Agents
E-MAPP: Efficient Multi-Agent Reinforcement Learning with Parallel Program Guidance
Chang, Can, Mu, Ni, Wu, Jiajun, Pan, Ling, Xu, Huazhe
A critical challenge in multi-agent reinforcement learning (MARL) is for multiple agents to efficiently accomplish complex, long-horizon tasks. The agents often have difficulties in cooperating on common goals, dividing complex tasks, and planning through several stages to make progress. We propose to address these challenges by guiding agents with programs designed for parallelization, since programs as a representation contain rich structural and semantic information, and are widely used as abstractions for long-horizon tasks. Specifically, we introduce Efficient Multi-Agent Reinforcement Learning with Parallel Program Guidance (E-MAPP), a novel framework that leverages parallel programs to guide multiple agents to efficiently accomplish goals that require planning over 10+ stages. E-MAPP integrates the structural information from a parallel program, promotes the cooperative behaviors grounded in program semantics, and improves the time efficiency via a task allocator. We conduct extensive experiments on a series of challenging, long-horizon cooperative tasks in the Overcooked environment. Results show that E-MAPP outperforms strong baselines in terms of the completion rate, time efficiency, and zero-shot generalization ability by a large margin.
Dominance as an Indicator of Rapport and Learning in Human-Agent Communication
Buddemeyer, Amanda, Tian, Xiaoyi, Walker, Erin
Power dynamics in human-human communication can impact rapport-building and learning gains, but little is known about how power impacts human-agent communication. In this paper, we examine dominance behavior in utterances between middle-school students and a teachable robot as they work through math problems, as coded by Rogers and Farace's Relational Communication Control Coding Scheme (RCCCS). We hypothesize that relatively dominant students will show increased learning gains, as will students with greater dominance agreement with the robot. We also hypothesize that gender could be an indicator of difference in dominance behavior. We present a preliminary analysis of dominance characteristics in some of the transactions between robot and student. Ultimately, we hope to determine if manipulating the dominance behavior of a learning robot could support learning.
Learning Trust Over Directed Graphs in Multiagent Systems (extended version)
Akgün, Orhan Eren, Dayı, Arif Kerem, Gil, Stephanie, Nedić, Angelia
We address the problem of learning the legitimacy of other agents in a multiagent network when an unknown subset is comprised of malicious actors. We specifically derive results for the case of directed graphs and where stochastic side information, or observations of trust, is available. We refer to this as ``learning trust'' since agents must identify which neighbors in the network are reliable, and we derive a protocol to achieve this. We also provide analytical results showing that under this protocol i) agents can learn the legitimacy of all other agents almost surely, and that ii) the opinions of the agents converge in mean to the true legitimacy of all other agents in the network. Lastly, we provide numerical studies showing that our convergence results hold in practice for various network topologies and variations in the number of malicious agents in the network.
Multi Agent Path Finding using Evolutionary Game Theory
Paul, Sheryl, Deshmukh, Jyotirmoy V.
In this paper, we consider the problem of path finding for a set of homogeneous and autonomous agents navigating a previously unknown stochastic environment. In our problem setting, each agent attempts to maximize a given utility function while respecting safety properties. Our solution is based on ideas from evolutionary game theory, namely replicating policies that perform well and diminishing ones that do not. We do a comprehensive comparison with related multiagent planning methods, and show that our technique beats state of the art RL algorithms in minimizing path length by nearly 30% in large spaces. We show that our algorithm is computationally faster than deep RL methods by at least an order of magnitude. We also show that it scales better with an increase in the number of agents as compared to other methods, path planning methods in particular. Lastly, we empirically prove that the policies that we learn are evolutionarily stable and thus impervious to invasion by any other policy.
Deep reinforcement learning of event-triggered communication and consensus-based control for distributed cooperative transport
Shibata, Kazuki, Jimbo, Tomohiko, Matsubara, Takamitsu
In this paper, we present a solution to a design problem of control strategies for multi-agent cooperative transport. Although existing learning-based methods assume that the number of agents is the same as that in the training environment, the number might differ in reality considering that the robots' batteries may completely discharge, or additional robots may be introduced to reduce the time required to complete a task. Therefore, it is crucial that the learned strategy be applicable to scenarios wherein the number of agents differs from that in the training environment. In this paper, we propose a novel multi-agent reinforcement learning framework of event-triggered communication and consensus-based control for distributed cooperative transport. The proposed policy model estimates the resultant force and torque in a consensus manner using the estimates of the resultant force and torque with the neighborhood agents. Moreover, it computes the control and communication inputs to determine when to communicate with the neighboring agents under local observations and estimates of the resultant force and torque. Therefore, the proposed framework can balance the control performance and communication savings in scenarios wherein the number of agents differs from that in the training environment. We confirm the effectiveness of our approach by using a maximum of eight and six robots in the simulations and experiments, respectively.
