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Approximate Nash Equilibrium Learning for n-Player Markov Games in Dynamic Pricing

arXiv.org Artificial Intelligence

We investigate Nash equilibrium learning in a competitive Markov Game (MG) environment, where multiple agents compete, and multiple Nash equilibria can exist. In particular, for an oligopolistic dynamic pricing environment, exact Nash equilibria are difficult to obtain due to the curse-of-dimensionality. We develop a new model-free method to find approximate Nash equilibria. Gradient-free black box optimization is then applied to estimate $\epsilon$, the maximum reward advantage of an agent unilaterally deviating from any joint policy, and to also estimate the $\epsilon$-minimizing policy for any given state. The policy-$\epsilon$ correspondence and the state to $\epsilon$-minimizing policy are represented by neural networks, the latter being the Nash Policy Net. During batch update, we perform Nash Q learning on the system, by adjusting the action probabilities using the Nash Policy Net. We demonstrate that an approximate Nash equilibrium can be learned, particularly in the dynamic pricing domain where exact solutions are often intractable.


Modelling the Recommender Alignment Problem

arXiv.org Artificial Intelligence

Recommender systems (RS) mediate human experience online. Most RS act to optimize metrics that are imperfectly aligned with the best-interest of users but are easy to measure, like ad-clicks and user engagement. This has resulted in a host of hard-to-measure side-effects: political polarization, addiction, fake news. RS design faces a recommender alignment problem: that of aligning recommendations with the goals of users, system designers, and society as a whole. But how do we test and compare potential solutions to align RS? Their massive scale makes them costly and risky to test in deployment. We synthesized a simple abstract modelling framework to guide future work. To illustrate it, we construct a toy experiment where we ask: "How can we evaluate the consequences of using user retention as a reward function?" To answer the question, we learn recommender policies that optimize reward functions by controlling graph dynamics on a toy environment. Based on the effects that trained recommenders have on their environment, we conclude that engagement maximizers generally lead to worse outcomes than aligned recommenders but not always. After learning, we examine competition between RS as a potential solution to RS alignment. We find that it generally makes our toy-society better-off than it would be under the absence of recommendation or engagement maximizers. In this work, we aimed for a broad scope, touching superficially on many different points to shed light on how an end-to-end study of reward functions for recommender systems might be done. Recommender alignment is a pressing and important problem. Attempted solutions are sure to have far-reaching impacts. Here, we take a first step in developing methods to evaluating and comparing solutions with respect to their impacts on society.


Towards A Complete Multi-Agent Pathfinding Algorithm For Large Agents

arXiv.org Artificial Intelligence

Multi-agent pathfinding (MAPF) is a challenging problem which is hard to solve optimally even when simplifying assumptions are adopted, e.g. planar graphs (typically -- grids), discretized time, uniform duration of move and wait actions etc. On the other hand, MAPF under such restrictive assumptions (also known as the Classical MAPF) is equivalent to the so-called pebble motion problem for which non-optimal polynomial time algorithms do exist. Recently, a body of works emerged that investigated MAPF beyond the basic setting and, in particular, considered agents of arbitrary size and shape. Still, to the best of our knowledge no complete algorithms for such MAPF variant exists. In this work we attempt to narrow this gap by considering MAPF for large agents and suggesting how this problem can be reduced to pebble motion on (general) graphs. The crux of this reduction is the procedure that moves away the agents away from the edge which is needed to perform a move action of the current agent. We consider different variants of how this procedure can be implemented and present a variant of the pebble motion algorithm which incorporates this procedure. Unfortunately, the algorithm is still incomplete, but empirically we show that it is able to solve much more MAPF instances (under the strict time limit) with large agents on arbitrary non-planar graphs (roadmaps) compared to the state-of-the-art MAPF solver -- Continous Conflict-Based Search (CCBS).


Topology Inference for Network Systems: Causality Perspective and Non-asymptotic Performance

arXiv.org Artificial Intelligence

Topology inference for network systems (NSs) plays a crucial role in many areas. This paper advocates a causality-based method based on noisy observations from a single trajectory of a NS, which is represented by the state-space model with general directed topology. Specifically, we first prove its close relationships with the ideal Granger estimator for multiple trajectories and the traditional ordinary least squares (OLS) estimator for a single trajectory. Along with this line, we analyze the non-asymptotic inference performance of the proposed method by taking the OLS estimator as a reference, covering both asymptotically and marginally stable systems. The derived convergence rates and accuracy results suggest the proposed method has better performance in addressing potentially correlated observations and achieves zero inference error asymptotically. Besides, an online/recursive version of our method is established for efficient computation or time-varying cases. Extensions on NSs with nonlinear dynamics are also discussed. Comprehensive tests corroborate the theoretical findings and comparisons with other algorithms highlight the superiority of the proposed method.


