Agents
Modelling the Rise and Fall of Two-Sided Mobility Markets with Microsimulation
Ghasemi, Farnoud, Kucharski, Rafał
In this paper, we propose a novel modelling framework to reproduce the market entry strategies for two-sided mobility platforms. In the MaaSSim agent-based simulator, we develop a co-evolutionary model to represent day-to-day dynamics of the two-sided mobility market with agents making rational decisions to maximize their perceived utility. Participation probability of agents depends on utility, composed of: experience, word of mouth and marketing components adjusted by agents every day with the novel S-shaped formulas - better suited (in our opinion) to reproduce market entry dynamics than previous approaches. With such a rich representation, we can realistically model a variety of market entry strategies and create significant network effects to reproduce the rise and fall of two-side mobility platforms. To illustrate model capabilities, we simulate a 400-day evolution of 200 drivers and 2000 travelers on a road-network of Amsterdam. We design a six-stage market entry strategy with consecutive: kick-off, discount, launch, growth, maturity and greed stages. After 25 days the platform offers discounts, yet it starts gaining market share only when the marketing campaign launches at day 50. Campaign finishes after 50 days, which does not stop the growth, now fueled mainly with a positive word of mouth effect and experiences. The platform ends discounts after 200 days and reaches the steady maturity period, after which its greedy strategy leads to collapse of its market share and profit. All above simulated with a single behavioral model, which well reproduces how agents of both sides adapts to platform actions.
How Bad is Selfish Driving? Bounding the Inefficiency of Equilibria in Urban Driving Games
Zanardi, Alessandro, Sessa, Pier Giuseppe, Käslin, Nando, Bolognani, Saverio, Censi, Andrea, Frazzoli, Emilio
We consider the interaction among agents engaging in a driving task and we model it as general-sum game. This class of games exhibits a plurality of different equilibria posing the issue of equilibrium selection. While selecting the most efficient equilibrium (in term of social cost) is often impractical from a computational standpoint, in this work we study the (in)efficiency of any equilibrium players might agree to play. More specifically, we bound the equilibrium inefficiency by modeling driving games as particular type of congestion games over spatio-temporal resources. We obtain novel guarantees that refine existing bounds on the Price of Anarchy (PoA) as a function of problem-dependent game parameters. For instance, the relative trade-off between proximity costs and personal objectives such as comfort and progress. Although the obtained guarantees concern open-loop trajectories, we observe efficient equilibria even when agents employ closed-loop policies trained via decentralized multi-agent reinforcement learning.
Graded-Q Reinforcement Learning with Information-Enhanced State Encoder for Hierarchical Collaborative Multi-Vehicle Pursuit
Yang, Yiying, Li, Xinhang, Yuan, Zheng, Wang, Qinwen, Xu, Chen, Zhang, Lin
The multi-vehicle pursuit (MVP), as a problem abstracted from various real-world scenarios, is becoming a hot research topic in Intelligent Transportation System (ITS). The combination of Artificial Intelligence (AI) and connected vehicles has greatly promoted the research development of MVP. However, existing works on MVP pay little attention to the importance of information exchange and cooperation among pursuing vehicles under the complex urban traffic environment. This paper proposed a graded-Q reinforcement learning with information-enhanced state encoder (GQRL-IESE) framework to address this hierarchical collaborative multi-vehicle pursuit (HCMVP) problem. In the GQRL-IESE, a cooperative graded Q scheme is proposed to facilitate the decision-making of pursuing vehicles to improve pursuing efficiency. Each pursuing vehicle further uses a deep Q network (DQN) to make decisions based on its encoded state. A coordinated Q optimizing network adjusts the individual decisions based on the current environment traffic information to obtain the global optimal action set. In addition, an information-enhanced state encoder is designed to extract critical information from multiple perspectives and uses the attention mechanism to assist each pursuing vehicle in effectively determining the target. Extensive experimental results based on SUMO indicate that the total timestep of the proposed GQRL-IESE is less than other methods on average by 47.64%, which demonstrates the excellent pursuing efficiency of the GQRL-IESE. Codes are outsourced in https://github.com/ANT-ITS/GQRL-IESE.
