivated-based agents. We run three agents with energy decay rates representing different metabolisms in two different environments to see the impact on their strategy, movement, and behavior. The results show that the agent learned better strategies in the environment that enables choices more adequate according to its metabolism. The use of pleasure in the motivational mechanism significantly impacted behavior learning, mainly for slow metabolism agents. When survival is at risk, the agent ignores pleasure and equilibrium, hinting at how to behave in harsh scenarios.


Satisficing Paths and Independent Multi-Agent Reinforcement Learning in Stochastic Games

arXiv.org Artificial Intelligence

In multi-agent reinforcement learning (MARL), independent learners are those that do not observe the actions of other agents in the system. Due to the decentralization of information, it is challenging to design independent learners that drive play to equilibrium. This paper investigates the feasibility of using satisficing dynamics to guide independent learners to approximate equilibrium in stochastic games. For $\epsilon \geq 0$, an $\epsilon$-satisficing policy update rule is any rule that instructs the agent to not change its policy when it is $\epsilon$-best-responding to the policies of the remaining players; $\epsilon$-satisficing paths are defined to be sequences of joint policies obtained when each agent uses some $\epsilon$-satisficing policy update rule to select its next policy. We establish structural results on the existence of $\epsilon$-satisficing paths into $\epsilon$-equilibrium in both symmetric $N$-player games and general stochastic games with two players. We then present an independent learning algorithm for $N$-player symmetric games and give high probability guarantees of convergence to $\epsilon$-equilibrium under self-play. This guarantee is made using symmetry alone, leveraging the previously unexploited structure of $\epsilon$-satisficing paths.


Natural Language-conditioned Reinforcement Learning with Inside-out Task Language Development and Translation

arXiv.org Artificial Intelligence

Natural Language-conditioned reinforcement learning (RL) enables the agents to follow human instructions. Previous approaches generally implemented language-conditioned RL by providing human instructions in natural language (NL) and training a following policy. In this outside-in approach, the policy needs to comprehend the NL and manage the task simultaneously. However, the unbounded NL examples often bring much extra complexity for solving concrete RL tasks, which can distract policy learning from completing the task. To ease the learning burden of the policy, we investigate an inside-out scheme for natural language-conditioned RL by developing a task language (TL) that is task-related and unique. The TL is used in RL to achieve highly efficient and effective policy training. Besides, a translator is trained to translate NL into TL. We implement this scheme as TALAR (TAsk Language with predicAte Representation) that learns multiple predicates to model object relationships as the TL. Experiments indicate that TALAR not only better comprehends NL instructions but also leads to a better instruction-following policy that improves 13.4% success rate and adapts to unseen expressions of NL instruction. The TL can also be an effective task abstraction, naturally compatible with hierarchical RL.


AI in HCI Design and User Experience

arXiv.org Artificial Intelligence

The use of AI/ML capabilities for improving HCI/UX work and delivering better UX in solutions is becoming a trend (Abbas et al., 2022; Wu et al., 2019; Nikiforova et al., 2021) and creates many new opportunities for HCI/UX professionals (Holmquist, 2017; Yang et al., 2020). Some even speculate "AI/ML is the new UX" (Yang et al., 2018). Researchers proposed that AI can perform as an assistant, collaborator, researcher, or facilitator (Bertão & Joo, 2021; Main & Grierson, 2020). AI technology will change the role of designers in the design process and generate an opportunity for creative collaboration between AI and designers (McCormack et al., 2020). Also, companies are moving fast to adopt AI for improving customer experience (CX).


Differentiable Integrated Motion Prediction and Planning with Learnable Cost Function for Autonomous Driving

arXiv.org Artificial Intelligence

Predicting the future states of surrounding traffic participants and planning a safe, smooth, and socially compliant trajectory accordingly is crucial for autonomous vehicles. There are two major issues with the current autonomous driving system: the prediction module is often separated from the planning module and the cost function for planning is hard to specify and tune. To tackle these issues, we propose a differentiable integrated prediction-planning framework (DIPP) that can also learn the cost function from data. Specifically, our framework uses a differentiable nonlinear optimizer as the motion planner, which takes as input the predicted trajectories of surrounding agents given by the neural network and optimizes the trajectory for the autonomous vehicle, enabling all operations to be differentiable, including the cost function weights. The proposed framework is trained on a large-scale real-world driving dataset to imitate human driving trajectories in the entire driving scene and validated in both open-loop and closed-loop manners. The open-loop testing results reveal that the proposed method outperforms the baseline methods across a variety of metrics and delivers planning-centric prediction results, allowing the planning module to output trajectories close to those of human drivers. In closed-loop testing, the proposed method outperforms various baseline methods, showing the ability to handle complex urban driving scenarios and robustness against the distributional shift. Importantly, we find that joint training of planning and prediction modules achieves better performance than planning with a separate trained prediction module in both open-loop and closed-loop tests. Moreover, the ablation study indicates that the learnable components in the framework are essential to ensure planning stability and performance.


Distributed Planning with Asynchronous Execution with Local Navigation for Multi-agent Pickup and Delivery Problem

arXiv.org Artificial Intelligence

We propose a distributed planning method with asynchronous execution for multi-agent pickup and delivery (MAPD) problems for environments with occasional delays in agents' activities and flexible endpoints. MAPD is a crucial problem framework with many applications; however, most existing studies assume ideal agent behaviors and environments, such as a fixed speed of agents, synchronized movements, and a well-designed environment with many short detours for multiple agents to perform tasks easily. However, such an environment is often infeasible; for example, the moving speed of agents may be affected by weather and floor conditions and is often prone to delays. The proposed method can relax some infeasible conditions to apply MAPD in more realistic environments by allowing fluctuated speed in agents' actions and flexible working locations (endpoints). Our experiments showed that our method enables agents to perform MAPD in such an environment efficiently, compared to the baseline methods. We also analyzed the behaviors of agents using our method and discuss the limitations.