CH-MARL: A Multimodal Benchmark for Cooperative, Heterogeneous Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

We propose a multimodal (vision-and-language) benchmark for cooperative and heterogeneous multi-agent learning. We introduce a benchmark multimodal dataset with tasks involving collaboration between multiple simulated heterogeneous robots in a rich multi-room home environment. We provide an integrated learning framework, multimodal implementations of state-of-the-art multi-agent reinforcement learning techniques, and a consistent evaluation protocol. Our experiments investigate the impact of different modalities on multi-agent learning performance. We also introduce a simple message passing method between agents. The results suggest that multimodality introduces unique challenges for cooperative multi-agent learning and there is significant room for advancing multi-agent reinforcement learning methods in such settings.


Collective phototactic robotectonics

arXiv.org Artificial Intelligence

Cooperative task execution, a hallmark of eusociality, is enabled by local interactions between the agents and the environment through a dynamically evolving communication signal. Inspired by the collective behavior of social insects whose dynamics is modulated by interactions with the environment, we show that a robot collective can successfully nucleate a construction site via a trapping instability and cooperatively build organized structures. The same robot collective can also perform de-construction with a simple change in the behavioral parameter. These behaviors belong to a two-dimensional phase space of cooperative behaviors defined by agent-agent interaction (cooperation) along one axis and the agent-environment interaction (collection and deposition) on the other. Our behavior-based approach to robot design combined with a principled derivation of local rules enables the collective to solve tasks with robustness to a dynamically changing environment and a wealth of complex behaviors. The solution of complex problems on scales much This naturally raises two questions: (i) how do we design larger than the size of an individual, in both natural [1-8] a set of microscopic behavioral rules at the level of an individual and artificial systems [9-12], often requires the cooperative agent that leads to the emergence of robust and effort of a collective. An example is the collective flexible task completion? One difficulty is derive a principled approach for the synthesis of a broader that the participating agents in a collective must interact class of cooperative behaviors: collective architecture.


Learning to Coordinate for a Worker-Station Multi-robot System in Planar Coverage Tasks

arXiv.org Artificial Intelligence

For massive large-scale tasks, a multi-robot system (MRS) can effectively improve efficiency by utilizing each robot's different capabilities, mobility, and functionality. In this paper, we focus on the multi-robot coverage path planning (mCPP) problem in large-scale planar areas with random dynamic interferers in the environment, where the robots have limited resources. We introduce a worker-station MRS consisting of multiple workers with limited resources for actual work, and one station with enough resources for resource replenishment. We aim to solve the mCPP problem for the worker-station MRS by formulating it as a fully cooperative multi-agent reinforcement learning problem. Then we propose an end-to-end decentralized online planning method, which simultaneously solves coverage planning for workers and rendezvous planning for station. Our method manages to reduce the influence of random dynamic interferers on planning, while the robots can avoid collisions with them. We conduct simulation and real robot experiments, and the comparison results show that our method has competitive performance in solving the mCPP problem for worker-station MRS in metric of task finish time.


Butterflies: A new source of inspiration for futuristic aerial robotics

arXiv.org Artificial Intelligence

Nature is an inhabitant for enormous number of species. All the species do perform complex activities with simple and elegant rules for their survival. The property of emergence of collective behavior is remarkably supporting their activities. One form of the collective behaviour is the swarm intelligence -- all agents poses same rules and capabilities. This equality along with local cooperation in the agents tremendously leads to achieving global results. Some of the swarm behaviours in the nature includes birds formations , fish school maneuverings, ants movement. Recently, one school of research has studied these behaviours and proposed artificial paradigms such as Particle Swarm Optimization (PSO), Ant Colony Optimization (ACO), Glowworm Swarm Optimization (GSO) etc. Another school of research used these models and designed robotic platforms to detect (locate) multiple signal sources such as light, fire, plume, odour etc. Kinbots platform is one such recent experiment. In the same line of thought, this extended abstract presents the recently proposed butterfly inspired metaphor and corresponding simulations, ongoing experiments with outcomes.


Discovering Agents

arXiv.org Artificial Intelligence

Causal models of agents have been used to analyse the safety aspects of machine learning systems. But identifying agents is non-trivial -- often the causal model is just assumed by the modeler without much justification -- and modelling failures can lead to mistakes in the safety analysis. This paper proposes the first formal causal definition of agents -- roughly that agents are systems that would adapt their policy if their actions influenced the world in a different way. From this we derive the first causal discovery algorithm for discovering agents from empirical data, and give algorithms for translating between causal models and game-theoretic influence diagrams. We demonstrate our approach by resolving some previous confusions caused by incorrect causal modelling of agents.


Graphical Models of False Information and Fact Checking Ecosystems

arXiv.org Artificial Intelligence

The wide spread of false information online including misinformation and disinformation has become a major problem for our highly digitised and globalised society. A lot of research has been done to better understand different aspects of false information online such as behaviours of different actors and patterns of spreading, and also on better detection and prevention of such information using technical and socio-technical means. One major approach to detect and debunk false information online is to use human fact-checkers, who can be helped by automated tools. Despite a lot of research done, we noticed a significant gap on the lack of conceptual models describing the complicated ecosystems of false information and fact checking. In this paper, we report the first graphical models of such ecosystems, focusing on false information online in multiple contexts, including traditional media outlets and user-generated content. The proposed models cover a wide range of entity types and relationships, and can be a new useful tool for researchers and practitioners to study false information online and the effects of fact checking.