Agents
Centralizing State-Values in Dueling Networks for Multi-Robot Reinforcement Learning Mapless Navigation
Marchesini, Enrico, Farinelli, Alessandro
We study the problem of multi-robot mapless navigation in the popular Centralized Training and Decentralized Execution (CTDE) paradigm. This problem is challenging when each robot considers its path without explicitly sharing observations with other robots and can lead to non-stationary issues in Deep Reinforcement Learning (DRL). The typical CTDE algorithm factorizes the joint action-value function into individual ones, to favor cooperation and achieve decentralized execution. Such factorization involves constraints (e.g., monotonicity) that limit the emergence of novel behaviors in an individual as each agent is trained starting from a joint action-value. In contrast, we propose a novel architecture for CTDE that uses a centralized state-value network to compute a joint state-value, which is used to inject global state information in the value-based updates of the agents. Consequently, each model computes its gradient update for the weights, considering the overall state of the environment. Our idea follows the insights of Dueling Networks as a separate estimation of the joint state-value has both the advantage of improving sample efficiency, while providing each robot information whether the global state is (or is not) valuable. Experiments in a robotic navigation task with 2 4, and 8 robots, confirm the superior performance of our approach over prior CTDE methods (e.g., VDN, QMIX).
Activity-based and agent-based Transport model of Melbourne (AToM): an open multi-modal transport simulation model for Greater Melbourne
Jafari, Afshin, Singh, Dhirendra, Both, Alan, Abdollahyar, Mahsa, Gunn, Lucy, Pemberton, Steve, Giles-Corti, Billie
Agent-based and activity-based models for simulating transportation systems have attracted significant attention in recent years. Few studies, however, include a detailed representation of active modes of transportation - such as walking and cycling - at a city-wide level, where dominating motorised modes are often of primary concern. This paper presents an open workflow for creating a multi-modal agent-based and activity-based transport simulation model, focusing on Greater Melbourne, and including the process of mode choice calibration for the four main travel modes of driving, public transport, cycling and walking. The synthetic population generated and used as an input for the simulation model represented Melbourne's population based on Census 2016, with daily activities and trips based on the Victoria's 2016-18 travel survey data. The road network used in the simulation model includes all public roads accessible via the included travel modes. We compared the output of the simulation model with observations from the real world in terms of mode share, road volume, travel time, and travel distance. Through these comparisons, we showed that our model is suitable for studying mode choice and road usage behaviour of travellers.
Meta-CPR: Generalize to Unseen Large Number of Agents with Communication Pattern Recognition Module
Tseng, Wei-Cheng, Wei, Wei, Juan, Da-Chen, Sun, Min
Designing an effective communication mechanism among agents in reinforcement learning has been a challenging task, especially for real-world applications. The number of agents can grow or an environment sometimes needs to interact with a changing number of agents in real-world scenarios. To this end, a multi-agent framework needs to handle various scenarios of agents, in terms of both scales and dynamics, for being practical to real-world applications. We formulate the multi-agent environment with a different number of agents as a multi-tasking problem and propose a meta reinforcement learning (meta-RL) framework to tackle this problem. The proposed framework employs a meta-learned Communication Pattern Recognition (CPR) module to identify communication behavior and extract information that facilitates the training process. Experimental results are poised to demonstrate that the proposed framework (a) generalizes to an unseen larger number of agents and (b) allows the number of agents to change between episodes. The ablation study is also provided to reason the proposed CPR design and show such design is effective.
Combating Collusion Rings is Hard but Possible
Boehmer, Niclas, Bredereck, Robert, Nichterlein, Andrรฉ
A recent report of Littmann [Commun. ACM '21] outlines the existence and the fatal impact of collusion rings in academic peer reviewing. We introduce and analyze the problem Cycle-Free Reviewing that aims at finding a review assignment without the following kind of collusion ring: A sequence of reviewers each reviewing a paper authored by the next reviewer in the sequence (with the last reviewer reviewing a paper of the first), thus creating a review cycle where each reviewer gives favorable reviews. As a result, all papers in that cycle have a high chance of acceptance independent of their respective scientific merit. We observe that review assignments computed using a standard Linear Programming approach typically admit many short review cycles. On the negative side, we show that Cycle-Free Reviewing is NP-hard in various restricted cases (i.e., when every author is qualified to review all papers and one wants to prevent that authors review each other's or their own papers or when every author has only one paper and is only qualified to review few papers). On the positive side, among others, we show that, in some realistic settings, an assignment without any review cycles of small length always exists. This result also gives rise to an efficient heuristic for computing (weighted) cycle-free review assignments, which we show to be of excellent quality in practice.
Probabilistic Logic Gate in Asynchronous Game of Life with Critical Property
Gunji, Yukio-Pegio, Ohzawa, Yoshihiko, Tanaka, Terutaka
Metaheuristic and self-organizing criticality (SOC) could contribute to robust computation under perturbed environments. Implementing a logic gate in a computing system in a critical state is one of the intriguing ways to study the role of metaheuristics and SOCs. Here, we study the behavior of cellular automaton, game of life (GL), in asynchronous updating and implement probabilistic logic gates by using asynchronous GL. We find that asynchronous GL shows a phase transition, that the density of the state of 1 decays with the power law at the critical point, and that systems at the critical point have the most computability in asynchronous GL. We implement AND and OR gates in asynchronous GL with criticality, which shows good performance. Since tuning perturbations play an essential role in operating logic gates, our study reveals the interference between manipulation and perturbation in probabilistic logic gates.
