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PAC: Assisted Value Factorisation with Counterfactual Predictions in Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Multi-agent reinforcement learning (MARL) has witnessed significant progress with the development of value function factorization methods. It allows optimizing a joint action-value function through the maximization of factorized per-agent utilities due to monotonicity. In this paper, we show that in partially observable MARL problems, an agent's ordering over its own actions could impose concurrent constraints (across different states) on the representable function class, causing significant estimation error during training. We tackle this limitation and propose PAC, a new framework leveraging Assistive information generated from Counterfactual Predictions of optimal joint action selection, which enable explicit assistance to value function factorization through a novel counterfactual loss. A variational inference-based information encoding method is developed to collect and encode the counterfactual predictions from an estimated baseline. To enable decentralized execution, we also derive factorized per-agent policies inspired by a maximum-entropy MARL framework. We evaluate the proposed PAC on multi-agent predator-prey and a set of StarCraft II micromanagement tasks. Empirical results demonstrate improved results of PAC over state-of-the-art value-based and policy-based multi-agent reinforcement learning algorithms on all benchmarks.


Adversarial Attacks on Adversarial Bandits

arXiv.org Artificial Intelligence

We study a security threat to adversarial multi-armed bandits, in which an attacker perturbs the loss or reward signal to control the behavior of the victim bandit player. We show that the attacker is able to mislead any no-regret adversarial bandit algorithm into selecting a suboptimal target arm in every but sublinear (T-o(T)) number of rounds, while incurring only sublinear (o(T)) cumulative attack cost. This result implies critical security concern in real-world bandit-based systems, e.g., in online recommendation, an attacker might be able to hijack the recommender system and promote a desired product. Our proposed attack algorithms require knowledge of only the regret rate, thus are agnostic to the concrete bandit algorithm employed by the victim player. We also derived a theoretical lower bound on the cumulative attack cost that any victim-agnostic attack algorithm must incur. The lower bound matches the upper bound achieved by our attack, which shows that our attack is asymptotically optimal.


Deep Learning-based Spatially Explicit Emulation of an Agent-Based Simulator for Pandemic in a City

arXiv.org Artificial Intelligence

Agent-Based Models are very useful for simulation of physical or social processes, such as the spreading of a pandemic in a city. Such models proceed by specifying the behavior of individuals (agents) and their interactions, and parameterizing the process of infection based on such interactions based on the geography and demography of the city. However, such models are computationally very expensive, and the complexity is often linear in the total number of agents. This seriously limits the usage of such models for simulations, which often have to be run hundreds of times for policy planning and even model parameter estimation. An alternative is to develop an emulator, a surrogate model that can predict the Agent-Based Simulator's output based on its initial conditions and parameters. In this paper, we discuss a Deep Learning model based on Dilated Convolutional Neural Network that can emulate such an agent based model with high accuracy. We show that use of this model instead of the original Agent-Based Model provides us major gains in the speed of simulations, allowing much quicker calibration to observations, and more extensive scenario analysis. The models we consider are spatially explicit, as the locations of the infected individuals are simulated instead of the gross counts. Another aspect of our emulation framework is its divide-and-conquer approach that divides the city into several small overlapping blocks and carries out the emulation in them parallelly, after which these results are merged together. This ensures that the same emulator can work for a city of any size, and also provides significant improvement of time complexity of the emulator, compared to the original simulator.


Interactive Learning from Policy-Dependent Human Feedback

arXiv.org Artificial Intelligence

This paper investigates the problem of interactively learning behaviors communicated by a human teacher using positive and negative feedback. Much previous work on this problem has made the assumption that people provide feedback for decisions that is dependent on the behavior they are teaching and is independent from the learner's current policy. We present empirical results that show this assumption to be false -- whether human trainers give a positive or negative feedback for a decision is influenced by the learner's current policy. Based on this insight, we introduce {\em Convergent Actor-Critic by Humans} (COACH), an algorithm for learning from policy-dependent feedback that converges to a local optimum. Finally, we demonstrate that COACH can successfully learn multiple behaviors on a physical robot.


Distributed Optimal Formation Control for an Uncertain Multiagent System in the Plane

arXiv.org Artificial Intelligence

In this paper, we present a distributed optimal multiagent control scheme for quadrotor formation tracking under localization errors. Our control architecture is based on a leader-follower approach, where a single leader quadrotor tracks a desired trajectory while the followers maintain their relative positions in a triangular formation. We begin by modeling the quadrotors as particles in the YZ-plane evolving under dynamics with uncertain state information. Next, by formulating the formation tracking task as an optimization problem -- with a constraint-augmented Lagrangian subject to dynamic constraints -- we solve for the control law that leads to an optimal solution in the control and trajectory error cost-minimizing sense. Results from numerical simulations show that for the planar quadrotor model considered -- with uncertainty in sensor measurements modeled as Gaussian noise -- the resulting optimal control is able to drive each agent to achieve the desired global objective: leader trajectory tracking with formation maintenance. Finally, we evaluate the performance of the control law using the tracking and formation errors of the multiagent system.


