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Model-Free Opponent Shaping

arXiv.org Artificial Intelligence

In general-sum games, the interaction of self-interested learning agents commonly leads to collectively worst-case outcomes, such as defect-defect in the iterated prisoner's dilemma (IPD). To overcome this, some methods, such as Learning with Opponent-Learning Awareness (LOLA), shape their opponents' learning process. However, these methods are myopic since only a small number of steps can be anticipated, are asymmetric since they treat other agents as naive learners, and require the use of higher-order derivatives, which are calculated through white-box access to an opponent's differentiable learning algorithm. To address these issues, we propose Model-Free Opponent Shaping (M-FOS). M-FOS learns in a meta-game in which each meta-step is an episode of the underlying inner game. The meta-state consists of the inner policies, and the meta-policy produces a new inner policy to be used in the next episode. M-FOS then uses generic model-free optimisation methods to learn meta-policies that accomplish long-horizon opponent shaping. Empirically, M-FOS near-optimally exploits naive learners and other, more sophisticated algorithms from the literature. For example, to the best of our knowledge, it is the first method to learn the well-known Zero-Determinant (ZD) extortion strategy in the IPD. In the same settings, M-FOS leads to socially optimal outcomes under meta-self-play. Finally, we show that M-FOS can be scaled to high-dimensional settings.


Diversity-based Deep Reinforcement Learning Towards Multidimensional Difficulty for Fighting Game AI

arXiv.org Artificial Intelligence

In fighting games, individual players of the same skill level often exhibit distinct strategies from one another through their gameplay. Despite this, the majority of AI agents for fighting games have only a single strategy for each "level" of difficulty. To make AI opponents more human-like, we'd ideally like to see multiple different strategies at each level of difficulty, a concept we refer to as "multidimensional" difficulty. In this paper, we introduce a diversity-based deep reinforcement learning approach for generating a set of agents of similar difficulty that utilize diverse strategies. We find this approach outperforms a baseline trained with specialized, human-authored reward functions in both diversity and performance.


LDSA: Learning Dynamic Subtask Assignment in Cooperative Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Cooperative multi-agent reinforcement learning (MARL) has made prominent progress in recent years. For training efficiency and scalability, most of the MARL algorithms make all agents share the same policy or value network. However, in many complex multi-agent tasks, different agents are expected to possess specific abilities to handle different subtasks. In those scenarios, sharing parameters indiscriminately may lead to similar behavior across all agents, which will limit the exploration efficiency and degrade the final performance. To balance the training complexity and the diversity of agent behavior, we propose a novel framework to learn dynamic subtask assignment (LDSA) in cooperative MARL. Specifically, we first introduce a subtask encoder to construct a vector representation for each subtask according to its identity. To reasonably assign agents to different subtasks, we propose an ability-based subtask selection strategy, which can dynamically group agents with similar abilities into the same subtask. In this way, agents dealing with the same subtask share their learning of specific abilities and different subtasks correspond to different specific abilities. We further introduce two regularizers to increase the representation difference between subtasks and stabilize the training by discouraging agents from frequently changing subtasks, respectively. Empirical results show that LDSA learns reasonable and effective subtask assignment for better collaboration and significantly improves the learning performance on the challenging StarCraft II micromanagement benchmark and Google Research Football.


Distributed Linear Bandits under Communication Constraints

arXiv.org Artificial Intelligence

We consider distributed linear bandits where $M$ agents learn collaboratively to minimize the overall cumulative regret incurred by all agents. Information exchange is facilitated by a central server, and both the uplink and downlink communications are carried over channels with fixed capacity, which limits the amount of information that can be transmitted in each use of the channels. We investigate the regret-communication trade-off by (i) establishing information-theoretic lower bounds on the required communications (in terms of bits) for achieving a sublinear regret order; (ii) developing an efficient algorithm that achieves the minimum sublinear regret order offered by centralized learning using the minimum order of communications dictated by the information-theoretic lower bounds. For sparse linear bandits, we show a variant of the proposed algorithm offers better regret-communication trade-off by leveraging the sparsity of the problem.


Group Cohesion in Multi-Agent Scenarios as an Emergent Behavior

arXiv.org Artificial Intelligence

The integration of artificial intelligence into multi-agent systems (MAS) has garnered an ever increasing attention among AI researchers. Of special interest are agents that exhibit social behavioral patterns, such as coordination, cooperation and conflict resolution [1]. Thereby, researchers have relied on classical approaches [9; 18; 20]. In recent publications, researchers used reinforcement learning to train their agents in multi-agent environments [4; 13; 28]. This subfield of machine learning allows agents to deduce optimal behavior solely from the problem formulation using a reward function that gives (delayed) feedback on actions. Social behavior, such as cooperation, eventually emerges as agents optimize their behavior to reach a predefined goal. Using AI frameworks that explicitly integrate psychological insights into human behavior might seem as a viable alternative when designing social multi-agent systems. In fact, over the course of the last four decades, cognitive scientists have developed so-called cognitive architectures to provide unified models of cognition and serve as frameworks for introducing human-like behavioral patterns into AI agents [14; 16]. Some cognitive architectures, like Soar [17; 23] and Icarus [15] are purely symbolic: They emulate aspects of planing and reasoning through the vehicle of production rules.


