Agents
Principal-Agent Hypothesis Testing
Bates, Stephen, Jordan, Michael I., Sklar, Michael, Soloff, Jake A.
Consider the relationship between a regulator (the principal) and a pharmaceutical company (the agent). The pharmaceutical company wishes to sell a product to make a profit, and the FDA wishes to ensure that only efficacious drugs are released to the public. The efficacy of the drug is not known to the FDA, so the pharmaceutical company must run a costly trial to prove efficacy to the FDA. Critically, the statistical protocol used to establish efficacy affects the behavior of a strategic, self-interested pharmaceutical company; a lower standard of statistical evidence incentivizes the pharmaceutical company to run more trials for drugs that are less likely to be effective, since the drug may pass the trial by chance, resulting in large profits. The interaction between the statistical protocol and the incentives of the pharmaceutical company is crucial to understanding this system and designing protocols with high social utility. In this work, we discuss how the principal and agent can enter into a contract with payoffs based on statistical evidence. When there is stronger evidence for the quality of the product, the principal allows the agent to make a larger profit. We show how to design contracts that are robust to an agent's strategic actions, and derive the optimal contract in the presence of strategic behavior.
Are metaheuristics worth it? A computational comparison between nature-inspired and deterministic techniques on black-box optimization problems
In the field of derivative-free optimization, both of its main branches, the deterministic and nature-inspired techniques, experienced in recent years substantial advancement. In this paper, we provide an extensive computational comparison of selected methods from each of these branches. The chosen representatives were either standard and well-utilized methods, or the best-performing methods from recent numerical comparisons. The computational comparison was performed on five different benchmark sets and the results were analyzed in terms of performance, time complexity, and convergence properties of the selected methods. The results showed that, when dealing with situations where the objective function evaluations are relatively cheap, the nature-inspired methods have a significantly better performance than their deterministic counterparts. However, in situations when the function evaluations are costly or otherwise prohibited, the deterministic methods might provide more consistent and overall better results.
Heuristically Guided Compilation for Multi-Agent Path Finding
Multi-agent path finding (MAPF) is a task of finding non-conflicting paths connecting agents' specified initial and goal positions in a shared environment. We focus on compilation-based solvers in which the MAPF problem is expressed in a different well established formalism such as mixed-integer linear programming (MILP), Boolean satisfiability (SAT), or constraint programming (CP). As the target solvers for these formalisms act as black-boxes it is challenging to integrate MAPF specific heuristics in the MAPF compilation-based solvers. We show in this work how the build a MAPF encoding for the target SAT solver in which domain specific heuristic knowledge is reflected. The heuristic knowledge is transferred to the SAT solver by selecting candidate paths for each agent and by constructing the encoding only for these candidate paths instead of constructing the encoding for all possible paths for an agent. The conducted experiments show that heuristically guided compilation outperforms the vanilla variants of the SAT-based MAPF solver.
Enabling the Wireless Metaverse via Semantic Multiverse Communication
Park, Jihong, Choi, Jinho, Kim, Seong-Lyun, Bennis, Mehdi
Metaverse over wireless networks is an emerging use case of the sixth generation (6G) wireless systems, posing unprecedented challenges in terms of its multi-modal data transmissions with stringent latency and reliability requirements. Towards enabling this wireless metaverse, in this article we propose a novel semantic communication (SC) framework by decomposing the metaverse into human/machine agent-specific semantic multiverses (SMs). An SM stored at each agent comprises a semantic encoder and a generator, leveraging recent advances in generative artificial intelligence (AI). To improve communication efficiency, the encoder learns the semantic representations (SRs) of multi-modal data, while the generator learns how to manipulate them for locally rendering scenes and interactions in the metaverse. Since these learned SMs are biased towards local environments, their success hinges on synchronizing heterogeneous SMs in the background while communicating SRs in the foreground, turning the wireless metaverse problem into the problem of semantic multiverse communication (SMC). Based on this SMC architecture, we propose several promising algorithmic and analytic tools for modeling and designing SMC, ranging from distributed learning and multi-agent reinforcement learning (MARL) to signaling games and symbolic AI.
Multi-Agent Path Finding via Tree LSTM
Jiang, Yuhao, Zhang, Kunjie, Li, Qimai, Chen, Jiaxin, Zhu, Xiaolong
In recent years, Multi-Agent Path Finding (MAPF) has attracted attention from the fields of both Operations Research (OR) and Reinforcement Learning (RL). However, in the 2021 Flatland3 Challenge, a competition on MAPF, the best RL method scored only 27.9, far less than the best OR method. This paper proposes a new RL solution to Flatland3 Challenge, which scores 125.3, several times higher than the best RL solution before. We creatively apply a novel network architecture, TreeLSTM, to MAPF in our solution. Together with several other RL techniques, including reward shaping, multiple-phase training, and centralized control, our solution is comparable to the top 2-3 OR methods.
