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The Confluence of Networks, Games and Learning

arXiv.org Artificial Intelligence

Recent years have witnessed significant advances in technologies and services in modern network applications, including smart grid management, wireless communication, cybersecurity as well as multi-agent autonomous systems. Considering the heterogeneous nature of networked entities, emerging network applications call for game-theoretic models and learning-based approaches in order to create distributed network intelligence that responds to uncertainties and disruptions in a dynamic or an adversarial environment. This paper articulates the confluence of networks, games and learning, which establishes a theoretical underpinning for understanding multi-agent decision-making over networks. We provide an selective overview of game-theoretic learning algorithms within the framework of stochastic approximation theory, and associated applications in some representative contexts of modern network systems, such as the next generation wireless communication networks, the smart grid and distributed machine learning. In addition to existing research works on game-theoretic learning over networks, we highlight several new angles and research endeavors on learning in games that are related to recent developments in artificial intelligence. Some of the new angles extrapolate from our own research interests. The overall objective of the paper is to provide the reader a clear picture of the strengths and challenges of adopting game-theoretic learning methods within the context of network systems, and further to identify fruitful future research directions on both theoretical and applied studies.


Mean Field Games Flock! The Reinforcement Learning Way

arXiv.org Artificial Intelligence

We present a method enabling a large number of agents to learn how to flock, which is a natural behavior observed in large populations of animals. This problem has drawn a lot of interest but requires many structural assumptions and is tractable only in small dimensions. We phrase this problem as a Mean Field Game (MFG), where each individual chooses its acceleration depending on the population behavior. Combining Deep Reinforcement Learning (RL) and Normalizing Flows (NF), we obtain a tractable solution requiring only very weak assumptions. Our algorithm finds a Nash Equilibrium and the agents adapt their velocity to match the neighboring flock's average one. We use Fictitious Play and alternate: (1) computing an approximate best response with Deep RL, and (2) estimating the next population distribution with NF. We show numerically that our algorithm learn multi-group or high-dimensional flocking with obstacles.


How Can Robots Trust Each Other? A Relative Needs Entropy Based Trust Assessment Models

arXiv.org Artificial Intelligence

Cooperation in multi-agent and multi-robot systems can help agents build various formations, shapes, and patterns presenting corresponding functions and purposes adapting to different situations. Relationship between agents such as their spatial proximity and functional similarities could play a crucial role in cooperation between agents. Trust level between agents is an essential factor in evaluating their relationships' reliability and stability, much as people do. This paper proposes a new model called Relative Needs Entropy (RNE) to assess trust between robotic agents. RNE measures the distance of needs distribution between individual agents or groups of agents. To exemplify its utility, we implement and demonstrate our trust model through experiments simulating a heterogeneous multi-robot grouping task in a persistent urban search and rescue mission consisting of tasks at two levels of difficulty. The results suggest that RNE trust-Based grouping of robots can achieve better performance and adaptability for diverse task execution compared to the state-of-the-art energy-based or distance-based grouping models.


Optimal control of robust team stochastic games

arXiv.org Artificial Intelligence

In stochastic dynamic environments, team stochastic games have emerged as a versatile paradigm for studying sequential decision-making problems of fully cooperative multi-agent systems. However, the optimality of the derived policies is usually sensitive to the model parameters, which are typically unknown and required to be estimated from noisy data in practice. To mitigate the sensitivity of the optimal policy to these uncertain parameters, in this paper, we propose a model of "robust" team stochastic games, where players utilize a robust optimization approach to make decisions. This model extends team stochastic games to the scenario of incomplete information and meanwhile provides an alternative solution concept of robust team optimality. To seek such a solution, we develop a learning algorithm in the form of a Gauss-Seidel modified policy iteration and prove its convergence. This algorithm, compared with robust dynamic programming, not only possesses a faster convergence rate, but also allows for using approximation calculations to alleviate the curse of dimensionality. Moreover, some numerical simulations are presented to demonstrate the effectiveness of the algorithm by generalizing the game model of social dilemmas to sequential robust scenarios.


