Agents
Flexible Representative Democracy: An Introduction with Binary Issues
Abramowitz, Ben, Mattei, Nicholas
We introduce Flexible Representative Democracy (FRD), a novel hybrid of Representative Democracy (RD) and Direct Democracy (DD) in which voters can alter the issue-dependent weights of a set of elected representatives. In line with the literature on Interactive Democracy, our model allows the voters to actively determine the degree to which the system is direct versus representative. However, unlike Liquid Democracy, Flexible Representative Democracy uses strictly non-transitive delegations, making delegation cycles impossible, and maintains a fixed set of accountable, elected representatives. We present FRD and analyze it using a computational approach with issues that are binary and symmetric. We compare the outcomes of various voting systems using Direct Democracy with majority voting as an ideal baseline. First, we demonstrate the shortcomings of Representative Democracy in our model. We provide NP-Hardness results for electing an ideal set of representatives, discuss pathologies, and demonstrate empirically that common multi-winner election rules for selecting representatives do not perform well in expectation. To analyze the effects of adding flexibility, we begin by providing theoretical results on how issue-specific delegations determine outcomes. Finally, we provide empirical results comparing the outcomes of Representative Democracy, proxy voting with fixed sets of proxies across issues, and Flexible Representative Democracy with issue-specific delegations. Our results show that variants of Proxy Voting yield no discernible benefit over unweighted representatives and reveal the potential for Flexible Representative Democracy to improve outcomes as voter participation increases.
Cyrus2D base: Source Code Base for RoboCup 2D Soccer Simulation League
Zare, Nader, Amini, Omid, Sayareh, Aref, Sarvmaili, Mahtab, Firouzkouhi, Arad, Rad, Saba Ramezani, Matwin, Stan, Soares, Amilcar
Soccer Simulation 2D League is one of the major leagues of RoboCup competitions. In a Soccer Simulation 2D (SS2D) game, two teams of 11 players and one coach compete against each other. Several base codes have been released for the RoboCup soccer simulation 2D (RCSS2D) community that have promoted the application of multi-agent and AI algorithms in this field. In this paper, we introduce "Cyrus2D Base", which is derived from the base code of the RCSS2D 2021 champion. We merged Gliders2D base V2.6 with the newest version of the Helios base. We applied several features of Cyrus2021 to improve the performance and capabilities of this base alongside a Data Extractor to facilitate the implementation of machine learning in the field. We have tested this base code in different teams and scenarios, and the obtained results demonstrate significant improvements in the defensive and offensive strategy of the team.
The scaling of goals via homeostasis: an evolutionary simulation, experiment and analysis
Pio-Lopez, Leo, Bischof, Johanna, LaPalme, Jennifer V., Levin, Michael
All cognitive agents are composite beings. Specifically, complex living agents consist of cells, which are themselves competent sub-agents navigating physiological and metabolic spaces. Behavior science, evolutionary developmental biology, and the field of machine intelligence all seek an answer to the scaling of biological cognition: what evolutionary dynamics enable individual cells to integrate their activities to result in the emergence of a novel, higher-level intelligence that has goals and competencies that belong to it and not to its parts? Here, we report the results of simulations based on the TAME framework, which proposes that evolution pivoted the collective intelligence of cells during morphogenesis of the body into traditional behavioral intelligence by scaling up the goal states at the center of homeostatic processes. We tested the hypothesis that a minimal evolutionary framework is sufficient for small, low-level setpoints of metabolic homeostasis in cells to scale up into collectives (tissues) which solve a problem in morphospace: the organization of a body-wide positional information axis (the classic French Flag problem). We found that these emergent morphogenetic agents exhibit a number of predicted features, including the use of stress propagation dynamics to achieve its target morphology as well as the ability to recover from perturbation (robustness) and long-term stability (even though neither of these was directly selected for). Moreover we observed unexpected behavior of sudden remodeling long after the system stabilizes. We tested this prediction in a biological system - regenerating planaria - and observed a very similar phenomenon. We propose that this system is a first step toward a quantitative understanding of how evolution scales minimal goal-directed behavior (homeostatic loops) into higher-level problem-solving agents in morphogenetic and other spaces.
Distributed Stochastic Bandit Learning with Delayed Context Observation
Lin, Jiabin, Moothedath, Shana
We consider the problem where M agents collaboratively interact with an instance of a stochastic K-armed contextual bandit, where K>>M. The goal of the agents is to simultaneously minimize the cumulative regret over all the agents over a time horizon T. We consider a setting where the exact context is observed after a delay and at the time of choosing the action the agents are unaware of the context and only a distribution on the set of contexts is available. Such a situation arises in different applications where at the time of the decision the context needs to be predicted (e.g., weather forecasting or stock market prediction), and the context can be estimated once the reward is obtained. We propose an Upper Confidence Bound (UCB)-based distributed algorithm and prove the regret and communications bounds for linearly parametrized reward functions. We validated the performance of our algorithm via numerical simulations on synthetic data and real-world Movielens data.
