Agents
Maximum Entropy Population Based Training for Zero-Shot Human-AI Coordination
Zhao, Rui, Song, Jinming, Haifeng, Hu, Gao, Yang, Wu, Yi, Sun, Zhongqian, Wei, Yang
An AI agent should be able to coordinate with humans to solve tasks. We consider the problem of training a Reinforcement Learning (RL) agent without using any human data, i.e., in a zero-shot setting, to make it capable of collaborating with humans. Standard RL agents learn through self-play. Unfortunately, these agents only know how to collaborate with themselves and normally do not perform well with unseen partners, such as humans. The methodology of how to train a robust agent in a zero-shot fashion is still subject to research. Motivated from the maximum entropy RL, we derive a centralized population entropy objective to facilitate learning of a diverse population of agents, which is later used to train a robust agent to collaborate with unseen partners. The proposed method shows its effectiveness compared to baseline methods, including self-play PPO, the standard Population-Based Training (PBT), and trajectory diversity-based PBT, in the popular Overcooked game environment. We also conduct online experiments with real humans and further demonstrate the efficacy of the method in the real world. A supplementary video showing experimental results is available at https://youtu.be/Xh-FKD0AAKE.
Explanation Container in Case-Based Biomedical Question-Answering
Goel, Prateek, Johs, Adam J., Shrestha, Manil, Weber, Rosina O.
The National Center for Advancing Translational Sciences(NCATS) Biomedical Data Translator (Translator) aims to attenuate problems faced by translational scientists. Translator is a multi-agent architecture consisting of six autonomous relay agents (ARAs) and eight knowledge providers (KPs). In this paper, we present the design of the Explanatory Agent (xARA), a case-based ARA that answers biomedical queries by accessing multiple KPs, ranking results, and explaining the ranking of results. The Explanatory Agent is designed with five knowledge containers that include the four original knowledge containers and one additional container for explanation - the Explanation Container. The Explanation Container is case-based and designed with its own knowledge containers.
MultiPath++: Efficient Information Fusion and Trajectory Aggregation for Behavior Prediction
Varadarajan, Balakrishnan, Hefny, Ahmed, Srivastava, Avikalp, Refaat, Khaled S., Nayakanti, Nigamaa, Cornman, Andre, Chen, Kan, Douillard, Bertrand, Lam, Chi Pang, Anguelov, Dragomir, Sapp, Benjamin
Predicting the future behavior of road users is one of the most challenging and important problems in autonomous driving. Applying deep learning to this problem requires fusing heterogeneous world state in the form of rich perception signals and map information, and inferring highly multi-modal distributions over possible futures. In this paper, we present MultiPath++, a future prediction model that achieves state-of-the-art performance on popular benchmarks. MultiPath++ improves the MultiPath architecture by revisiting many design choices. The first key design difference is a departure from dense image-based encoding of the input world state in favor of a sparse encoding of heterogeneous scene elements: MultiPath++ consumes compact and efficient polylines to describe road features, and raw agent state information directly (e.g., position, velocity, acceleration). We propose a context-aware fusion of these elements and develop a reusable multi-context gating fusion component. Second, we reconsider the choice of pre-defined, static anchors, and develop a way to learn latent anchor embeddings end-to-end in the model. Lastly, we explore ensembling and output aggregation techniques -- common in other ML domains -- and find effective variants for our probabilistic multimodal output representation. We perform an extensive ablation on these design choices, and show that our proposed model achieves state-of-the-art performance on the Argoverse Motion Forecasting Competition and the Waymo Open Dataset Motion Prediction Challenge.
