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Cooperative Artificial Intelligence

#artificialintelligence

In the future, artificial learning agents are likely to become increasingly widespread in our society. They will interact with both other learning agents and humans in a variety of complex settings including social dilemmas. We argue that there is a need for research on the intersection between game theory and artificial intelligence, with the goal of achieving cooperative artificial intelligence that can navigate social dilemmas well. We consider the problem of how an external agent can promote cooperation between artificial learners by distributing additional rewards and punishments based on observing the actions of the learners. We propose a rule for automatically learning how to create the right incentives by considering the anticipated parameter updates of each agent. Using this learning rule leads to cooperation with high social welfare in matrix games in which the agents would otherwise learn to defect with high probability. We show that the resulting cooperative outcome is stable in certain games even if the planning agent is turned off after a given number of episodes, while other games require ongoing intervention to maintain mutual cooperation. Finally, we reflect on what the goals of multi-agent reinforcement learning should be in the first place, and discuss the necessary building blocks towards the goal of building cooperative AI.


Revisiting QMIX: Discriminative Credit Assignment by Gradient Entropy Regularization

arXiv.org Artificial Intelligence

In cooperative multi-agent systems, agents jointly take actions and receive a team reward instead of individual rewards. In the absence of individual reward signals, credit assignment mechanisms are usually introduced to discriminate the contributions of different agents so as to achieve effective cooperation. Recently, the value decomposition paradigm has been widely adopted to realize credit assignment, and QMIX has become the state-of-the-art solution. In this paper, we revisit QMIX from two aspects. First, we propose a new perspective on credit assignment measurement and empirically show that QMIX suffers limited discriminability on the assignment of credits to agents. Second, we propose a gradient entropy regularization with QMIX to realize a discriminative credit assignment, thereby improving the overall performance. The experiments demonstrate that our approach can comparatively improve learning efficiency and achieve better performance.


Trustworthy Autonomous Systems (TAS): Engaging TAS experts in curriculum design

arXiv.org Artificial Intelligence

Recent advances in artificial intelligence, specifically machine learning, contributed positively to enhancing the autonomous systems industry, along with introducing social, technical, legal and ethical challenges to make them trustworthy. Although Trustworthy Autonomous Systems (TAS) is an established and growing research direction that has been discussed in multiple disciplines, e.g., Artificial Intelligence, Human-Computer Interaction, Law, and Psychology. The impact of TAS on education curricula and required skills for future TAS engineers has rarely been discussed in the literature. This study brings together the collective insights from a number of TAS leading experts to highlight significant challenges for curriculum design and potential TAS required skills posed by the rapid emergence of TAS. Our analysis is of interest not only to the TAS education community but also to other researchers, as it offers ways to guide future research toward operationalising TAS education.


Efficient Policy Space Response Oracles

arXiv.org Artificial Intelligence

Policy Space Response Oracle method (PSRO) provides a general solution to Nash equilibrium in two-player zero-sum games but suffers from two problems: (1) the computation inefficiency due to consistently evaluating current populations by simulations; and (2) the exploration inefficiency due to learning best responses against a fixed meta-strategy at each iteration. In this work, we propose Efficient PSRO (EPSRO) that largely improves the efficiency of the above two steps. Central to our development is the newly-introduced subroutine of minimax optimization on unrestricted-restricted (URR) games. By solving URR at each step, one can evaluate the current game and compute the best response in one forward pass with no need for game simulations. Theoretically, we prove that the solution procedures of EPSRO offer a monotonic improvement on exploitability. Moreover, a desirable property of EPSRO is that it is parallelizable, this allows for efficient exploration in the policy space that induces behavioral diversity. We test EPSRO on three classes of games, and report a 50x speedup in wall-time, 10x data efficiency, and similar exploitability as existing PSRO methods on Kuhn and Leduc Poker games.


Contextual Importance and Utility: aTheoretical Foundation

arXiv.org Artificial Intelligence

This paper provides new theory to support to the eXplainable AI (XAI) method Contextual Importance and Utility (CIU). CIU arithmetic is based on the concepts of Multi-Attribute Utility Theory, which gives CIU a solid theoretical foundation. The novel concept of contextual influence is also defined, which makes it possible to compare CIU directly with so-called additive feature attribution (AFA) methods for model-agnostic outcome explanation. One key takeaway is that the "influence" concept used by AFA methods is inadequate for outcome explanation purposes even for simple models to explain. Experiments with simple models show that explanations using contextual importance (CI) and contextual utility (CU) produce explanations where influence-based methods fail. It is also shown that CI and CU guarantees explanation faithfulness towards the explained model.


