Goto

Collaborating Authors

 Agents


Game-Theoretical Perspectives on Active Equilibria: A Preferred Solution Concept over Nash Equilibria

arXiv.org Artificial Intelligence

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

#artificialintelligence

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 โ€“ Nigerian sign language, a simple voting rule, and robotic control algorithms

AIHub

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.


Gathering Strength, Gathering Storms: The One Hundred Year Study on Artificial Intelligence (AI100) 2021 Study Panel Report

arXiv.org Artificial Intelligence

In September 2021, the "One Hundred Year Study on Artificial Intelligence" project (AI100) issued the second report of its planned long-term periodic assessment of artificial intelligence (AI) and its impact on society. It was written by a panel of 17 study authors, each of whom is deeply rooted in AI research, chaired by Michael Littman of Brown University. The report, entitled "Gathering Strength, Gathering Storms," answers a set of 14 questions probing critical areas of AI development addressing the major risks and dangers of AI, its effects on society, its public perception and the future of the field. The report concludes that AI has made a major leap from the lab to people's lives in recent years, which increases the urgency to understand its potential negative effects. The questions were developed by the AI100 Standing Committee, chaired by Peter Stone of the University of Texas at Austin, consisting of a group of AI leaders with expertise in computer science, sociology, ethics, economics, and other disciplines.


Hypergraphon Mean Field Games

arXiv.org Artificial Intelligence

We propose an approach to modelling large-scale multi-agent dynamical systems allowing interactions among more than just pairs of agents using the theory of mean field games and the notion of hypergraphons, which are obtained as limits of large hypergraphs. To the best of our knowledge, ours is the first work on mean field games on hypergraphs. Together with an extension to a multi-layer setup, we obtain limiting descriptions for large systems of non-linear, weakly-interacting dynamical agents. On the theoretical side, we prove the well-foundedness of the resulting hypergraphon mean field game, showing both existence and approximate Nash properties. On the applied side, we extend numerical and learning algorithms to compute the hypergraphon mean field equilibria. To verify our approach empirically, we consider a social rumor spreading model, where we give agents intrinsic motivation to spread rumors to unaware agents, and an epidemics control problem.


Adaptive Environment Modeling Based Reinforcement Learning for Collision Avoidance in Complex Scenes

arXiv.org Artificial Intelligence

The major challenges of collision avoidance for robot navigation in crowded scenes lie in accurate environment modeling, fast perceptions, and trustworthy motion planning policies. This paper presents a novel adaptive environment model based collision avoidance reinforcement learning (i.e., AEMCARL) framework for an unmanned robot to achieve collision-free motions in challenging navigation scenarios. The novelty of this work is threefold: (1) developing a hierarchical network of gated-recurrent-unit (GRU) for environment modeling; (2) developing an adaptive perception mechanism with an attention module; (3) developing an adaptive reward function for the reinforcement learning (RL) framework to jointly train the environment model, perception function and motion planning policy. The proposed method is tested with the Gym-Gazebo simulator and a group of robots (Husky and Turtlebot) under various crowded scenes. Both simulation and experimental results have demonstrated the superior performance of the proposed method over baseline methods.


Secure Distributed Optimization Under Gradient Attacks

arXiv.org Artificial Intelligence

In this paper, we study secure distributed optimization against arbitrary gradient attack in multi-agent networks. In distributed optimization, there is no central server to coordinate local updates, and each agent can only communicate with its neighbors on a predefined network. We consider the scenario where out of $n$ networked agents, a fixed but unknown fraction $\rho$ of the agents are under arbitrary gradient attack in that their stochastic gradient oracles return arbitrary information to derail the optimization process, and the goal is to minimize the sum of local objective functions on unattacked agents. We propose a distributed stochastic gradient method that combines local variance reduction and clipping (CLIP-VRG). We show that, in a connected network, when unattacked local objective functions are convex and smooth, share a common minimizer, and their sum is strongly convex, CLIP-VRG leads to almost sure convergence of the iterates to the exact sum cost minimizer at all agents. We quantify a tight upper bound of the fraction $\rho$ of attacked agents in terms of problem parameters such as the condition number of the associated sum cost that guarantee exact convergence of CLIP-VRG, and characterize its asymptotic convergence rate. Finally, we empirically demonstrate the effectiveness of the proposed method under gradient attacks in both synthetic dataset and image classification datasets.


A Game Benchmark for Real-Time Human-Swarm Control

arXiv.org Artificial Intelligence

We present a game benchmark for testing human-swarm control algorithms and interfaces in a real-time, high-cadence scenario. Our benchmark consists of a swarm vs. swarm game in a virtual ROS environment in which the goal of the game is to capture all agents from the opposing swarm; the game's high-cadence is a result of the capture rules, which cause agent team sizes to fluctuate rapidly. These rules require players to consider both the number of agents currently at their disposal and the behavior of their opponent's swarm when they plan actions. We demonstrate our game benchmark with a default human-swarm control system that enables a player to interact with their swarm through a high-level touchscreen interface. The touchscreen interface transforms player gestures into swarm control commands via a low-level decentralized ergodic control framework. We compare our default human-swarm control system to a flocking-based control system, and discuss traits that are crucial for swarm control algorithms and interfaces operating in real-time, high-cadence scenarios like our game benchmark. Our game benchmark code is available on Github; more information can be found at https://sites.google.com/view/swarm-game-benchmark.


Proximal-like algorithms for equilibrium seeking in mixed-integer Nash equilibrium problems

arXiv.org Artificial Intelligence

We leave this topic Tracing back from the seminal work by Monderer and for future research. Thus, by exploiting the properties of Shapley [1], potential games represent a broad class of the ICRFs, acting as penalty terms in the individual agent's noncooperative games characterized by the existence of a BR problems, we prove that both proposed algorithms enjoy real-valued function, the potential function, such that any convergence guarantees to an equilibrium of the mixedinteger collective strategy profile minimizing the underlying function Nash equilibrium problem (MI-NEP). Specifically, coincides with a Nash equilibrium of the game. Potential in the first scenario considered the computed mixed-integer games hence provide a means to naturally model many Nash equilibrium (MI-NE) is exact, while in the second one control-theoretic applications [2] such as routing [3], complex the algorithm returns an approximate MI-NE.


Non-Linear Coordination Graphs

arXiv.org Artificial Intelligence

Value decomposition multi-agent reinforcement learning methods learn the global value function as a mixing of each agent's individual utility functions. Coordination graphs (CGs) represent a higher-order decomposition by incorporating pairwise payoff functions and thus is supposed to have a more powerful representational capacity. However, CGs decompose the global value function linearly over local value functions, severely limiting the complexity of the value function class that can be represented. In this paper, we propose the first non-linear coordination graph by extending CG value decomposition beyond the linear case. One major challenge is to conduct greedy action selections in this new function class to which commonly adopted DCOP algorithms are no longer applicable. We study how to solve this problem when mixing networks with LeakyReLU activation are used. An enumeration method with a global optimality guarantee is proposed and motivates an efficient iterative optimization method with a local optimality guarantee. We find that our method can achieve superior performance on challenging multi-agent coordination tasks like MACO.