Polycraft World AI Lab (PAL): An Extensible Platform for Evaluating Artificial Intelligence Agents

arXiv.org Artificial Intelligence

As artificial intelligence research advances, the platforms used to evaluate AI agents need to adapt and grow to continue to challenge them. We present the Polycraft World AI Lab (PAL), a task simulator with an API based on the Minecraft mod Polycraft World. Our platform is built to allow AI agents with different architectures to easily interact with the Minecraft world, train and be evaluated in multiple tasks. PAL enables the creation of tasks in a flexible manner as well as having the capability to manipulate any aspect of the task during an evaluation. All actions taken by AI agents and external actors (non-player-characters, NPCs) in the open-world environment are logged to streamline evaluation. Here we present two custom tasks on the PAL platform, one focused on multi-step planning and one focused on navigation, and evaluations of agents solving them. In summary, we report a versatile and extensible AI evaluation platform with a low barrier to entry for AI researchers to utilize.


Distributed Consensus in Wireless Networks with Probabilistic Broadcast Scheduling

arXiv.org Artificial Intelligence

We consider distributed average consensus in a wireless network with partial communication to reduce the number of transmissions in every iteration/round. Considering the broadcast nature of wireless channels, we propose a probabilistic approach that schedules a subset of nodes for broadcasting information to their neighbors in every round. We compare several heuristic methods for assigning the node broadcast probabilities under a fixed number of transmissions per round. Furthermore, we introduce a pre-compensation method to correct the bias between the consensus value and the average of the initial values, and suggest possible extensions for our design. Our results are particularly relevant for developing communication-efficient consensus protocols in a wireless environment with limited frequency/time resources.


Using Social Cues to Recognize Task Failures for HRI: A Review of Current Research and Future Directions

arXiv.org Artificial Intelligence

Robots that carry out tasks and interact in complex environments will inevitably commit errors. Error detection is thus an important ability for robots to master, to work in an efficient and productive way. People leverage social cues from others around them to recognize and repair their own mistakes. With advances in computing and AI, it is increasingly possible for robots to achieve a similar error detection capability. In this work, we review current literature around the topic of how social cues can be used to recognize task failures for human-robot interaction (HRI). This literature review unites insights from behavioral science, human-robot interaction, and machine learning, to focus on three areas: 1) social cues for error detection (from behavioral science), 2) recognizing task failures in robots (from HRI), and 3) approaches for autonomous detection of HRI task failures based on social cues (from machine learning). We propose a taxonomy of error detection based on self-awareness and social feedback. Finally, we leave recommendations for HRI researchers and practitioners interested in developing robots that detect (physical) task errors using social cues from bystanders.


TIDo: Source-free Task Incremental Learning in Non-stationary Environments

arXiv.org Artificial Intelligence

This work presents an incremental learning approach for autonomous agents to learn new tasks in a non-stationary environment. Updating a DNN model-based agent to learn new target tasks requires us to store past training data and needs a large labeled target task dataset. Few-shot task incremental learning methods overcome the limitation of labeled target datasets by adapting trained models to learn private target classes using a few labeled representatives and a large unlabeled target dataset. However, the methods assume that the source and target tasks are stationary. We propose a one-shot task incremental learning approach that can adapt to non-stationary source and target tasks. Our approach minimizes adversarial discrepancy between the model's feature space and incoming incremental data to learn an updated hypothesis. We also use distillation loss to reduce catastrophic forgetting of previously learned tasks. Finally, we use Gaussian prototypes to generate exemplar instances eliminating the need to store past training data. Unlike current work in task incremental learning, our model can learn both source and target task updates incrementally. We evaluate our method on various problem settings for incremental object detection and disease prediction model update. We evaluate our approach by measuring the performance of shared class and target private class prediction. Our results show that our approach achieved improved performance compared to existing state-of-the-art task incremental learning methods.


Decentralized Entropic Optimal Transport for Privacy-preserving Distributed Distribution Comparison

arXiv.org Artificial Intelligence

Privacy-preserving distributed distribution comparison measures the distance between the distributions whose data are scattered across different agents in a distributed system and cannot be shared among the agents. In this study, we propose a novel decentralized entropic optimal transport (EOT) method, which provides a privacy-preserving and communication-efficient solution to this problem with theoretical guarantees. In particular, we design a mini-batch randomized block-coordinate descent (MRBCD) scheme to optimize the decentralized EOT distance in its dual form. The dual variables are scattered across different agents and updated locally and iteratively with limited communications among partial agents. The kernel matrix involved in the gradients of the dual variables is estimated by a distributed kernel approximation method, and each agent only needs to approximate and store a sub-kernel matrix by one-shot communication and without sharing raw data. We analyze our method's communication complexity and provide a theoretical bound for the approximation error caused by the convergence error, the approximated kernel, and the mismatch between the storage and communication protocols. Experiments on synthetic data and real-world distributed domain adaptation tasks demonstrate the effectiveness of our method.