Learning Spatio-Temporal Specifications for Dynamical Systems
Alsalehi, Suhail, Aasi, Erfan, Weiss, Ron, Belta, Calin
Learning dynamical systems properties from data provides important insights that help us understand such systems and mitigate undesired outcomes. In this work, we propose a framework for learning spatio-temporal (ST) properties as formal logic specifications from data. We introduce SVM-STL, an extension of Signal Signal Temporal Logic (STL), capable of specifying spatial and temporal properties of a wide range of dynamical systems that exhibit time-varying spatial patterns. Our framework utilizes machine learning techniques to learn SVM-STL specifications from system executions given by sequences of spatial patterns. We present methods to deal with both labeled and unlabeled data. In addition, given system requirements in the form of SVM-STL specifications, we provide an approach for parameter synthesis to find parameters that maximize the satisfaction of such specifications. Our learning framework and parameter synthesis approach are showcased in an example of a reaction-diffusion system.
Balancing Adaptability and Non-exploitability in Repeated Games
DiGiovanni, Anthony, Tewari, Ambuj
We study the problem of guaranteeing low regret in repeated games against an opponent with unknown membership in one of several classes. We add the constraint that our algorithm is non-exploitable, in that the opponent lacks an incentive to use an algorithm against which we cannot achieve rewards exceeding some "fair" value. Our solution is an expert algorithm (LAFF) that searches within a set of sub-algorithms that are optimal for each opponent class and uses a punishment policy upon detecting evidence of exploitation by the opponent. With benchmarks that depend on the opponent class, we show that LAFF has sublinear regret uniformly over the possible opponents, except exploitative ones, for which we guarantee that the opponent has linear regret. To our knowledge, this work is the first to provide guarantees for both regret and non-exploitability in multi-agent learning.
Learning to Guide and to Be Guided in the Architect-Builder Problem
Barde, Paul, Karch, Tristan, Nowrouzezahrai, Derek, Moulin-Frier, Clément, Pal, Christopher, Oudeyer, Pierre-Yves
We are interested in interactive agents that learn to coordinate, namely, a $builder$ -- which performs actions but ignores the goal of the task -- and an $architect$ which guides the builder towards the goal of the task. We define and explore a formal setting where artificial agents are equipped with mechanisms that allow them to simultaneously learn a task while at the same time evolving a shared communication protocol. The field of Experimental Semiotics has shown the extent of human proficiency at learning from a priori unknown instructions meanings. Therefore, we take inspiration from it and present the Architect-Builder Problem (ABP): an asymmetrical setting in which an architect must learn to guide a builder towards constructing a specific structure. The architect knows the target structure but cannot act in the environment and can only send arbitrary messages to the builder. The builder on the other hand can act in the environment but has no knowledge about the task at hand and must learn to solve it relying only on the messages sent by the architect. Crucially, the meaning of messages is initially not defined nor shared between the agents but must be negotiated throughout learning. Under these constraints, we propose Architect-Builder Iterated Guiding (ABIG), a solution to the Architect-Builder Problem where the architect leverages a learned model of the builder to guide it while the builder uses self-imitation learning to reinforce its guided behavior. We analyze the key learning mechanisms of ABIG and test it in a 2-dimensional instantiation of the ABP where tasks involve grasping cubes, placing them at a given location, or building various shapes. In this environment, ABIG results in a low-level, high-frequency, guiding communication protocol that not only enables an architect-builder pair to solve the task at hand, but that can also generalize to unseen tasks.
