Agents
Self-Play PSRO: Toward Optimal Populations in Two-Player Zero-Sum Games
McAleer, Stephen, Lanier, JB, Wang, Kevin, Baldi, Pierre, Fox, Roy, Sandholm, Tuomas
In competitive two-agent environments, deep reinforcement learning (RL) methods based on the \emph{Double Oracle (DO)} algorithm, such as \emph{Policy Space Response Oracles (PSRO)} and \emph{Anytime PSRO (APSRO)}, iteratively add RL best response policies to a population. Eventually, an optimal mixture of these population policies will approximate a Nash equilibrium. However, these methods might need to add all deterministic policies before converging. In this work, we introduce \emph{Self-Play PSRO (SP-PSRO)}, a method that adds an approximately optimal stochastic policy to the population in each iteration. Instead of adding only deterministic best responses to the opponent's least exploitable population mixture, SP-PSRO also learns an approximately optimal stochastic policy and adds it to the population as well. As a result, SP-PSRO empirically tends to converge much faster than APSRO and in many games converges in just a few iterations.
A Coupling Approach to Analyzing Games with Dynamic Environments
Collins, Brandon C., Xu, Shouhuai, Brown, Philip N.
The theory of learning in games has extensively studied situations where agents respond dynamically to each other by optimizing a fixed utility function. However, in real situations, the strategic environment varies as a result of past agent choices. Unfortunately, the analysis techniques that enabled a rich characterization of the emergent behavior in static environment games fail to cope with dynamic environment games. To address this, we develop a general framework using probabilistic couplings to extend the analysis of static environment games to dynamic ones. Using this approach, we obtain sufficient conditions under which traditional characterizations of Nash equilibria with best response dynamics and stochastic stability with log-linear learning can be extended to dynamic environment games. As a case study, we pose a model of cyber threat intelligence sharing between firms and a simple dynamic game-theoretic model of social precautions in an epidemic, both of which feature dynamic environments. For both examples, we obtain conditions under which the emergent behavior is characterized in the dynamic game by performing the traditional analysis on a reference static environment game.
Relationship Design for Socially Desirable Behavior in Static Games
Chen, Shenghui, Bayiz, Yigit E., Fridovich-Keil, David, Yu, Yue, Topcu, Ufuk
Interactions among multiple self-interested agents may not necessarily yield socially desirable behaviors. While static games offer a pragmatic model for such interactions, and modifying the utilities of the agents in such games provides a means toward achieving socially desirable behavior, manipulating the utilities is hard-if not impossible-after the system is deployed. We investigate an alternative means where each agent incorporates others' utilities into its own utility based on a relationship network, which characterizes how much one agent cares about another and hence the extent of their utility incorporation. We introduce the notion of a relationship game, a static game with a set of weighted relationship networks and a social cost function. The main problem we study is the design of the weight vector on the relationships such that the Nash equilibrium of the associated game is socially desirable. We propose an ordering-based exact method and a gradient-based approximate method to solve this problem. We show theoretically that the exact solution scales exponentially with the number of players. Empirical results show both methods are effective and scale exponentially, with the runtime of gradient-based solution growing slower.
Reward-Sharing Relational Networks in Multi-Agent Reinforcement Learning as a Framework for Emergent Behavior
Haeri, Hossein, Ahmadzadeh, Reza, Jerath, Kshitij
In this work, we integrate `social' interactions into the MARL setup through a user-defined relational network and examine the effects of agent-agent relations on the rise of emergent behaviors. Leveraging insights from sociology and neuroscience, our proposed framework models agent relationships using the notion of Reward-Sharing Relational Networks (RSRN), where network edge weights act as a measure of how much one agent is invested in the success of (or `cares about') another. We construct relational rewards as a function of the RSRN interaction weights to collectively train the multi-agent system via a multi-agent reinforcement learning algorithm. The performance of the system is tested for a 3-agent scenario with different relational network structures (e.g., self-interested, communitarian, and authoritarian networks). Our results indicate that reward-sharing relational networks can significantly influence learned behaviors. We posit that RSRN can act as a framework where different relational networks produce distinct emergent behaviors, often analogous to the intuited sociological understanding of such networks.
