Agents
Self-Organized Polynomial-Time Coordination Graphs
Yang, Qianlan, Dong, Weijun, Ren, Zhizhou, Wang, Jianhao, Wang, Tonghan, Zhang, Chongjie
Coordination graph is a promising approach to model agent collaboration in multi-agent reinforcement learning. It factorizes a large multi-agent system into a suite of overlapping groups that represent the underlying coordination dependencies. One critical challenge in this paradigm is the complexity of computing maximum-value actions for a graph-based value factorization. It refers to the decentralized constraint optimization problem (DCOP), which and whose constant-ratio approximation are NP-hard problems. To bypass this fundamental hardness, this paper proposes a novel method, named Self-Organized Polynomial-time Coordination Graphs (SOP-CG), which uses structured graph classes to guarantee the optimality of the induced DCOPs with sufficient function expressiveness. We extend the graph topology to be state-dependent, formulate the graph selection as an imaginary agent, and finally derive an end-to-end learning paradigm from the unified Bellman optimality equation. In experiments, we show that our approach learns interpretable graph topologies, induces effective coordination, and improves performance across a variety of cooperative multi-agent tasks.
CMU's Roborace Team Launches Virtual, Autonomous Racing Challenge
A virtual, autonomous racing challenge launching this week will enable aspiring racers to head to the track without building a car, knowing how to brake and accelerate through a corner, or leaving their computer. And as teams tackle the demands of high-speed and safe driving that pushes race cars to their limits, they will improve the safety of autonomous vehicles and the learning algorithms teaching them to drive. The Learn-to-Race Autonomous Racing Virtual Challenge started Monday, Dec. 6. Competitors use the Learn-to-Race environment to teach an artificially intelligent agent how to race. The challenge is coupled with a workshop on Safe Learning for Autonomous Driving, which is accepting research paper submissions.
KNOWLEDGE BASED AI AGENT IN HEALTHCARE
In the first article of this series, we have established a patient centric semantic net and discussed structure and possible content of such a net. In this article, we are going to discuss frames and thematic role systems and why they are important in the functioning of an intelligent agent. They are typically top-down knowledge-based structures that sets expectation about one or more events. For example, consider the Diabetes type 2 drug Thiazolidinediones. As a result this medication should not be prescribed to patients with kidney disease or heart problems.
Learning to Swarm with Knowledge-Based Neural Ordinary Differential Equations
Jiahao, Tom Z., Pan, Lishuo, Hsieh, M. Ani
Understanding decentralized dynamics from collective behaviors in swarms is crucial for informing robot controller designs in artificial swarms and multiagent robotic systems. However, the complexity in agent-to-agent interactions and the decentralized nature of most swarms pose a significant challenge to the extraction of single-robot control laws from global behavior. In this work, we consider the important task of learning decentralized single-robot controllers based solely on the state observations of a swarm's trajectory. We present a general framework by adopting knowledge-based neural ordinary differential equations (KNODE) -- a hybrid machine learning method capable of combining artificial neural networks with known agent dynamics. Our approach distinguishes itself from most prior works in that we do not require action data for learning. We apply our framework to two different flocking swarms in 2D and 3D respectively, and demonstrate efficient training by leveraging the graphical structure of the swarms' information network. We further show that the learnt single-robot controllers can not only reproduce flocking behavior in the original swarm but also scale to swarms with more robots.
Player of Games
Schmid, Martin, Moravcik, Matej, Burch, Neil, Kadlec, Rudolf, Davidson, Josh, Waugh, Kevin, Bard, Nolan, Timbers, Finbarr, Lanctot, Marc, Holland, Zach, Davoodi, Elnaz, Christianson, Alden, Bowling, Michael
Games have a long history of serving as a benchmark for progress in artificial intelligence. Recently, approaches using search and learning have shown strong performance across a set of perfect information games, and approaches using game-theoretic reasoning and learning have shown strong performance for specific imperfect information poker variants. We introduce Player of Games, a general-purpose algorithm that unifies previous approaches, combining guided search, self-play learning, and game-theoretic reasoning. Player of Games is the first algorithm to achieve strong empirical performance in large perfect and imperfect information games -- an important step towards truly general algorithms for arbitrary environments. We prove that Player of Games is sound, converging to perfect play as available computation time and approximation capacity increases. Player of Games reaches strong performance in chess and Go, beats the strongest openly available agent in heads-up no-limit Texas hold'em poker (Slumbot), and defeats the state-of-the-art agent in Scotland Yard, an imperfect information game that illustrates the value of guided search, learning, and game-theoretic reasoning.
Application of Artificial Intelligence and Machine Learning in Libraries: A Systematic Review
Das, Rajesh Kumar, Islam, Mohammad Sharif Ul
As the concept and implementation of cutting-edge technologies like artificial intelligence and machine learning has become relevant, academics, researchers and information professionals involve research in this area. The objective of this systematic literature review is to provide a synthesis of empirical studies exploring application of artificial intelligence and machine learning in libraries. To achieve the objectives of the study, a systematic literature review was conducted based on the original guidelines proposed by Kitchenham et al. (2009). Data was collected from Web of Science, Scopus, LISA and LISTA databases. Following the rigorous/ established selection process, a total of thirty-two articles were finally selected, reviewed and analyzed to summarize on the application of AI and ML domain and techniques which are most often used in libraries. Findings show that the current state of the AI and ML research that is relevant with the LIS domain mainly focuses on theoretical works. However, some researchers also emphasized on implementation projects or case studies. This study will provide a panoramic view of AI and ML in libraries for researchers, practitioners and educators for furthering the more technology-oriented approaches, and anticipating future innovation pathways.