Online Shielding for Reinforcement Learning
Könighofer, Bettina, Rudolf, Julian, Palmisano, Alexander, Tappler, Martin, Bloem, Roderick
Besides the recent impressive results on reinforcement learning (RL), safety is still one of the major research challenges in RL. RL is a machine-learning approach to determine near-optimal policies in Markov decision processes (MDPs). In this paper, we consider the setting where the safety-relevant fragment of the MDP together with a temporal logic safety specification is given and many safety violations can be avoided by planning ahead a short time into the future. We propose an approach for online safety shielding of RL agents. During runtime, the shield analyses the safety of each available action. For any action, the shield computes the maximal probability to not violate the safety specification within the next $k$ steps when executing this action. Based on this probability and a given threshold, the shield decides whether to block an action from the agent. Existing offline shielding approaches compute exhaustively the safety of all state-action combinations ahead of time, resulting in huge computation times and large memory consumption. The intuition behind online shielding is to compute at runtime the set of all states that could be reached in the near future. For each of these states, the safety of all available actions is analysed and used for shielding as soon as one of the considered states is reached. Our approach is well suited for high-level planning problems where the time between decisions can be used for safety computations and it is sustainable for the agent to wait until these computations are finished. For our evaluation, we selected a 2-player version of the classical computer game SNAKE. The game represents a high-level planning problem that requires fast decisions and the multiplayer setting induces a large state space, which is computationally expensive to analyse exhaustively.
Ballot Length in Instant Runoff Voting
Tomlinson, Kiran, Ugander, Johan, Kleinberg, Jon
Instant runoff voting (IRV) is an increasingly-popular alternative to traditional plurality voting in which voters submit rankings over the candidates rather than single votes. In practice, elections using IRV often restrict the ballot length, the number of candidates a voter is allowed to rank on their ballot. We theoretically and empirically analyze how ballot length can influence the outcome of an election, given fixed voter preferences. We show that there exist preference profiles over $k$ candidates such that up to $k-1$ different candidates win at different ballot lengths. We derive exact lower bounds on the number of voters required for such profiles and provide a construction matching the lower bound for unrestricted voter preferences. Additionally, we characterize which sequences of winners are possible over ballot lengths and provide explicit profile constructions achieving any feasible winner sequence. We also examine how classic preference restrictions influence our results--for instance, single-peakedness makes $k-1$ different winners impossible but still allows at least $\Omega(\sqrt k)$. Finally, we analyze a collection of 168 real-world elections, where we truncate rankings to simulate shorter ballots. We find that shorter ballots could have changed the outcome in one quarter of these elections. Our results highlight ballot length as a consequential degree of freedom in the design of IRV elections.
An Agent-Based Fleet Management Model for First- and Last-Mile Services
Bhatnagar, Saumya, Rambha, Tarun, Ramadurai, Gitakrishnan
With the growth of cars and car-sharing applications, commuters in many cities, particularly developing countries, are shifting away from public transport. These shifts have affected two key stakeholders: transit operators and first- and last-mile (FLM) services. Although most cities continue to invest heavily in bus and metro projects to make public transit attractive, ridership in these systems has often failed to reach targeted levels. FLM service providers also experience lower demand and revenues in the wake of shifts to other means of transport. Effective FLM options are required to prevent this phenomenon and make public transport attractive for commuters. One possible solution is to forge partnerships between public transport and FLM providers that offer competitive joint mobility options. Such solutions require prudent allocation of supply and optimised strategies for FLM operations and ride-sharing. To this end, we build an agent- and event-based simulation model which captures interactions between passengers and FLM services using statecharts, vehicle routing models, and other trip matching rules. An optimisation model for allocating FLM vehicles at different transit stations is proposed to reduce unserved requests. Using real-world metro transit demand data from Bengaluru, India, the effectiveness of our approach in improving FLM connectivity and quantifying the benefits of sharing trips is demonstrated.
Smoothing Policy Iteration for Zero-sum Markov Games
Ren, Yangang, Lyu, Yao, Wang, Wenxuan, Li, Shengbo Eben, Li, Zeyang, Duan, Jingliang
Zero-sum Markov Games (MGs) has been an efficient framework for multi-agent systems and robust control, wherein a minimax problem is constructed to solve the equilibrium policies. At present, this formulation is well studied under tabular settings wherein the maximum operator is primarily and exactly solved to calculate the worst-case value function. However, it is non-trivial to extend such methods to handle complex tasks, as finding the maximum over large-scale action spaces is usually cumbersome. In this paper, we propose the smoothing policy iteration (SPI) algorithm to solve the zero-sum MGs approximately, where the maximum operator is replaced by the weighted LogSumExp (WLSE) function to obtain the nearly optimal equilibrium policies. Specially, the adversarial policy is served as the weight function to enable an efficient sampling over action spaces.We also prove the convergence of SPI and analyze its approximation error in $\infty -$norm based on the contraction mapping theorem. Besides, we propose a model-based algorithm called Smooth adversarial Actor-critic (SaAC) by extending SPI with the function approximations. The target value related to WLSE function is evaluated by the sampled trajectories and then mean square error is constructed to optimize the value function, and the gradient-ascent-descent methods are adopted to optimize the protagonist and adversarial policies jointly. In addition, we incorporate the reparameterization technique in model-based gradient back-propagation to prevent the gradient vanishing due to sampling from the stochastic policies. We verify our algorithm in both tabular and function approximation settings. Results show that SPI can approximate the worst-case value function with a high accuracy and SaAC can stabilize the training process and improve the adversarial robustness in a large margin.