Self-Explaining Deviations for Coordination
Hu, Hengyuan, Sokota, Samuel, Wu, David, Bakhtin, Anton, Lupu, Andrei, Cui, Brandon, Foerster, Jakob N.
Fully cooperative, partially observable multi-agent problems are ubiquitous in the real world. In this paper, we focus on a specific subclass of coordination problems in which humans are able to discover self-explaining deviations (SEDs). SEDs are actions that deviate from the common understanding of what reasonable behavior would be in normal circumstances. They are taken with the intention of causing another agent or other agents to realize, using theory of mind, that the circumstance must be abnormal. We first motivate SED with a real world example and formalize its definition. Next, we introduce a novel algorithm, improvement maximizing self-explaining deviations (IMPROVISED), to perform SEDs. Lastly, we evaluate IMPROVISED both in an illustrative toy setting and the popular benchmark setting Hanabi, where it is the first method to produce so called finesse plays, which are regarded as one of the more iconic examples of human theory of mind.
Competition over data: how does data purchase affect users?
Kwon, Yongchan, Ginart, Antonio, Zou, James
As the competition among machine learning (ML) predictors is widespread in practice, it becomes increasingly important to understand the impact and biases arising from such competition. One critical aspect of ML competition is that ML predictors are constantly updated by acquiring additional data during the competition. Although this active data acquisition can largely affect the overall competition environment, it has not been well-studied before. In this paper, we study what happens when ML predictors can purchase additional data during the competition. We introduce a new environment in which ML predictors use active learning algorithms to effectively acquire labeled data within their budgets while competing against each other. We empirically show that the overall performance of an ML predictor improves when predictors can purchase additional labeled data. Surprisingly, however, the quality that users experience--i.e., the accuracy of the predictor selected by each user--can decrease even as the individual predictors get better. We demonstrate that this phenomenon naturally arises due to a trade-off whereby competition pushes each predictor to specialize in a subset of the population while data purchase has the effect of making predictors more uniform. With comprehensive experiments, we show that our findings are robust against different modeling assumptions.
An Introduction to Lifelong Supervised Learning
Sodhani, Shagun, Faramarzi, Mojtaba, Mehta, Sanket Vaibhav, Malviya, Pranshu, Abdelsalam, Mohamed, Janarthanan, Janarthanan, Chandar, Sarath
This primer is an attempt to provide a detailed summary of the different facets of lifelong learning. We start with Chapter 2 which provides a high-level overview of lifelong learning systems. In this chapter, we discuss prominent scenarios in lifelong learning (Section 2.4), provide 8 Introduction a high-level organization of different lifelong learning approaches (Section 2.5), enumerate the desiderata for an ideal lifelong learning system (Section 2.6), discuss how lifelong learning is related to other learning paradigms (Section 2.7), describe common metrics used to evaluate lifelong learning systems (Section 2.8). This chapter is more useful for readers who are new to lifelong learning and want to get introduced to the field without focusing on specific approaches or benchmarks. The remaining chapters focus on specific aspects (either learning algorithms or benchmarks) and are more useful for readers who are looking for specific approaches or benchmarks. Chapter 3 focuses on regularization-based approaches that do not assume access to any data from previous tasks. Chapter 4 discusses memory-based approaches that typically use a replay buffer or an episodic memory to save subset of data across different tasks. Chapter 5 focuses on different architecture families (and their instantiations) that have been proposed for training lifelong learning systems. Following these different classes of learning algorithms, we discuss the commonly used evaluation benchmarks and metrics for lifelong learning (Chapter 6) and wrap up with a discussion of future challenges and important research directions in Chapter 7.