Avalon: A Benchmark for RL Generalization Using Procedurally Generated Worlds
Albrecht, Joshua, Fetterman, Abraham J., Fogelman, Bryden, Kitanidis, Ellie, Wróblewski, Bartosz, Seo, Nicole, Rosenthal, Michael, Knutins, Maksis, Polizzi, Zachary, Simon, James B., Qiu, Kanjun
Despite impressive successes, deep reinforcement learning (RL) systems still fall short of human performance on generalization to new tasks and environments that differ from their training. As a benchmark tailored for studying RL generalization, we introduce Avalon, a set of tasks in which embodied agents in highly diverse procedural 3D worlds must survive by navigating terrain, hunting or gathering food, and avoiding hazards. Avalon is unique among existing RL benchmarks in that the reward function, world dynamics, and action space are the same for every task, with tasks differentiated solely by altering the environment; its 20 tasks, ranging in complexity from eat and throw to hunt and navigate, each create worlds in which the agent must perform specific skills in order to survive. This setup enables investigations of generalization within tasks, between tasks, and to compositional tasks that require combining skills learned from previous tasks. Avalon includes a highly efficient simulator, a library of baselines, and a benchmark with scoring metrics evaluated against hundreds of hours of human performance, all of which are open-source and publicly available. We find that standard RL baselines make progress on most tasks but are still far from human performance, suggesting Avalon is challenging enough to advance the quest for generalizable RL.
An agent-based epidemics simulation to compare and explain screening and vaccination prioritisation strategies
This paper describes an agent-based model of epidemics dynamics. This model is willingly simplified, as its goal is not to predict the evolution of the epidemics, but to explain the underlying mechanisms in an interactive way. This model allows to compare screening prioritisation strategies, as well as vaccination priority strategies, on a virtual population. The model is implemented in Netlogo in different simulators, published online to let people experiment with them. This paper reports on the model design, implementation, and experimentations. In particular we have compared screening strategies to evaluate the epidemics vs control it by quarantining infectious people; and we have compared vaccinating older people with more risk factors, vs younger people with more social contacts.
Offline congestion games: How feedback type affects data coverage requirement
Jiang, Haozhe, Cui, Qiwen, Xiong, Zhihan, Fazel, Maryam, Du, Simon S.
This paper investigates when one can efficiently recover an approximate Nash Equilibrium (NE) in offline congestion games.The existing dataset coverage assumption in offline general-sum games inevitably incurs a dependency on the number of actions, which can be exponentially large in congestion games. We consider three different types of feedback with decreasing revealed information. Starting from the facility-level (a.k.a., semi-bandit) feedback, we propose a novel one-unit deviation coverage condition and give a pessimism-type algorithm that can recover an approximate NE. For the agent-level (a.k.a., bandit) feedback setting, interestingly, we show the one-unit deviation coverage condition is not sufficient. On the other hand, we convert the game to multi-agent linear bandits and show that with a generalized data coverage assumption in offline linear bandits, we can efficiently recover the approximate NE. Lastly, we consider a novel type of feedback, the game-level feedback where only the total reward from all agents is revealed. Again, we show the coverage assumption for the agent-level feedback setting is insufficient in the game-level feedback setting, and with a stronger version of the data coverage assumption for linear bandits, we can recover an approximate NE. Together, our results constitute the first study of offline congestion games and imply formal separations between different types of feedback.