Combining Learning from Human Feedback and Knowledge Engineering to Solve Hierarchical Tasks in Minecraft
Goecks, Vinicius G., Waytowich, Nicholas, Watkins, David, Prakash, Bharat
Real-world tasks of interest are generally poorly defined by human-readable descriptions and have no pre-defined reward signals unless it is defined by a human designer. Conversely, data-driven algorithms are often designed to solve a specific, narrowly defined, task with performance metrics that drives the agent's learning. In this work, we present the solution that won first place and was awarded the most human-like agent in the 2021 NeurIPS Competition MineRL BASALT Challenge: Learning from Human Feedback in Minecraft, which challenged participants to use human data to solve four tasks defined only by a natural language description and no reward function. Our approach uses the available human demonstration data to train an imitation learning policy for navigation and additional human feedback to train an image classifier. These modules, together with an estimated odometry map, are then combined into a state-machine designed based on human knowledge of the tasks that breaks them down in a natural hierarchy and controls which macro behavior the learning agent should follow at any instant. We compare this hybrid intelligence approach to both end-to-end machine learning and pure engineered solutions, which are then judged by human evaluators.
Invitation in Crowdsourcing Contests
People in the crowd then compete with each other to win the rewards. Although in real life, a crowd is usually networked and people influence each other via social ties, existing crowdsourcing contest theories do not aim to answer how interpersonal relationships influence peoples' incentives and behaviors, and thereby affect the crowdsourcing performance. In this work, we novelly take peoples' social ties as a key factor in the modeling and designing of agents' incentives for crowdsourcing contests. We then establish a new contest mechanism by which the requester can impel agents to invite their neighbours to contribute to the task. The mechanism has a simple rule and is very easy for agents to play. According to our equilibrium analysis, in the Bayesian Nash equilibrium agents' behaviors show a vast diversity, capturing that besides the intrinsic ability, the social ties among agents also play a central role for decision-making. After that, we design an effective algorithm to automatically compute the Bayesian Nash equilibrium of the invitation crowdsourcing contest and further adapt it to large graphs. Both theoretical and empirical results show that, the invitation crowdsourcing contest can substantially enlarge the number of contributors, whereby the requester can obtain significantly better solutions without a large advertisement expenditure.
MDPGT: Momentum-based Decentralized Policy Gradient Tracking
Jiang, Zhanhong, Lee, Xian Yeow, Tan, Sin Yong, Tan, Kai Liang, Balu, Aditya, Lee, Young M., Hegde, Chinmay, Sarkar, Soumik
We propose a novel policy gradient method for multi-agent reinforcement learning, which leverages two different variance-reduction techniques and does not require large batches over iterations. Specifically, we propose a momentum-based decentralized policy gradient tracking (MDPGT) where a new momentum-based variance reduction technique is used to approximate the local policy gradient surrogate with importance sampling, and an intermediate parameter is adopted to track two consecutive policy gradient surrogates. Moreover, MDPGT provably achieves the best available sample complexity of $\mathcal{O}(N^{-1}\epsilon^{-3})$ for converging to an $\epsilon$-stationary point of the global average of $N$ local performance functions (possibly nonconcave). This outperforms the state-of-the-art sample complexity in decentralized model-free reinforcement learning, and when initialized with a single trajectory, the sample complexity matches those obtained by the existing decentralized policy gradient methods. We further validate the theoretical claim for the Gaussian policy function. When the required error tolerance $\epsilon$ is small enough, MDPGT leads to a linear speed up, which has been previously established in decentralized stochastic optimization, but not for reinforcement learning. Lastly, we provide empirical results on a multi-agent reinforcement learning benchmark environment to support our theoretical findings.
Adversarial Attacks in Cooperative AI
Fujimoto, Ted, Pedersen, Arthur Paul
Single-agent reinforcement learning algorithms in a multi-agent environment are inadequate for fostering cooperation. If intelligent agents are to interact and work together to solve complex problems, methods that counter non-cooperative behavior are needed to facilitate the training of multiple agents. This is the goal of cooperative AI. Recent work in adversarial machine learning, however, shows that models (e.g., image classifiers) can be easily deceived into making incorrect decisions. In addition, some past research in cooperative AI has relied on new notions of representations, like public beliefs, to accelerate the learning of optimally cooperative behavior. Hence, cooperative AI might introduce new weaknesses not investigated in previous machine learning research. In this paper, our contributions include: (1) arguing that three algorithms inspired by human-like social intelligence introduce new vulnerabilities, unique to cooperative AI, that adversaries can exploit, and (2) an experiment showing that simple, adversarial perturbations on the agents' beliefs can negatively impact performance. This evidence points to the possibility that formal representations of social behavior are vulnerable to adversarial attacks.