Agents
Analog Twin Framework for Human and AI Supervisory Control and Teleoperation of Robots
Tahir, Nazish, Parasuraman, Ramviyas
Resource-constrained mobile robots that lack the capability to be completely autonomous can rely on a human or AI supervisor acting at a remote site (e.g., control station or cloud) for their control. Such a supervised autonomy or cloud-based control of a robot poses high networking and computing capabilities requirements at both sites, which are not easy to achieve. This paper introduces and analyzes a new analog twin framework by synchronizing mobility between two mobile robots, where one robot acts as an analog twin to the other robot. We devise a novel priority-based supervised bilateral teleoperation strategy for goal navigation tasks to validate the proposed framework. The practical implementation of a supervised control strategy on this framework entails a mobile robot system divided into a Master-Client scheme over a communication channel where the Client robot resides on the site of operation guided by the Master robot through an agent (human or AI) from a remote location. The Master robot controls the Client robot with its autonomous navigation algorithm, which reacts to the predictive force received from the Client robot. We analyze the proposed strategy in terms of network performance (throughput and delay), task performance (tracking error and goal reach accuracy), and computing efficiency (memory and CPU utilization). Extensive simulations and real-world experiments demonstrate the method's novelty, flexibility, and versatility in realizing reactive planning applications with remote computational offloading capabilities compared to conventional offloading schemes.
On the Global Convergence Rates of Decentralized Softmax Gradient Play in Markov Potential Games
Zhang, Runyu, Mei, Jincheng, Dai, Bo, Schuurmans, Dale, Li, Na
Softmax policy gradient is a popular algorithm for policy optimization in single-agent reinforcement learning, particularly since projection is not needed for each gradient update. However, in multi-agent systems, the lack of central coordination introduces significant additional difficulties in the convergence analysis. Even for a stochastic game with identical interest, there can be multiple Nash Equilibria (NEs), which disables proof techniques that rely on the existence of a unique global optimum. Moreover, the softmax parameterization introduces non-NE policies with zero gradient, making it difficult for gradient-based algorithms in seeking NEs. In this paper, we study the finite time convergence of decentralized softmax gradient play in a special form of game, Markov Potential Games (MPGs), which includes the identical interest game as a special case. We investigate both gradient play and natural gradient play, with and without $\log$-barrier regularization. The established convergence rates for the unregularized cases contain a trajectory-dependent constant that can be arbitrarily large, whereas the $\log$-barrier regularization overcomes this drawback, with the cost of slightly worse dependence on other factors such as the action set size. An empirical study on an identical interest matrix game confirms the theoretical findings.
Research based on Financial Markets part1
Abstract: In a continuous-time setting we investigate how the management of a firm controls a dynamic choice between two generic voluntary disclosure decision rules (strategies): one a full and transparent disclosure referred to as candid, the other, referred to as sparing, under which items only above a dynamic threshold value are disclosed. We show how management are rewarded with a reputational premium for being candid. The candid strategy is, however, costly because the alternative of sparing behaviour shields from a downgrade in disclosed low values. We show how parameters of the model such as news intensity, pay-for-performance and time-to-mandatory-disclosure determine the optimal choice of candid versus sparing strategies and optimal times for management to switch between the two. The private news updates received by management are modelled following a Poisson arrival process, occurring between the fixed (known) mandatory disclosure dates, such as fiscal years or quarters, with the news received by management generated by a background Black-Scholes model of economic activity and of its partial observation.
Space-Time Graph Neural Networks with Stochastic Graph Perturbations
Hadou, Samar, Kanatsoulis, Charilaos, Ribeiro, Alejandro
In this paper, we bridge this gap and Space-time graph neural networks (ST-GNNs) are recently developed study both signals and graphs that vary over time. We extend our architectures that learn efficient graph representations of timevarying previous work in ST-GNNs to accommodate time-varying graphs data. ST-GNNs are particularly useful in multi-agent systems, and prove their stability to stochastic graph perturbations. Our contributions due to their stability properties and their ability to respect communication can be summarized as follows: delays between the agents. In this paper we revisit the stability properties of ST-GNNs and prove that they are stable to (C1) We prove the stability of STGFs and ST-GNNs to stochastic stochastic graph perturbations. Our analysis suggests that ST-GNNs graph perturbations. Our result implies that ST-GNNs can are suitable for transfer learning on time-varying graphs and enables handle transfer learning to time-varying graphs.
Near-Optimal Collaborative Learning in Bandits
Réda, Clémence, Vakili, Sattar, Kaufmann, Emilie
This paper introduces a general multi-agent bandit model in which each agent is facing a finite set of arms and may communicate with other agents through a central controller in order to identify, in pure exploration, or play, in regret minimization, its optimal arm. The twist is that the optimal arm for each agent is the arm with largest expected mixed reward, where the mixed reward of an arm is a weighted sum of the rewards of this arm for all agents. This makes communication between agents often necessary. This general setting allows to recover and extend several recent models for collaborative bandit learning, including the recently proposed federated learning with personalization (Shi et al., 2021). In this paper, we provide new lower bounds on the sample complexity of pure exploration and on the regret. We then propose a near-optimal algorithm for pure exploration. This algorithm is based on phased elimination with two novel ingredients: a data-dependent sampling scheme within each phase, aimed at matching a relaxation of the lower bound.
