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Efficient Risk-Averse Reinforcement Learning

arXiv.org Artificial Intelligence

In risk-averse reinforcement learning (RL), the goal is to optimize some risk measure of the returns. A risk measure often focuses on the worst returns out of the agent's experience. As a result, standard methods for risk-averse RL often ignore high-return strategies. We prove that under certain conditions this inevitably leads to a local-optimum barrier, and propose a soft risk mechanism to bypass it. We also devise a novel Cross Entropy module for risk sampling, which (1) preserves risk aversion despite the soft risk; (2) independently improves sample efficiency. By separating the risk aversion of the sampler and the optimizer, we can sample episodes with poor conditions, yet optimize with respect to successful strategies. We combine these two concepts in CeSoR - Cross-entropy Soft-Risk optimization algorithm - which can be applied on top of any risk-averse policy gradient (PG) method. We demonstrate improved risk aversion in maze navigation, autonomous driving, and resource allocation benchmarks, including in scenarios where standard risk-averse PG completely fails.


Communication Efficient Distributed Learning for Kernelized Contextual Bandits

arXiv.org Artificial Intelligence

We tackle the communication efficiency challenge of learning kernelized contextual bandits in a distributed setting. Despite the recent advances in communication-efficient distributed bandit learning, existing solutions are restricted to simple models like multi-armed bandits and linear bandits, which hamper their practical utility. In this paper, instead of assuming the existence of a linear reward mapping from the features to the expected rewards, we consider non-linear reward mappings, by letting agents collaboratively search in a reproducing kernel Hilbert space (RKHS). This introduces significant challenges in communication efficiency as distributed kernel learning requires the transfer of raw data, leading to a communication cost that grows linearly w.r.t. time horizon $T$. We addresses this issue by equipping all agents to communicate via a common Nystr\"{o}m embedding that gets updated adaptively as more data points are collected. We rigorously proved that our algorithm can attain sub-linear rate in both regret and communication cost.


Augmenting Flight Training with AI to Efficiently Train Pilots

arXiv.org Artificial Intelligence

We propose an AI-based pilot trainer to help students learn how to fly aircraft. First, an AI agent uses behavioral cloning to learn flying maneuvers from qualified flight instructors. Later, the system uses the agent's decisions to detect errors made by students and provide feedback to help students correct their errors. This paper presents an instantiation of the pilot trainer. We focus on teaching straight and level flying maneuvers by automatically providing formative feedback to the human student.


Cooperation, Retaliation and Forgiveness in Revision Games

arXiv.org Artificial Intelligence

Revision game is a very new model formulating the real-time situation where players dynamically prepare and revise their actions in advance before a deadline when payoffs are realized. It is at the cutting edge of dynamic game theory and can be applied in many real-world scenarios, such as eBay auction, stock market, election, online games, crowdsourcing, etc. In this work, we novelly identify a class of strategies for revision games which are called Limited Retaliation strategies. An limited retaliation strategy stipulates that, (1) players first follow a recommended cooperative plan; (2) if anyone deviates from the plan, the limited retaliation player retaliates by using the defection action for a limited duration; (3) after the retaliation, the limited retaliation player returns to the cooperative plan. A limited retaliation strategy has three key features. It is cooperative, sustaining a high level of social welfare. It is vengeful, deterring the opponent from betrayal by threatening with a future retaliation. It is yet forgiving, since it resumes cooperation after a proper retaliation. The cooperativeness and vengefulness make it constitute cooperative subgame perfect equilibrium, while the forgiveness makes it tolerate occasional mistakes. limited retaliation strategies show significant advantages over Grim Trigger, which is currently the only known strategy for revision games. Besides its contribution as a new robust and welfare-optimizing equilibrium strategy, our results about limited retaliation strategy can also be used to explain how easy cooperation can happen, and why forgiveness emerges in real-world multi-agent interactions. In addition, limited retaliation strategies are simple to derive and computationally efficient, making it easy for algorithm design and implementation in many multi-agent systems.


Effect of sociability and curiosity of senior developers in building agile scrum team competency

arXiv.org Artificial Intelligence

This paper aims to investigate the mechanisms that contribute to propagation of competence in an Agile Scrum team. This study seeks to challenge the traditional view of bounded rationality (BR). An Agile Scrum team (Team) is expected to build problem solving competence quickly as the expected ramp up time continues to shrink. But the team has a mixture of expertise, competence and sociability levels that affect out-of-the-box performance. The objective is to expand BR into the social realm and see how teams can self-organize and reconfigure to allow effective problem solving. Studies have shown that agent-based computational simulation is an appropriate technique to explore this point from a theoretical perspective. The first step is to define the problem, discuss how senior team members exhibit high curiosity and apply sociability and cognitive resources to develop overall team competence. This dynamic is modeled and simulated in NetLogoR and the results are analyzed. Finally, some key findings are presented and discussed.