Collaborative Uncertainty Benefits Multi-Agent Multi-Modal Trajectory Forecasting
Tang, Bohan, Zhong, Yiqi, Xu, Chenxin, Wu, Wei-Tao, Neumann, Ulrich, Wang, Yanfeng, Zhang, Ya, Chen, Siheng
In multi-modal multi-agent trajectory forecasting, two major challenges have not been fully tackled: 1) how to measure the uncertainty brought by the interaction module that causes correlations among the predicted trajectories of multiple agents; 2) how to rank the multiple predictions and select the optimal predicted trajectory. In order to handle these challenges, this work first proposes a novel concept, collaborative uncertainty (CU), which models the uncertainty resulting from interaction modules. Then we build a general CU-aware regression framework with an original permutation-equivariant uncertainty estimator to do both tasks of regression and uncertainty estimation. Further, we apply the proposed framework to current SOTA multi-agent multi-modal forecasting systems as a plugin module, which enables the SOTA systems to 1) estimate the uncertainty in the multi-agent multi-modal trajectory forecasting task; 2) rank the multiple predictions and select the optimal one based on the estimated uncertainty. We conduct extensive experiments on a synthetic dataset and two public large-scale multi-agent trajectory forecasting benchmarks. Experiments show that: 1) on the synthetic dataset, the CU-aware regression framework allows the model to appropriately approximate the ground-truth Laplace distribution; 2) on the multi-agent trajectory forecasting benchmarks, the CU-aware regression framework steadily helps SOTA systems improve their performances. Specially, the proposed framework helps VectorNet improve by 262 cm regarding the Final Displacement Error of the chosen optimal prediction on the nuScenes dataset; 3) for multi-agent multi-modal trajectory forecasting systems, prediction uncertainty is positively correlated with future stochasticity; and 4) the estimated CU values are highly related to the interactive information among agents.
Parallel Bayesian Optimization of Agent-based Transportation Simulation
Chhatre, Kiran, Feygin, Sidney, Sheppard, Colin, Waraich, Rashid
MATSim (Multi-Agent Transport Simulation Toolkit) is an open source large-scale agent-based transportation planning project applied to various areas like road transport, public transport, freight transport, regional evacuation, etc. BEAM (Behavior, Energy, Autonomy, and Mobility) framework extends MATSim to enable powerful and scalable analysis of urban transportation systems. The agents from the BEAM simulation exhibit 'mode choice' behavior based on multinomial logit model. In our study, we consider eight mode choices viz. bike, car, walk, ride hail, driving to transit, walking to transit, ride hail to transit, and ride hail pooling. The 'alternative specific constants' for each mode choice are critical hyperparameters in a configuration file related to a particular scenario under experimentation. We use the 'Urbansim-10k' BEAM scenario (with 10,000 population size) for all our experiments. Since these hyperparameters affect the simulation in complex ways, manual calibration methods are time consuming. We present a parallel Bayesian optimization method with early stopping rule to achieve fast convergence for the given multi-in-multi-out problem to its optimal configurations. Our model is based on an open source HpBandSter package. This approach combines hierarchy of several 1D Kernel Density Estimators (KDE) with a cheap evaluator (Hyperband, a single multidimensional KDE). Our model has also incorporated extrapolation based early stopping rule. With our model, we could achieve a 25% L1 norm for a large-scale BEAM simulation in fully autonomous manner. To the best of our knowledge, our work is the first of its kind applied to large-scale multi-agent transportation simulations. This work can be useful for surrogate modeling of scenarios with very large populations.
Developing an AI-enabled IIoT platform -- Lessons learned from early use case validation
Eichelberger, Holger, Palmer, Gregory, Reimer, Svenja, Vu, Tat Trong, Do, Hieu, Laridi, Sofiane, Weber, Alexander, Niederée, Claudia, Hildebrandt, Thomas
For a broader adoption of AI in industrial production, adequate infrastructure capabilities are crucial. This includes easing the integration of AI with industrial devices, support for distributed deployment, monitoring, and consistent system configuration. Existing IIoT platforms still lack required capabilities to flexibly integrate reusable AI services and relevant standards such as Asset Administration Shells or OPC UA in an open, ecosystem-based manner. This is exactly what our next level Intelligent Industrial Production Ecosphere (IIP-Ecosphere) platform addresses, employing a highly configurable low-code based approach. In this paper, we introduce the design of this platform and discuss an early evaluation in terms of a demonstrator for AI-enabled visual quality inspection. This is complemented by insights and lessons learned during this early evaluation activity.