Curiosity-Driven Multi-Agent Exploration with Mixed Objectives
Reyes, Roben Delos, Son, Kyunghwan, Jung, Jinhwan, Kang, Wan Ju, Yi, Yung
Intrinsic rewards have been increasingly used to mitigate the sparse reward problem in single-agent reinforcement learning. These intrinsic rewards encourage the agent to look for novel experiences, guiding the agent to explore the environment sufficiently despite the lack of extrinsic rewards. Curiosity-driven exploration is a simple yet efficient approach that quantifies this novelty as the prediction error of the agent's curiosity module, an internal neural network that is trained to predict the agent's next state given its current state and action. We show here, however, that naively using this curiosity-driven approach to guide exploration in sparse reward cooperative multi-agent environments does not consistently lead to improved results. Straightforward multi-agent extensions of curiosity-driven exploration take into consideration either individual or collective novelty only and thus, they do not provide a distinct but collaborative intrinsic reward signal that is essential for learning in cooperative multi-agent tasks. In this work, we propose a curiosity-driven multi-agent exploration method that has the mixed objective of motivating the agents to explore the environment in ways that are individually and collectively novel. First, we develop a two-headed curiosity module that is trained to predict the corresponding agent's next observation in the first head and the next joint observation in the second head. Second, we design the intrinsic reward formula to be the sum of the individual and joint prediction errors of this curiosity module. We empirically show that the combination of our curiosity module architecture and intrinsic reward formulation guides multi-agent exploration more efficiently than baseline approaches, thereby providing the best performance boost to MARL algorithms in cooperative navigation environments with sparse rewards.
Multi-Agent Reinforcement Learning is a Sequence Modeling Problem
Wen, Muning, Kuba, Jakub Grudzien, Lin, Runji, Zhang, Weinan, Wen, Ying, Wang, Jun, Yang, Yaodong
Large sequence model (SM) such as GPT series and BERT has displayed outstanding performance and generalization capabilities on vision, language, and recently reinforcement learning tasks. A natural follow-up question is how to abstract multi-agent decision making into an SM problem and benefit from the prosperous development of SMs. In this paper, we introduce a novel architecture named Multi-Agent Transformer (MAT) that effectively casts cooperative multi-agent reinforcement learning (MARL) into SM problems wherein the task is to map agents' observation sequence to agents' optimal action sequence. Our goal is to build the bridge between MARL and SMs so that the modeling power of modern sequence models can be unleashed for MARL. Central to our MAT is an encoder-decoder architecture which leverages the multi-agent advantage decomposition theorem to transform the joint policy search problem into a sequential decision making process; this renders only linear time complexity for multi-agent problems and, most importantly, endows MAT with monotonic performance improvement guarantee. Unlike prior arts such as Decision Transformer fit only pre-collected offline data, MAT is trained by online trials and errors from the environment in an on-policy fashion. To validate MAT, we conduct extensive experiments on StarCraftII, Multi-Agent MuJoCo, Dexterous Hands Manipulation, and Google Research Football benchmarks. Results demonstrate that MAT achieves superior performance and data efficiency compared to strong baselines including MAPPO and HAPPO. Furthermore, we demonstrate that MAT is an excellent few-short learner on unseen tasks regardless of changes in the number of agents. See our project page at https://sites.google.com/view/multi-agent-transformer.
Game-Theoretical Perspectives on Active Equilibria: A Preferred Solution Concept over Nash Equilibria
Kim, Dong-Ki, Riemer, Matthew, Liu, Miao, Foerster, Jakob N., Tesauro, Gerald, How, Jonathan P.
Multiagent learning settings are inherently more difficult than single-agent learning because each agent interacts with other simultaneously learning agents in a shared environment. An effective approach in multiagent reinforcement learning is to consider the learning process of agents and influence their future policies toward desirable behaviors from each agent's perspective. Importantly, if each agent maximizes its long-term rewards by accounting for the impact of its behavior on the set of convergence policies, the resulting multiagent system reaches an active equilibrium. While this new solution concept is general such that standard solution concepts, such as a Nash equilibrium, are special cases of active equilibria, it is unclear when an active equilibrium is a preferred equilibrium over other solution concepts. In this paper, we analyze active equilibria from a game-theoretic perspective by closely studying examples where Nash equilibria are known. By directly comparing active equilibria to Nash equilibria in these examples, we find that active equilibria find more effective solutions than Nash equilibria, concluding that an active equilibrium is the desired solution for multiagent learning settings.
Flexible, Scalable, Differentiable Simulation of Recommender Systems with RecSim NG
Recommender systems are the primary interface connecting users to a wide variety of online content, and therefore must overcome a number of challenges across the user population in order to serve them equitably. To this end, in 2019 we released RecSim, a configurable platform for authoring simulation environments to facilitate the study of RL algorithms (the de facto standard ML approach for addressing sequential decision problems) in recommender systems. However, as the technology has progressed, it has become increasingly important to address the gap between simulation and real-world applications, ensuring that models are flexible and easily extendible, enabling probabilistic inference of user dynamics, and addressing computational efficiency. To address these issues, we recently released RecSim NG, the "Next Generation" of simulators for recommender systems research and development. RecSim NG is a response to a set of use cases that have emerged as important challenges in the application of simulation to real-world problems.
AIhub monthly digest: October 2022 – Nigerian sign language, a simple voting rule, and robotic control algorithms
Welcome to our October 2022 monthly digest, where you can catch up with any AIhub stories you may have missed, get the low-down on recent events, and much more. This month, we learn about a Nigerian sign language dataset, hear from researchers working on different robotic control projects, and dig into the latest governmental AI policies. Steven Kolawole created a pioneering dataset for Nigerian sign language, in collaboration with a TV sign language broadcaster and two schools in Nigeria. He used this dataset of over 8000 images to create a model to convert sign language to text or speech. In this interview, Steven told us about the goals of this research, his methodology, and how the work has inspired research in other languages.