Assessing Human Interaction in Virtual Reality With Continually Learning Prediction Agents Based on Reinforcement Learning Algorithms: A Pilot Study
Brenneis, Dylan J. A., Parker, Adam S., Johanson, Michael Bradley, Butcher, Andrew, Davoodi, Elnaz, Acker, Leslie, Botvinick, Matthew M., Modayil, Joseph, White, Adam, Pilarski, Patrick M.
Artificial intelligence systems increasingly involve continual learning to enable flexibility in general situations that are not encountered during system training. Human interaction with autonomous systems is broadly studied, but research has hitherto under-explored interactions that occur while the system is actively learning, and can noticeably change its behaviour in minutes. In this pilot study, we investigate how the interaction between a human and a continually learning prediction agent develops as the agent develops competency. Additionally, we compare two different agent architectures to assess how representational choices in agent design affect the human-agent interaction. We develop a virtual reality environment and a time-based prediction task wherein learned predictions from a reinforcement learning (RL) algorithm augment human predictions. We assess how a participant's performance and behaviour in this task differs across agent types, using both quantitative and qualitative analyses. Our findings suggest that human trust of the system may be influenced by early interactions with the agent, and that trust in turn affects strategic behaviour, but limitations of the pilot study rule out any conclusive statement. We identify trust as a key feature of interaction to focus on when considering RL-based technologies, and make several recommendations for modification to this study in preparation for a larger-scale investigation. A video summary of this paper can be found at https://youtu.be/oVYJdnBqTwQ .
How and Why to Manipulate Your Own Agent
This paper deals with the following common type of scenario: several users engage in some strategic online interaction, where each of them is assisted by a learning agent. A typical example is advertisers that compete for advertising slots over some platform. Typically, each of these advertisers enters his key parameters into some advertiser-facing website, and then this website's "agent" participates on the advertiser's behalf in a sequence of auctions for ad slots. Often, the platform designer provides this agent as its advertiser-facing user interface. In cases where the platform's agent does not optimize sufficiently well for the advertiser (but rather, say, for the auctioneer), one would expect some other company to provide a better (for the advertiser) agent.
Modeling Strong and Human-Like Gameplay with KL-Regularized Search
Jacob, Athul Paul, Wu, David J., Farina, Gabriele, Lerer, Adam, Bakhtin, Anton, Andreas, Jacob, Brown, Noam
We consider the task of building strong but human-like policies in multi-agent decision-making problems, given examples of human behavior. Imitation learning is effective at predicting human actions but may not match the strength of expert humans, while self-play learning and search techniques (e.g. AlphaZero) lead to strong performance but may produce policies that are difficult for humans to understand and coordinate with. We show in chess and Go that regularizing search policies based on the KL divergence from an imitation-learned policy by applying Monte Carlo tree search produces policies that have higher human prediction accuracy and are stronger than the imitation policy. We then introduce a novel regret minimization algorithm that is regularized based on the KL divergence from an imitation-learned policy, and show that applying this algorithm to no-press Diplomacy yields a policy that maintains the same human prediction accuracy as imitation learning while being substantially stronger.
The Power of Communication in a Distributed Multi-Agent System
Single-Agent (SA) Reinforcement Learning systems have shown outstanding results on non-stationary problems. However, Multi-Agent Reinforcement Learning (MARL) can surpass SA systems generally and when scaling. Furthermore, MA systems can be super-powered by collaboration, which can happen through observing others, or a communication system used to share information between collaborators. Here, we developed a distributed MA learning mechanism with the ability to communicate based on decentralised partially observable Markov decision processes (Dec-POMDPs) and Graph Neural Networks (GNNs). Minimising the time and energy consumed by training Machine Learning models while improving performance can be achieved by collaborative MA mechanisms. We demonstrate this in a real-world scenario, an offshore wind farm, including a set of distributed wind turbines, where the objective is to maximise collective efficiency. Compared to a SA system, MA collaboration has shown significantly reduced training time and higher cumulative rewards in unseen and scaled scenarios.
Frontiers in Collective Intelligence: A Workshop Report
Millhouse, Tyler, Moses, Melanie, Mitchell, Melanie
Abstract: In August of 2021, the Santa Fe Institute hosted a workshop on collective intelligence as part of its Foundations of Intelligence project. This project seeks to advance the field of artificial intelligence by promoting interdisciplinary research on the nature of intelligence. The workshop brought together computer scientists, biologists, philosophers, social scientists, and others to share their insights about how intelligence can emerge from interactions among multiple agents--whether those agents be machines, animals, or human beings. In this report, we summarize each of the talks and the subsequent discussions. We also draw out a number of key themes and identify important frontiers for future research. When building intelligent systems, the need to employ complex systems comprising a large number of more basic components seems inescapable. Brains are composed of billions of neurons, and digital computers are composed of billions of transistors. It is the myriad ...