Agents
Learning Mean-Field Control for Delayed Information Load Balancing in Large Queuing Systems
Tahir, Anam, Cui, Kai, Koeppl, Heinz
Recent years have seen a great increase in the capacity and parallel processing power of data centers and cloud services. To fully utilize the said distributed systems, optimal load balancing for parallel queuing architectures must be realized. Existing state-of-the-art solutions fail to consider the effect of communication delays on the behaviour of very large systems with many clients. In this work, we consider a multi-agent load balancing system, with delayed information, consisting of many clients (load balancers) and many parallel queues. In order to obtain a tractable solution, we model this system as a mean-field control problem with enlarged state-action space in discrete time through exact discretization. Subsequently, we apply policy gradient reinforcement learning algorithms to find an optimal load balancing solution. Here, the discrete-time system model incorporates a synchronization delay under which the queue state information is synchronously broadcasted and updated at all clients. We then provide theoretical performance guarantees for our methodology in large systems. Finally, using experiments, we prove that our approach is not only scalable but also shows good performance when compared to the state-of-the-art power-of-d variant of the Join-the-Shortest-Queue (JSQ) and other policies in the presence of synchronization delays.
A Simple Approach for Visual Rearrangement: 3D Mapping and Semantic Search
Trabucco, Brandon, Sigurdsson, Gunnar, Piramuthu, Robinson, Sukhatme, Gaurav S., Salakhutdinov, Ruslan
Physically rearranging objects is an important capability for embodied agents. Visual room rearrangement evaluates an agent's ability to rearrange objects in a room to a desired goal based solely on visual input. We propose a simple yet effective method for this problem: (1) search for and map which objects need to be rearranged, and (2) rearrange each object until the task is complete. Our approach consists of an off-the-shelf semantic segmentation model, voxel-based semantic map, and semantic search policy to efficiently find objects that need to be rearranged. On the AI2-THOR Rearrangement Challenge, our method improves on current state-of-the-art end-to-end reinforcement learning-based methods that learn visual rearrangement policies from 0.53% correct rearrangement to 16.56%, using only 2.7% as many samples from the environment.
Analyzing and Enhancing Closed-loop Stability in Reactive Simulation
Chang, Wei-Jer, Hu, Yeping, Li, Chenran, Zhan, Wei, Tomizuka, Masayoshi
Simulation has played an important role in efficiently evaluating self-driving vehicles in terms of scalability. Existing methods mostly rely on heuristic-based simulation, where traffic participants follow certain human-encoded rules that fail to generate complex human behaviors. Therefore, the reactive simulation concept is proposed to bridge the human behavior gap between simulation and real-world traffic scenarios by leveraging real-world data. However, these reactive models can easily generate unreasonable behaviors after a few steps of simulation, where we regard the model as losing its stability. To the best of our knowledge, no work has explicitly discussed and analyzed the stability of the reactive simulation framework. In this paper, we aim to provide a thorough stability analysis of the reactive simulation and propose a solution to enhance the stability. Specifically, we first propose a new reactive simulation framework, where we discover that the smoothness and consistency of the simulated state sequences are crucial factors to stability. We then incorporate the kinematic vehicle model into the framework to improve the closed-loop stability of the reactive simulation. Furthermore, along with commonly-used metrics, several novel metrics are proposed in this paper to better analyze the simulation performance.
Ad Hoc Teamwork in the Presence of Adversaries
Fujimoto, Ted, Chatterjee, Samrat, Ganguly, Auroop
Advances in ad hoc teamwork have the potential to create agents that collaborate robustly in real-world applications. Agents deployed in the real world, however, are vulnerable to adversaries with the intent to subvert them. There has been little research in ad hoc teamwork that assumes the presence of adversaries. We explain the importance of extending ad hoc teamwork to include the presence of adversaries and clarify why this problem is difficult. We then propose some directions for new research opportunities in ad hoc teamwork that leads to more robust multi-agent cyber-physical infrastructure systems.
Heterogeneous Multi-agent Zero-Shot Coordination by Coevolution
Xue, Ke, Wang, Yutong, Yuan, Lei, Guan, Cong, Qian, Chao, Yu, Yang
Generating agents that can achieve Zero-Shot Coordination (ZSC) with unseen partners is a new challenge in cooperative Multi-Agent Reinforcement Learning (MARL). Recently, some studies have made progress in ZSC by exposing the agents to diverse partners during the training process. They usually involve self-play when training the partners, implicitly assuming that the tasks are homogeneous. However, many real-world tasks are heterogeneous, and hence previous methods may fail. In this paper, we study the heterogeneous ZSC problem for the first time and propose a general method based on coevolution, which coevolves two populations of agents and partners through three sub-processes: pairing, updating and selection. Experimental results on a collaborative cooking task show the necessity of considering the heterogeneous setting and illustrate that our proposed method is a promising solution for heterogeneous cooperative MARL.