An $\alpha$-No-Regret Algorithm For Graphical Bilinear Bandits

arXiv.org Artificial Intelligence

We propose the first regret-based approach to the Graphical Bilinear Bandits problem, where $n$ agents in a graph play a stochastic bilinear bandit game with each of their neighbors. This setting reveals a combinatorial NP-hard problem that prevents the use of any existing regret-based algorithm in the (bi-)linear bandit literature. In this paper, we fill this gap and present the first regret-based algorithm for graphical bilinear bandits using the principle of optimism in the face of uncertainty. Theoretical analysis of this new method yields an upper bound of $\tilde{O}(\sqrt{T})$ on the $\alpha$-regret and evidences the impact of the graph structure on the rate of convergence. Finally, we show through various experiments the validity of our approach.


Minimax-Optimal Multi-Agent RL in Markov Games With a Generative Model

arXiv.org Artificial Intelligence

This paper studies multi-agent reinforcement learning in Markov games, with the goal of learning Nash equilibria or coarse correlated equilibria (CCE) sample-optimally. All prior results suffer from at least one of the two obstacles: the curse of multiple agents and the barrier of long horizon, regardless of the sampling protocol in use. We take a step towards settling this problem, assuming access to a flexible sampling mechanism: the generative model. Focusing on non-stationary finite-horizon Markov games, we develop a fast learning algorithm called \myalg~and an adaptive sampling scheme that leverage the optimism principle in online adversarial learning (particularly the Follow-the-Regularized-Leader (FTRL) method). Our algorithm learns an $\varepsilon$-approximate CCE in a general-sum Markov game using $$ \widetilde{O}\bigg( \frac{H^4 S \sum_{i=1}^m A_i}{\varepsilon^2} \bigg) $$ samples, where $m$ is the number of players, $S$ indicates the number of states, $H$ is the horizon, and $A_i$ denotes the number of actions for the $i$-th player. This is minimax-optimal (up to log factor) when the number of players is fixed. When applied to two-player zero-sum Markov games, our algorithm provably finds an $\varepsilon$-approximate Nash equilibrium with minimal samples. Along the way, we derive a refined regret bound for FTRL that makes explicit the role of variance-type quantities, which might be of independent interest.


Learning Neuro-Symbolic Skills for Bilevel Planning

arXiv.org Artificial Intelligence

Decision-making is challenging in robotics environments with continuous object-centric states, continuous actions, long horizons, and sparse feedback. Hierarchical approaches, such as task and motion planning (TAMP), address these challenges by decomposing decision-making into two or more levels of abstraction. In a setting where demonstrations and symbolic predicates are given, prior work has shown how to learn symbolic operators and neural samplers for TAMP with manually designed parameterized policies. Our main contribution is a method for learning parameterized polices in combination with operators and samplers. These components are packaged into modular neuro-symbolic skills and sequenced together with search-then-sample TAMP to solve new tasks. In experiments in four robotics domains, we show that our approach -- bilevel planning with neuro-symbolic skills -- can solve a wide range of tasks with varying initial states, goals, and objects, outperforming six baselines and ablations. Video: https://youtu.be/PbFZP8rPuGg Code: https://tinyurl.com/skill-learning


Inducing Equilibria via Incentives: Simultaneous Design-and-Play Ensures Global Convergence

arXiv.org Artificial Intelligence

To regulate a social system comprised of self-interested agents, economic incentives are often required to induce a desirable outcome. This incentive design problem naturally possesses a bilevel structure, in which a designer modifies the rewards of the agents with incentives while anticipating the response of the agents, who play a non-cooperative game that converges to an equilibrium. The existing bilevel optimization algorithms raise a dilemma when applied to this problem: anticipating how incentives affect the agents at equilibrium requires solving the equilibrium problem repeatedly, which is computationally inefficient; bypassing the time-consuming step of equilibrium-finding can reduce the computational cost, but may lead the designer to a sub-optimal solution. To address such a dilemma, we propose a method that tackles the designer's and agents' problems simultaneously in a single loop. Specifically, at each iteration, both the designer and the agents only move one step. Nevertheless, we allow the designer to gradually learn the overall influence of the incentives on the agents, which guarantees optimality after convergence. The convergence rate of the proposed scheme is also established for a broad class of games.


Zero-Order One-Point Estimate with Distributed Stochastic Gradient-Tracking Technique

arXiv.org Artificial Intelligence

In this work, we consider a distributed multi-agent stochastic optimization problem, where each agent holds a local objective function that is smooth and convex, and that is subject to a stochastic process. The goal is for all agents to collaborate to find a common solution that optimizes the sum of these local functions. With the practical assumption that agents can only obtain noisy numerical function queries at exactly one point at a time, we extend the distributed stochastic gradient-tracking method to the bandit setting where we don't have an estimate of the gradient, and we introduce a zero-order (ZO) one-point estimate (1P-DSGT). We analyze the convergence of this novel technique for smooth and convex objectives using stochastic approximation tools, and we prove that it converges almost surely to the optimum. We then study the convergence rate for when the objectives are additionally strongly convex. We obtain a rate of $O(\frac{1}{\sqrt{k}})$ after a sufficient number of iterations $k > K_2$ which is usually optimal for techniques utilizing one-point estimators. We also provide a regret bound of $O(\sqrt{k})$, which is exceptionally good compared to the aforementioned techniques. We further illustrate the usefulness of the proposed technique using numerical experiments.