An Opponent-Aware Reinforcement Learning Method for Team-to-Team Multi-Vehicle Pursuit via Maximizing Mutual Information Indicator
Wang, Qinwen, Li, Xinhang, Yuan, Zheng, Yang, Yiying, Xu, Chen, Zhang, Lin
The pursuit-evasion game in Smart City brings a profound impact on the Multi-vehicle Pursuit (MVP) problem, when police cars cooperatively pursue suspected vehicles. Existing studies on the MVP problems tend to set evading vehicles to move randomly or in a fixed prescribed route. The opponent modeling method has proven considerable promise in tackling the non-stationary caused by the adversary agent. However, most of them focus on two-player competitive games and easy scenarios without the interference of environments. This paper considers a Team-to-Team Multi-vehicle Pursuit (T2TMVP) problem in the complicated urban traffic scene where the evading vehicles adopt the pre-trained dynamic strategies to execute decisions intelligently. To solve this problem, we propose an opponent-aware reinforcement learning via maximizing mutual information indicator (OARLM2I2) method to improve pursuit efficiency in the complicated environment. First, a sequential encoding-based opponents joint strategy modeling (SEOJSM) mechanism is proposed to generate evading vehicles' joint strategy model, which assists the multi-agent decision-making process based on deep Q-network (DQN). Then, we design a mutual information-united loss, simultaneously considering the reward fed back from the environment and the effectiveness of opponents' joint strategy model, to update pursuing vehicles' decision-making process. Extensive experiments based on SUMO demonstrate our method outperforms other baselines by 21.48% on average in reducing pursuit time. The code is available at \url{https://github.com/ANT-ITS/OARLM2I2}.
On the Computation of Distributed Knowledge as the Greatest Lower Bound of Knowledge
Quintero, Santiago, Pinzón, Carlos, Ramírez, Sergio, Valencia, Frank
Let $L$ be a finite lattice and $\mathcal{E}(L)$ be the set of join endomorphisms of $L$. We consider the problem of given $L$ and $f,g \in \mathcal{E}(L)$, finding the greatest lower bound $f \sqcap_{{\scriptsize \mathcal{E}(L)}} g$ in the lattice $\mathcal{E}(L)$. (1) We show that if $L$ is distributive, the problem can be solved in time $O(n)$ where $n=| L |$. The previous upper bound was $O(n^2)$. (2) We provide new algorithms for arbitrary lattices and give experimental evidence that they are significantly faster than the existing algorithm. (3) We characterize the standard notion of distributed knowledge of a group as the greatest lower bound of the join-endomorphisms representing the knowledge of each member of the group. (4) We show that deciding whether an agent has the distributed knowledge of two other agents can be computed in time $O(n^2)$ where $n$ is the size of the underlying set of states. (5) For the special case of $S5$ knowledge, we show that it can be decided in time $O(n\alpha_{n})$ where $\alpha_{n}$ is the inverse of the Ackermann function.
Grounding Aleatoric Uncertainty for Unsupervised Environment Design
Jiang, Minqi, Dennis, Michael, Parker-Holder, Jack, Lupu, Andrei, Küttler, Heinrich, Grefenstette, Edward, Rocktäschel, Tim, Foerster, Jakob
Adaptive curricula in reinforcement learning (RL) have proven effective for producing policies robust to discrepancies between the train and test environment. Recently, the Unsupervised Environment Design (UED) framework generalized RL curricula to generating sequences of entire environments, leading to new methods with robust minimax regret properties. Problematically, in partially-observable or stochastic settings, optimal policies may depend on the ground-truth distribution over aleatoric parameters of the environment in the intended deployment setting, while curriculum learning necessarily shifts the training distribution. We formalize this phenomenon as curriculum-induced covariate shift (CICS), and describe how its occurrence in aleatoric parameters can lead to suboptimal policies. Directly sampling these parameters from the ground-truth distribution avoids the issue, but thwarts curriculum learning. We propose SAMPLR, a minimax regret UED method that optimizes the ground-truth utility function, even when the underlying training data is biased due to CICS. We prove, and validate on challenging domains, that our approach preserves optimality under the ground-truth distribution, while promoting robustness across the full range of environment settings.
Can an AI agent hit a moving target?
I show that when the money supply accelerates, the learning agents only adjust their actions, which include consumption and demand for real balance, after gathering learning experience for many periods. This delayed adjustments leads to low returns during transition periods. Once they start adjusting to the new environment, their welfare improves. Their changes in beliefs and actions lead to temporary inflation volatility. I also show that, 1. the AI agents who explores their environment more adapt to the policy regime change quicker, which leads to welfare improvements and less inflation volatility, and 2. the AI agents who have experienced a structural change adjust their beliefs and behaviours quicker than an inexperienced learning agent.