Understanding Value Decomposition Algorithms in Deep Cooperative Multi-Agent Reinforcement Learning

arXiv.org Machine Learning

Value function decomposition is becoming a popular rule of thumb for scaling up multi-agent reinforcement learning (MARL) in cooperative games. For such a decomposition rule to hold, the assumption of the individual-global max (IGM) principle must be made; that is, the local maxima on the decomposed value function per every agent must amount to the global maximum on the joint value function. This principle, however, does not have to hold in general. As a result, the applicability of value decomposition algorithms is concealed and their corresponding convergence properties remain unknown. In this paper, we make the first effort to answer these questions. Specifically, we introduce the set of cooperative games in which the value decomposition methods find their validity, which is referred as decomposable games. In decomposable games, we theoretically prove that applying the multi-agent fitted Q-Iteration algorithm (MA-FQI) will lead to an optimal Q-function. In non-decomposable games, the estimated Q-function by MA-FQI can still converge to the optimum under the circumstance that the Q-function needs projecting into the decomposable function space at each iteration. In both settings, we consider value function representations by practical deep neural networks and derive their corresponding convergence rates. To summarize, our results, for the first time, offer theoretical insights for MARL practitioners in terms of when value decomposition algorithms converge and why they perform well.


Motivating Physical Activity via Competitive Human-Robot Interaction

arXiv.org Artificial Intelligence

Competition is ubiquitous in the natural world [1, 2] and in human society [3, 4, 5]. Despite its universality, competitive interaction has rarely been investigated in the field of Human Robot Interaction, which has mainly focused on cooperative interactions such as collaborative manipulation, mobility assistance, feeding, and so on [6, 7, 8, 9, 10]. In some ways it is not surprising that competitive interaction has been overlooked: of course everyone wants a robot that can assist them; who would want a robot that thwarts their intentions? Yet, we also accept that human-human competition can be healthy and productive, for example in structured contexts such as sports. In this paper we explore the idea that human-robot competition can provide similar benefits. We believe that physical exercise settings such as athletic practice, fitness training, and physical therapy are scenarios in which competitive HRI can benefit users.


Automatic Generation of Individual Fuzzy Cognitive Maps from Longitudinal Data

arXiv.org Artificial Intelligence

Fuzzy Cognitive Maps (FCMs) are computational models that represent how factors (nodes) change over discrete interactions based on causal impacts (weighted directed edges) from other factors. This approach has traditionally been used as an aggregate, similarly to System Dynamics, to depict the functioning of a system. There has been a growing interest in taking this aggregate approach at the individual-level, for example by equipping each agent of an Agent-Based Model with its own FCM to express its behavior. Although frameworks and studies have already taken this approach, an ongoing limitation has been the difficulty of creating as many FCMs as there are individuals. Indeed, current studies have been able to create agents whose traits are different, but whose decision-making modules are often identical, thus limiting the behavioral heterogeneity of the simulated population. In this paper, we address this limitation by using Genetic Algorithms to create one FCM for each agent, thus providing the means to automatically create a virtual population with heterogeneous behaviors. Our algorithm builds on prior work from Stach and colleagues by introducing additional constraints into the process and applying it over longitudinal, individual-level data. A case study from a real-world intervention on nutrition confirms that our approach can generate heterogeneous agents that closely follow the trajectories of their real-world human counterparts. Future works include technical improvements such as lowering the computational time of the approach, or case studies in computational intelligence that use our virtual populations to test new behavior change interventions.


Cooperative Solutions to Exploration Tasks Under Speed and Budget Constraints

arXiv.org Artificial Intelligence

We present a multi-agent system where agents can cooperate to solve a system of dependent tasks, with agents having the capability to explore a solution space, make inferences, as well as query for information under a limited budget. Re-exploration of the solution space takes place by an agent when an older solution expires and is thus able to adapt to dynamic changes in the environment. We investigate the effects of task dependencies, with highly-dependent graph $G_{40}$ (a well-known program graph that contains $40$ highly interlinked nodes, each representing a task) and less-dependent graphs $G_{18}$ (a program graph that contains $18$ tasks with fewer links), increasing the speed of the agents and the complexity of the problem space and the query budgets available to agents. Specifically, we evaluate trade-offs between the agent's speed and query budget. During the experiments, we observed that increasing the speed of a single agent improves the system performance to a certain point only, and increasing the number of faster agents may not improve the system performance due to task dependencies. Favoring faster agents during budget allocation enhances the system performance, in line with the "Matthew effect." We also observe that allocating more budget to a faster agent gives better performance for a less-dependent system, but increasing the number of faster agents gives a better performance for a highly-dependent system.


A Newton-type algorithm for federated learning based on incremental Hessian eigenvector sharing

arXiv.org Artificial Intelligence

There is a growing interest in the decentralized optimization framework that goes under the name of Federated Learning (FL). In particular, much attention is being turned to FL scenarios where the network is strongly heterogeneous in terms of communication resources (e.g., bandwidth) and data distribution. In these cases, communication between local machines (agents) and the central server (Master) is a main consideration. In this work, we present an original communication-constrained Newton-type (NT) algorithm designed to accelerate FL in such heterogeneous scenarios. The algorithm is by design robust to non i.i.d. data distributions, handles heterogeneity of agents' communication resources (CRs), only requires sporadic Hessian computations, and achieves super-linear convergence. This is possible thanks to an incremental strategy, based on a singular value decomposition (SVD) of the local Hessian matrices, which exploits (possibly) outdated second-order information. The proposed solution is thoroughly validated on real datasets by assessing (i) the number of communication rounds required for convergence, (ii) the overall amount of data transmitted and (iii) the number of local Hessian computations required. For all these metrics, the proposed approach shows superior performance against state-of-the art techniques like GIANT and FedNL.