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Distributed Multi-Agent Reinforcement Learning Based on Graph-Induced Local Value-Functions

arXiv.org Artificial Intelligence

Achieving distributed reinforcement learning (RL) for large-scale cooperative multi-agent systems (MASs) is challenging because: (i) each agent has access to only limited information; (ii) issues on convergence or computational complexity emerge due to the curse of dimensionality. In this paper, we propose a general computationally efficient distributed framework for cooperative multi-agent reinforcement learning (MARL) by utilizing the structures of graphs involved in this problem. We introduce three coupling graphs describing three types of inter-agent couplings in MARL, namely, the state graph, the observation graph and the reward graph. By further considering a communication graph, we propose two distributed RL approaches based on local value-functions derived from the coupling graphs. The first approach is able to reduce sample complexity significantly under specific conditions on the aforementioned four graphs. The second approach provides an approximate solution and can be efficient even for problems with dense coupling graphs. Here there is a trade-off between minimizing the approximation error and reducing the computational complexity. Simulations show that our RL algorithms have a significantly improved scalability to large-scale MASs compared with centralized and consensus-based distributed RL algorithms.


On the Computational Complexity of Ethics: Moral Tractability for Minds and Machines

arXiv.org Artificial Intelligence

Why should moral philosophers, moral psychologists, and machine ethicists care about computational complexity? Debates on whether artificial intelligence (AI) can or should be used to solve problems in ethical domains have mainly been driven by what AI can or cannot do in terms of human capacities. In this paper, we tackle the problem from the other end by exploring what kind of moral machines are possible based on what computational systems can or cannot do. To do so, we analyze normative ethics through the lens of computational complexity. First, we introduce computational complexity for the uninitiated reader and discuss how the complexity of ethical problems can be framed within Marr's three levels of analysis. We then study a range of ethical problems based on consequentialism, deontology, and virtue ethics, with the aim of elucidating the complexity associated with the problems themselves (e.g., due to combinatorics, uncertainty, strategic dynamics), the computational methods employed (e.g., probability, logic, learning), and the available resources (e.g., time, knowledge, learning). The results indicate that most problems the normative frameworks pose lead to tractability issues in every category analyzed. Our investigation also provides several insights about the computational nature of normative ethics, including the differences between rule- and outcome-based moral strategies, and the implementation-variance with regard to moral resources. We then discuss the consequences complexity results have for the prospect of moral machines in virtue of the trade-off between optimality and efficiency. Finally, we elucidate how computational complexity can be used to inform both philosophical and cognitive-psychological research on human morality by advancing the Moral Tractability Thesis (MTT).


Efficient Planning in Combinatorial Action Spaces with Applications to Cooperative Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

A practical challenge in reinforcement learning are combinatorial action spaces that make planning computationally demanding. For example, in cooperative multi-agent reinforcement learning, a potentially large number of agents jointly optimize a global reward function, which leads to a combinatorial blow-up in the action space by the number of agents. As a minimal requirement, we assume access to an argmax oracle that allows to efficiently compute the greedy policy for any Q-function in the model class. Building on recent work in planning with local access to a simulator and linear function approximation, we propose efficient algorithms for this setting that lead to polynomial compute and query complexity in all relevant problem parameters. For the special case where the feature decomposition is additive, we further improve the bounds and extend the results to the kernelized setting with an efficient algorithm.


Goal Alignment: A Human-Aware Account of Value Alignment Problem

arXiv.org Artificial Intelligence

Value alignment problems arise in scenarios where the specified objectives of an AI agent don't match the true underlying objective of its users. The problem has been widely argued to be one of the central safety problems in AI. Unfortunately, most existing works in value alignment tend to focus on issues that are primarily related to the fact that reward functions are an unintuitive mechanism to specify objectives. However, the complexity of the objective specification mechanism is just one of many reasons why the user may have misspecified their objective. A foundational cause for misalignment that is being overlooked by these works is the inherent asymmetry in human expectations about the agent's behavior and the behavior generated by the agent for the specified objective. To address this lacuna, we propose a novel formulation for the value alignment problem, named goal alignment that focuses on a few central challenges related to value alignment. In doing so, we bridge the currently disparate research areas of value alignment and human-aware planning. Additionally, we propose a first-of-its-kind interactive algorithm that is capable of using information generated under incorrect beliefs about the agent, to determine the true underlying goal of the user.


Temporal Video-Language Alignment Network for Reward Shaping in Reinforcement Learning

arXiv.org Artificial Intelligence

Abstract-- Designing appropriate reward functions for Reinforcement Learning (RL) approaches has been a significant problem, especially for complex environments such as Atari games. Utilizing natural language instructions to provide intermediate rewards to RL agents in a process known as reward shaping can help the agent in reaching the goal state faster. In this work, we propose a natural language-based reward shaping approach that maps trajectories from the Montezuma's Revenge game environment to corresponding natural language instructions using an extension of the LanguagE-Action Reward Network (LEARN) framework. These trajectory-language mappings are further used to generate intermediate rewards which are integrated into reward functions that can be utilized to learn an optimal policy for any standard RL algorithms. For a set of 15 tasks from Atari's Montezuma's Revenge game, the Ext-LEARN approach leads to the successful completion of tasks more often on average than the reward shaping approach that uses the LEARN framework and performs even better than the reward shaping framework without natural languagebased rewards. Reinforcement Learning (RL) has been used extensively in games with promising results in terms of performance. RL algorithms utilize the concepts of rewards (positive or negative reinforcements) to help agents in learning to optimize their behaviors in an environment with which they interact. Subsequently, RL has been successfully implemented in complex environments such as Atari games [1]. However, defining reward functions has been the most significant challenge in RL, especially while scaling RL algorithms for real-world applications with large state spaces.