Dynamic Collaborative Multi-Agent Reinforcement Learning Communication for Autonomous Drone Reforestation
We approach autonomous drone-based reforestation with a collaborative multi-agent reinforcement learning (MARL) setup. Agents can communicate as part of a dynamically changing network. We explore collaboration and communication on the back of a high-impact problem. Forests are the main resource to control rising CO2 conditions. Unfortunately, the global forest volume is decreasing at an unprecedented rate. Many areas are too large and hard to traverse to plant new trees. To efficiently cover as much area as possible, here we propose a Graph Neural Network (GNN) based communication mechanism that enables collaboration. Agents can share location information on areas needing reforestation, which increases viewed area and planted tree count. We compare our proposed communication mechanism with a multi-agent baseline without the ability to communicate. Results show how communication enables collaboration and increases collective performance, planting precision and the risk-taking propensity of individual agents.
(When) Are Contrastive Explanations of Reinforcement Learning Helpful?
Narayanan, Sanjana, Lage, Isaac, Doshi-Velez, Finale
Global explanations of a reinforcement learning (RL) agent's expected behavior can make it safer to deploy. However, such explanations are often difficult to understand because of the complicated nature of many RL policies. Effective human explanations are often contrastive, referencing a known contrast (policy) to reduce redundancy. At the same time, these explanations also require the additional effort of referencing that contrast when evaluating an explanation. We conduct a user study to understand whether and when contrastive explanations might be preferable to complete explanations that do not require referencing a contrast. We find that complete explanations are generally more effective when they are the same size or smaller than a contrastive explanation of the same policy, and no worse when they are larger. This suggests that contrastive explanations are not sufficient to solve the problem of effectively explaining reinforcement learning policies, and require additional careful study for use in this context.
NeurIPS 2022 Competition: Driving SMARTS
Rasouli, Amir, Goebel, Randy, Taylor, Matthew E., Kotseruba, Iuliia, Alizadeh, Soheil, Yang, Tianpei, Alban, Montgomery, Shkurti, Florian, Zhuang, Yuzheng, Scibior, Adam, Rezaee, Kasra, Garg, Animesh, Meger, David, Luo, Jun, Paull, Liam, Zhang, Weinan, Wang, Xinyu, Chen, Xi
Driving SMARTS is a regular competition designed to tackle problems caused by the distribution shift in dynamic interaction contexts that are prevalent in real-world autonomous driving (AD). The proposed competition supports methodologically diverse solutions, such as reinforcement learning (RL) and offline learning methods, trained on a combination of naturalistic AD data and open-source simulation platform SMARTS. The two-track structure allows focusing on different aspects of the distribution shift. Track 1 is open to any method and will give ML researchers with different backgrounds an opportunity to solve a real-world autonomous driving challenge. Track 2 is designed for strictly offline learning methods. Therefore, direct comparisons can be made between different methods with the aim to identify new promising research directions. The proposed setup consists of 1) realistic traffic generated using real-world data and micro simulators to ensure fidelity of the scenarios, 2) framework accommodating diverse methods for solving the problem, and 3) baseline method. As such it provides a unique opportunity for the principled investigation into various aspects of autonomous vehicle deployment.
Multi-agent Reinforcement Learning Paper Reading QPLEX
In the previous article, I shared the paper(you can follow the link below to recap!!!): Weighted QMIX: Expanding Monotonic Value Function Factorization for Deep Multi-Agent Reinforcement Learning, which argues that the previous approaches, such as VDN and QMIX, can only factorize a little group of tasks, and proposed a new framework to overcome the issue. In this article, I gonna share another way to factorize any factorizable task, which is called QPLEX!!! In most of the multi-agent approaches, we tend to explore the popular paradigm of centralized training with decentralized execution(CTDE). In this paradigm, individual-Global-Max(IGM) principle plays an important role. However, lots of the methods tend to relax the IGM consistency so that they can achieve scalability.
Distributed Data-Driven Predictive Control for Multi-Agent Collaborative Legged Locomotion
Fawcett, Randall T, Amanzadeh, Leila, Kim, Jeeseop, Ames, Aaron D, Hamed, Kaveh Akbari
The aim of this work is to define a planner that enables robust legged locomotion for complex multi-agent systems consisting of several holonomically constrained quadrupeds. To this end, we employ a methodology based on behavioral systems theory to model the sophisticated and high-dimensional structure induced by the holonomic constraints. The resulting model is then used in tandem with distributed control techniques such that the computational burden is shared across agents while the coupling between agents is preserved. Finally, this distributed model is framed in the context of a predictive controller, resulting in a robustly stable method for trajectory planning. This methodology is tested in simulation with up to five agents and is further experimentally validated on three A1 quadrupedal robots subject to various uncertainties, including payloads, rough terrain, and push disturbances.
Build generally reusable agent-environment interaction models
Jin, Jun, Zhang, Hongming, Luo, Jun
This paper tackles the problem of how to pre-train a model and make it generally reusable backbones for downstream task learning. In pre-training, we propose a method that builds an agent-environment interaction model by learning domain invariant successor features from the agent's vast experiences covering various tasks, then discretize them into behavior prototypes which result in an embodied set structure. To make the model generally reusable for downstream task learning, we propose (1) embodied feature projection that retains previous knowledge by projecting the new task's observation-action pair to the embodied set structure and (2) projected Bellman updates which add learning plasticity for the new task setting. We provide preliminary results that show downstream task learning based on a pre-trained embodied set structure can handle unseen changes in task objectives, environmental dynamics and sensor modalities.