Offline Pre-trained Multi-Agent Decision Transformer: One Big Sequence Model Tackles All SMAC Tasks
Meng, Linghui, Wen, Muning, Yang, Yaodong, Le, Chenyang, Li, Xiyun, Zhang, Weinan, Wen, Ying, Zhang, Haifeng, Wang, Jun, Xu, Bo
Offline reinforcement learning leverages previously-collected offline datasets to learn optimal policies with no necessity to access the real environment. Such a paradigm is also desirable for multi-agent reinforcement learning (MARL) tasks, given the increased interactions among agents and with the enviroment. Yet, in MARL, the paradigm of offline pre-training with online fine-tuning has not been studied, nor datasets or benchmarks for offline MARL research are available. In this paper, we facilitate the research by providing large-scale datasets, and use them to examine the usage of the Decision Transformer in the context of MARL. We investigate the generalisation of MARL offline pre-training in the following three aspects: 1) between single agents and multiple agents, 2) from offline pretraining to the online fine-tuning, and 3) to that of multiple downstream tasks with few-shot and zero-shot capabilities. We start by introducing the first offline MARL dataset with diverse quality levels based on the StarCraftII environment, and then propose the novel architecture of multi-agent decision transformer (MADT) for effective offline learning. MADT leverages transformer's modelling ability of sequence modelling and integrates it seamlessly with both offline and online MARL tasks. A crucial benefit of MADT is that it learns generalizable policies that can transfer between different types of agents under different task scenarios. On StarCraft II offline dataset, MADT outperforms the state-of-the-art offline RL baselines. When applied to online tasks, the pre-trained MADT significantly improves sample efficiency, and enjoys strong performance both few-short and zero-shot cases. To our best knowledge, this is the first work that studies and demonstrates the effectiveness of offline pre-trained models in terms of sample efficiency and generalisability enhancements in MARL.
Optimal No-Regret Learning in General Games: Bounded Regret with Unbounded Step-Sizes via Clairvoyant MWU
Piliouras, Georgios, Sim, Ryann, Skoulakis, Stratis
In this paper we solve the problem of no-regret learning in general games. Specifically, we provide a simple and practical algorithm that achieves constant regret with fixed step-sizes. The cumulative regret of our algorithm provably decreases linearly as the step-size increases. Our findings depart from the prevailing paradigm that vanishing step-sizes are a prerequisite for low regret as championed by all state-of-the-art methods to date. We shift away from this paradigm by defining a novel algorithm that we call Clairvoyant Multiplicative Weights Updates (CMWU). CMWU is Multiplicative Weights Updates (MWU) equipped with a mental model (jointly shared across all agents) about the state of the system in its next period. Each agent records its mixed strategy, i.e., its belief about what it expects to play in the next period, in this shared mental model which is internally updated using MWU without any changes to the real-world behavior up until it equilibrates, thus marking its consistency with the next day's real-world outcome. It is then and only then that agents take action in the real-world, effectively doing so with the "full knowledge" of the state of the system on the next day, i.e., they are clairvoyant. CMWU effectively acts as MWU with one day look-ahead, achieving bounded regret. At a technical level, we establish that self-consistent mental models exist for any choice of step-sizes and provide bounds on the step-size under which their uniqueness and linear-time computation are guaranteed via contraction mapping arguments. Our arguments extend well beyond normal-form games with little effort.
Using Particle Swarm Optimization as Pathfinding Strategy in a Space with Obstacles
Particle swarm optimization (PSO) is a search algorithm based on stochastic and population-based adaptive optimization. In this paper, a pathfinding strategy is proposed to improve the efficiency of path planning for a broad range of applications. This study aims to investigate the effect of PSO parameters (numbers of particle, weight constant, particle constant, and global constant) on algorithm performance to give solution paths. Increasing the PSO parameters makes the swarm move faster to the target point but takes a long time to converge because of too many random movements, and vice versa. From a variety of simulations with different parameters, the PSO algorithm is proven to be able to provide a solution path in a space with obstacles.
Explanation as Question Answering based on Design Knowledge
Goel, Ashok, Nandan, Vrinda, Gregori, Eric, An, Sungeun, Rugaber, Spencer
Explanation of an AI agent requires knowledge of its design and operation. An open question is how to identify, access and use this design knowledge for generating explanations. Many AI agents used in practice, such as intelligent tutoring systems fielded in educational contexts, typically come with a User Guide that explains what the agent does, how it works and how to use the agent. However, few humans actually read the User Guide in detail. Instead, most users seek answers to their questions on demand. In this paper, we describe a question answering agent (AskJill) that uses the User Guide for an interactive learning environment (VERA) to automatically answer questions and thereby explains the domain, functioning, and operation of VERA. We present a preliminary assessment of AskJill in VERA.