Learning Interaction-aware Motion Prediction Model for Decision-making in Autonomous Driving

arXiv.org Artificial Intelligence

Predicting the behaviors of other road users is crucial to safe and intelligent decision-making for autonomous vehicles (AVs). However, most motion prediction models ignore the influence of the AV's actions and the planning module has to treat other agents as unalterable moving obstacles. To address this problem, this paper proposes an interaction-aware motion prediction model that is able to predict other agents' future trajectories according to the ego agent's future plan, i.e., their reactions to the ego's actions. Specifically, we employ Transformers to effectively encode the driving scene and incorporate the AV's plan in decoding the predicted trajectories. To train the model to accurately predict the reactions of other agents, we develop an online learning framework, where the ego agent explores the environment and collects other agents' reactions to itself. We validate the decision-making and learning framework in three highly interactive simulated driving scenarios. The results reveal that our decision-making method significantly outperforms the reinforcement learning methods in terms of data efficiency and performance. We also find that using the interaction-aware model can bring better performance than the non-interaction-aware model and the exploration process helps improve the success rate in testing.


Learning Graph-Enhanced Commander-Executor for Multi-Agent Navigation

arXiv.org Artificial Intelligence

This paper investigates the multi-agent navigation problem, which requires multiple agents to reach the target goals in a limited time. Multi-agent reinforcement learning (MARL) has shown promising results for solving this issue. However, it is inefficient for MARL to directly explore the (nearly) optimal policy in the large search space, which is exacerbated as the agent number increases (e.g., 10+ agents) or the environment is more complex (e.g., 3D simulator). Goal-conditioned hierarchical reinforcement learning (HRL) provides a promising direction to tackle this challenge by introducing a hierarchical structure to decompose the search space, where the low-level policy predicts primitive actions in the guidance of the goals derived from the high-level policy. In this paper, we propose Multi-Agent Graph-Enhanced Commander-Executor (MAGE-X), a graph-based goal-conditioned hierarchical method for multi-agent navigation tasks. MAGE-X comprises a high-level Goal Commander and a low-level Action Executor. The Goal Commander predicts the probability distribution of goals and leverages them to assign each agent the most appropriate final target. The Action Executor utilizes graph neural networks (GNN) to construct a subgraph for each agent that only contains crucial partners to improve cooperation. Additionally, the Goal Encoder in the Action Executor captures the relationship between the agent and the designated goal to encourage the agent to reach the final target. The results show that MAGE-X outperforms the state-of-the-art MARL baselines with a 100% success rate with only 3 million training steps in multi-agent particle environments (MPE) with 50 agents, and at least a 12% higher success rate and 2x higher data efficiency in a more complicated quadrotor 3D navigation task.


Inferring Attack Relations for Gradual Semantics

arXiv.org Artificial Intelligence

A gradual semantics takes a weighted argumentation framework as input and outputs a final acceptability degree for each argument, with different semantics performing the computation in different manners. In this work, we consider the problem of attack inference. That is, given a gradual semantics, a set of arguments with associated initial weights, and the final desirable acceptability degrees associated with each argument, we seek to determine whether there is a set of attacks on those arguments such that we can obtain these acceptability degrees. The main contribution of our work is to demonstrate that the associated decision problem, i.e., whether a set of attacks can exist which allows the final acceptability degrees to occur for given initial weights, is NP-complete for the weighted h-categoriser and cardinality-based semantics, and is polynomial for the weighted max-based semantics, even for the complete version of the problem (where all initial weights and final acceptability degrees are known). We then briefly discuss how this decision problem can be modified to find the attacks themselves and conclude by examining the partial problem where not all initial weights or final acceptability degrees may be known.


Intend-Wait-Perceive-Cross: Exploring the Effects of Perceptual Limitations on Pedestrian Decision-Making

arXiv.org Artificial Intelligence

Current research on pedestrian behavior understanding focuses on the dynamics of pedestrians and makes strong assumptions about their perceptual abilities. For instance, it is often presumed that pedestrians have omnidirectional view of the scene around them. In practice, human visual system has a number of limitations, such as restricted field of view (FoV) and range of sensing, which consequently affect decision-making and overall behavior of the pedestrians. By including explicit modeling of pedestrian perception, we can better understand its effect on their decision-making. To this end, we propose an agent-based pedestrian behavior model Intend-Wait-Perceive-Cross with three novel elements: field of vision, working memory, and scanning strategy, all motivated by findings from behavioral literature. Through extensive experimentation we investigate the effects of perceptual limitations on safe crossing decisions and demonstrate how they contribute to detectable changes in pedestrian behaviors.


MACOptions: Multi-Agent Learning with Centralized Controller and Options Framework

arXiv.org Artificial Intelligence

These days automation is being applied everywhere. In every environment, planning for the actions to be taken by the agents is an important aspect. In this paper, we plan to implement planning for multi-agents with a centralized controller. We compare three approaches: random policy, Q-learning, and Q-learning with Options Framework. We also show the effectiveness of planners by showing performance comparison between Q-Learning with Planner and without Planner.