Target Defense against Sequentially Arriving Intruders
Pourghorban, Arman, Dorothy, Michael, Shishika, Daigo, Von Moll, Alexander, Maity, Dipankar
We consider a variant of the target defense problem where a single defender is tasked to capture a sequence of incoming intruders. The intruders' objective is to breach the target boundary without being captured by the defender. As soon as the current intruder breaches the target or gets captured by the defender, the next intruder appears at a random location on a fixed circle surrounding the target. Therefore, the defender's final location at the end of the current game becomes its initial location for the next game. Thus, the players pick strategies that are advantageous for the current as well as for the future games. Depending on the information available to the players, each game is divided into two phases: partial information and full information phase. Under some assumptions on the sensing and speed capabilities, we analyze the agents' strategies in both phases. We derive equilibrium strategies for both the players to optimize the capture percentage using the notions of engagement surface and capture circle. We quantify the percentage of capture for both finite and infinite sequences of incoming intruders.
Distributed Unconstrained Optimization with Time-varying Cost Functions
Esteki, Amir-Salar, Kia, Solmaz S.
In this paper, we propose a novel solution for the distributed unconstrained optimization problem where the total cost is the summation of time-varying local cost functions of a group networked agents. The objective is to track the optimal trajectory that minimizes the total cost at each time instant. Our approach consists of a two-stage dynamics, where the first one samples the first and second derivatives of the local costs periodically to construct an estimate of the descent direction towards the optimal trajectory, and the second one uses this estimate and a consensus term to drive local states towards the time-varying solution while reaching consensus. The first part is carried out by the implementation of a weighted average consensus algorithm in the discrete-time framework and the second part is performed with a continuous-time dynamics. Using the Lyapunov stability analysis, an upper bound on the gradient of the total cost is obtained which is asymptotically reached. This bound is characterized by the properties of the local costs. To demonstrate the performance of the proposed method, a numerical example is conducted that studies tuning the algorithm's parameters and their effects on the convergence of local states to the optimal trajectory.
Scale-Invariant Specifications for Human-Swarm Systems
Meyer, Joel, Prabhakar, Ahalya, Pinosky, Allison, Abraham, Ian, Taylor, Annalisa, Schlafly, Millicent, Popovic, Katarina, Diniz, Giovani, Teich, Brendan, Simidchieva, Borislava, Clark, Shane, Murphey, Todd
We present a method for controlling a swarm using its spectral decomposition -- that is, by describing the set of trajectories of a swarm in terms of a spatial distribution throughout the operational domain -- guaranteeing scale invariance with respect to the number of agents both for computation and for the operator tasked with controlling the swarm. We use ergodic control, decentralized across the network, for implementation. In the DARPA OFFSET program field setting, we test this interface design for the operator using the STOMP interface -- the same interface used by Raytheon BBN throughout the duration of the OFFSET program. In these tests, we demonstrate that our approach is scale-invariant -- the user specification does not depend on the number of agents; it is persistent -- the specification remains active until the user specifies a new command; and it is real-time -- the user can interact with and interrupt the swarm at any time. Moreover, we show that the spectral/ergodic specification of swarm behavior degrades gracefully as the number of agents goes down, enabling the operator to maintain the same approach as agents become disabled or are added to the network. We demonstrate the scale-invariance and dynamic response of our system in a field relevant simulator on a variety of tactical scenarios with up to 50 agents. We also demonstrate the dynamic response of our system in the field with a smaller team of agents. Lastly, we make the code for our system available.
CICERO: An AI agent that negotiates, persuades, and cooperates with people
Games have long been a proving ground for new AI advancements -- from Deep Blue's victory over chess grandmaster Garry Kasparov, to AlphaGo's mastery of Go, to Pluribus out-bluffing the best humans in poker. But truly useful, versatile agents will need to go beyond just moving pieces on a board. Can we build more effective and flexible agents that can use language to negotiate, persuade, and work with people to achieve strategic goals similar to the way humans do? Today, we're announcing a breakthrough toward building AI that has mastered these skills. We've built an agent – CICERO – that is the first AI to achieve human-level performance in the popular strategy game Diplomacy*.
Random Feature Models for Learning Interacting Dynamical Systems
Liu, Yuxuan, McCalla, Scott G., Schaeffer, Hayden
Particle dynamics and multi-agent systems provide accurate dynamical models for studying and forecasting the behavior of complex interacting systems. They often take the form of a high-dimensional system of differential equations parameterized by an interaction kernel that models the underlying attractive or repulsive forces between agents. We consider the problem of constructing a data-based approximation of the interacting forces directly from noisy observations of the paths of the agents in time. The learned interaction kernels are then used to predict the agents behavior over a longer time interval. The approximation developed in this work uses a randomized feature algorithm and a sparse randomized feature approach. Sparsity-promoting regression provides a mechanism for pruning the randomly generated features which was observed to be beneficial when one has limited data, in particular, leading to less overfitting than other approaches. In addition, imposing sparsity reduces the kernel evaluation cost which significantly lowers the simulation cost for forecasting the multi-agent systems. Our method is applied to various examples, including first-order systems with homogeneous and heterogeneous interactions, second order homogeneous systems, and a new sheep swarming system.