Machine Learning Simulates Agent-Based Model Towards Policy

arXiv.org Artificial Intelligence

Public Policies are not intrinsically positive or negative. Rather, policies provide varying levels of effects across different recipients. Methodologically, computational modeling enables the application of multiple influences on empirical data, thus allowing for heterogeneous response to policies. We use a random forest machine learning algorithm to emulate an agent-based model (ABM) and evaluate competing policies across 46 Metropolitan Regions (MRs) in Brazil. In doing so, we use input parameters and output indicators of 11,076 actual simulation runs and one million emulated runs. As a result, we obtain the optimal (and non-optimal) performance of each region over the policies. Optimum is defined as a combination of GDP production and the Gini coefficient inequality indicator for the full ensemble of Metropolitan Regions. Results suggest that MRs already have embedded structures that favor optimal or non-optimal results, but they also illustrate which policy is more beneficial to each place. In addition to providing MR-specific policies' results, the use of machine learning to simulate an ABM reduces the computational burden, whereas allowing for a much larger variation among model parameters. The coherence of results within the context of larger uncertainty--vis-\`a-vis those of the original ABM--reinforces robustness of the model. At the same time the exercise indicates which parameters should policymakers intervene on, in order to work towards precise policy optimal instruments.


Sybil-Proof Diffusion Auction in Social Networks

arXiv.org Artificial Intelligence

A diffusion auction is a market to sell commodities over a social network, where the challenge is to incentivize existing buyers to invite their neighbors in the network to join the market. Existing mechanisms have been designed to solve the challenge in various settings, aiming at desirable properties such as non-deficiency, incentive compatibility and social welfare maximization. Since the mechanisms are employed in dynamic networks with ever-changing structures, buyers could easily generate fake nodes in the network to manipulate the mechanisms for their own benefits, which is commonly known as the Sybil attack. We observe that strategic agents may gain an unfair advantage in existing mechanisms through such attacks. To resist this potential attack, we propose two diffusion auction mechanisms, the Sybil tax mechanism (STM) and the Sybil cluster mechanism (SCM), to achieve both Sybil-proofness and incentive compatibility in the single-item setting. Our proposal provides the first mechanisms to protect the interests of buyers against Sybil attacks with a mild sacrifice of social welfare and revenue.


A Survey on Artificial Intelligence for Music Generation: Agents, Domains and Perspectives

arXiv.org Artificial Intelligence

Music is one of the Gardner's intelligences in his theory of multiple intelligences. How humans perceive and understand music is still being studied and is crucial to develop artificial intelligence models that imitate such processes. Music generation with Artificial Intelligence is an emerging field that is gaining much attention in the recent years. In this paper, we describe how humans compose music and how new AI systems could imitate such process by comparing past and recent advances in the field with music composition techniques. To understand how AI models and algorithms generate music and the potential applications that might appear in the future, we explore, analyze and describe the agents that take part of the music generation process: the datasets, models, interfaces, the users and the generated music. We mention possible applications that might benefit from this field and we also propose new trends and future research directions that could be explored in the future.


Fairness in Federated Learning via Core-Stability

arXiv.org Artificial Intelligence

Federated learning provides an effective paradigm to jointly optimize a model benefited from rich distributed data while protecting data privacy. Nonetheless, the heterogeneity nature of distributed data makes it challenging to define and ensure fairness among local agents. For instance, it is intuitively "unfair" for agents with data of high quality to sacrifice their performance due to other agents with low quality data. Currently popular egalitarian and weighted equity-based fairness measures suffer from the aforementioned pitfall. In this work, we aim to formally represent this problem and address these fairness issues using concepts from co-operative game theory and social choice theory. We model the task of learning a shared predictor in the federated setting as a fair public decision making problem, and then define the notion of core-stable fairness: Given $N$ agents, there is no subset of agents $S$ that can benefit significantly by forming a coalition among themselves based on their utilities $U_N$ and $U_S$ (i.e., $\frac{|S|}{N} U_S \geq U_N$). Core-stable predictors are robust to low quality local data from some agents, and additionally they satisfy Proportionality and Pareto-optimality, two well sought-after fairness and efficiency notions within social choice. We then propose an efficient federated learning protocol CoreFed to optimize a core stable predictor. CoreFed determines a core-stable predictor when the loss functions of the agents are convex. CoreFed also determines approximate core-stable predictors when the loss functions are not convex, like smooth neural networks. We further show the existence of core-stable predictors in more general settings using Kakutani's fixed point theorem. Finally, we empirically validate our analysis on two real-world datasets, and we show that CoreFed achieves higher core-stability fairness than FedAvg while having similar accuracy.


Forget chess, DeepMind's training its new AI to play football

#artificialintelligence

Researchers from DeepMind, the UK's juggernaut AI lab, have forsaken the noble games of chess and Go for a more plebeian delight: football. The Google sister company yesterday published a research paper and accompanying blog post detailing its new neural probabilistic motor primitives (NPMP) -- a method by which artificial intelligence agents can learn to operate physical bodies. An NPMP is a general-purpose motor control module that translates short-horizon motor intentions to low-level control signals, and it's trained offline or via RL by imitating motion capture (MoCap) data, recorded with trackers on humans or animals performing motions of interest. Up front: Essentially, the DeepMind team created an AI system that can learn how to do things inside of a physics simulator by watching videos of other agents performing those tasks. And, of course, if you've got a giant physics engine and an endless supply of curious robots, the only rational thing to do is to teach it how to dribble and shoot: We optimized teams of agents to play simulated football via reinforcement learning, constraining the solution space to that of plausible movements learned using human motion capture data. Background: In order to train AI to operate and control robots in the world, researchers have to prepare the machines for reality.