Regret Minimization and Convergence to Equilibria in General-sum Markov Games
Erez, Liad, Lancewicki, Tal, Sherman, Uri, Koren, Tomer, Mansour, Yishay
An abundance of recent impossibility results establish that regret minimization in Markov games with adversarial opponents is both statistically and computationally intractable. Nevertheless, none of these results preclude the possibility of regret minimization under the assumption that all parties adopt the same learning procedure. In this work, we present the first (to our knowledge) algorithm for learning in general-sum Markov games that provides sublinear regret guarantees when executed by all agents. The bounds we obtain are for swap regret, and thus, along the way, imply convergence to a correlated equilibrium. Our algorithm is decentralized, computationally efficient, and does not require any communication between agents. Our key observation is that online learning via policy optimization in Markov games essentially reduces to a form of weighted regret minimization, with unknown weights determined by the path length of the agents' policy sequence. Consequently, controlling the path length leads to weighted regret objectives for which sufficiently adaptive algorithms provide sublinear regret guarantees.
A Map of Diverse Synthetic Stable Roommates Instances
Boehmer, Niclas, Heeger, Klaus, Szufa, Stanisลaw
Focusing on Stable Roommates (SR) instances, we contribute to the toolbox for conducting experiments for stable matching problems. We introduce a polynomial-time computable pseudometric to measure the similarity of SR instances, analyze its properties, and use it to create a map of SR instances. This map visualizes 460 synthetic SR instances (each sampled from one of ten different statistical cultures) as follows: Each instance is a point in the plane, and two points are close on the map if the corresponding SR instances are similar to each other. Subsequently, we conduct several exemplary experiments and depict their results on the map, illustrating the map's usefulness as a non-aggregate visualization tool, the diversity of our generated dataset, and the need to use instances sampled from different statistical cultures. Lastly, to demonstrate that our framework can also be used for other matching problems under preference, we create and analyze a map of Stable Marriage instances.
Sparse Adversarial Attack in Multi-agent Reinforcement Learning
Cooperative multi-agent reinforcement learning (cMARL) has many real applications, but the policy trained by existing cMARL algorithms is not robust enough when deployed. There exist also many methods about adversarial attacks on the RL system, which implies that the RL system can suffer from adversarial attacks, but most of them focused on single agent RL. In this paper, we propose a \textit{sparse adversarial attack} on cMARL systems. We use (MA)RL with regularization to train the attack policy. Our experiments show that the policy trained by the current cMARL algorithm can obtain poor performance when only one or a few agents in the team (e.g., 1 of 8 or 5 of 25) were attacked at a few timesteps (e.g., attack 3 of total 40 timesteps).
GTP-SLAM: Game-Theoretic Priors for Simultaneous Localization and Mapping in Multi-Agent Scenarios
Chiu, Chih-Yuan, Fridovich-Keil, David
Robots operating in multi-player settings must simultaneously model the environment and the behavior of human or robotic agents who share that environment. This modeling is often approached using Simultaneous Localization and Mapping (SLAM); however, SLAM algorithms usually neglect multi-player interactions. In contrast, the motion planning literature often uses dynamic game theory to explicitly model noncooperative interactions of multiple agents in a known environment with perfect localization. Here, we present GTP-SLAM, a novel, iterative best response-based SLAM algorithm that accurately performs state localization and map reconstruction, while using game theoretic priors to capture the inherent non-cooperative interactions among multiple agents in an uncharted scene. By formulating the underlying SLAM problem as a potential game, we inherit a strong convergence guarantee. Empirical results indicate that, when deployed in a realistic traffic simulation, our approach performs localization and mapping more accurately than a standard bundle adjustment algorithm across a wide range of noise levels.
Resource-Aware Distributed Submodular Maximization: A Paradigm for Multi-Robot Decision-Making
Multi-robot decision-making is the process where multiple robots coordinate actions. In this paper, we aim for efficient and effective multi-robot decision-making despite the robots' limited on-board resources and the often resource-demanding complexity of their tasks. We introduce the first algorithm enabling the robots to choose with which few other robots to coordinate and provably balance the trade-off of centralized vs. decentralized coordination. Particularly, centralization favors globally near-optimal decision-making but at the cost of increased on-board resource requirements; whereas, decentralization favors minimal resource requirements but at a global suboptimality cost. All robots can thus afford our algorithm, irrespective of their resources. We are motivated by the future of autonomy that involves multiple robots coordinating actions to complete resource-demanding tasks, such as target tracking, area coverage, and monitoring. To provide closed-form guarantees, we focus on maximization problems involving monotone and "doubly" submodular functions. To capture the cost of decentralization, we introduce the notion of Centralization Of Information among non-Neighbors (COIN). We validate our algorithm in simulated scenarios of image covering.