Council Post: The Collective Power Of Swarm Intelligence In AI And Robotics

#artificialintelligence

Swarm intelligence is a natural step in the evolution of certain social species. It explains why ants colonize, bees swarm, fish school and birds flock. Nature has proven that when individual creatures collaboratively work and think together as unified systems toward a common goal, they're more likely to reach that goal faster and more accurately than if they were to attempt it individually. In other words, they're smarter together than they are on their own. Swarm intelligence is the collective behavior of decentralized, self-organized systems (natural or artificial) that can maneuver quickly in a coordinated fashion. In nature, this closed-loop, collaborative behavior is unique within each species.


Building Affordance Relations for Robotic Agents - A Review

arXiv.org Artificial Intelligence

Affordances describe the possibilities for an agent to perform actions with an object. While the significance of the affordance concept has been previously studied from varied perspectives, such as psychology and cognitive science, these approaches are not always sufficient to enable direct transfer, in the sense of implementations, to artificial intelligence (AI)-based systems and robotics. However, many efforts have been made to pragmatically employ the concept of affordances, as it represents great potential for AI agents to effectively bridge perception to action. In this survey, we review and find common ground amongst different strategies that use the concept of affordances within robotic tasks, and build on these methods to provide guidance for including affordances as a mechanism to improve autonomy. To this end, we outline common design choices for building representations of affordance relations, and their implications on the generalisation capabilities of an agent when facing previously unseen scenarios. Finally, we identify and discuss a range of interesting research directions involving affordances that have the potential to improve the capabilities of an AI agent.


An Extension of BIM Using AI: a Multi Working-Machines Pathfinding Solution

arXiv.org Artificial Intelligence

Multi working-machines pathfinding solution enables more mobile machines simultaneously to work inside of a working site so that the productivity can be expected to increase evolutionary. To date, the potential cooperation conflicts among construction machinery limit the amount of construction machinery investment in a concrete working site. To solve the cooperation problem, civil engineers optimize the working site from a logistic perspective while computer scientists improve pathfinding algorithms' performance on the given benchmark maps. In the practical implementation of a construction site, it is sensible to solve the problem with a hybrid solution; therefore, in our study, we proposed an algorithm based on a cutting-edge multi-pathfinding algorithm to enable the massive number of machines cooperation and offer the advice to modify the unreasonable part of the working site in the meantime. Using the logistic information from BIM, such as unloading and loading point, we added a pathfinding solution for multi machines to improve the whole construction fleet's productivity. In the previous study, the experiments were limited to no more than ten participants, and the computational time to gather the solution was not given; thus, we publish our pseudo-code, our tested map, and benchmark our results. Our algorithm's most extensive feature is that it can quickly replan the path to overcome the emergency on a construction site.


Three Ways to Use Artificial Intelligence to Support Remote Agents - masvoz

#artificialintelligence

Call center Artificial Intelligence (AI) is not just about replacing customer service agents with bots to perform certain tasks. AI helps transform employee and customer experiences, making people more effective at their work. When used in contact centers, Artificial Intelligence can make forecasts more accurate, provide leaders with decision-making information, elevate CX, and improve the agent experience. That last point, improving the agent experience, is particularly important at this time, since in the last year, most call centers have moved to a full or partial remote agent model. With this transition, some challenges have arisen, such as making agents feel supported and part of a team despite the physical separation.


Emergent Prosociality in Multi-Agent Games Through Gifting

arXiv.org Artificial Intelligence

Coordination is often critical to forming prosocial behaviors -- behaviors that increase the overall sum of rewards received by all agents in a multi-agent game. However, state of the art reinforcement learning algorithms often suffer from converging to socially less desirable equilibria when multiple equilibria exist. Previous works address this challenge with explicit reward shaping, which requires the strong assumption that agents can be forced to be prosocial. We propose using a less restrictive peer-rewarding mechanism, gifting, that guides the agents toward more socially desirable equilibria while allowing agents to remain selfish and decentralized. Gifting allows each agent to give some of their reward to other agents. We employ a theoretical framework that captures the benefit of gifting in converging to the prosocial equilibrium by characterizing the equilibria's basins of attraction in a dynamical system. With gifting, we demonstrate increased convergence of high risk, general-sum coordination games to the prosocial equilibrium both via numerical analysis and experiments.


SIDE: I Infer the State I Want to Learn

arXiv.org Artificial Intelligence

On the As one of the solutions to the Dec-POMDP problem, the value other hand, in order to extract helpful information from the state of decomposition method has achieved good results recently. However, the complex environment, some work[12, 19] promotes the neural most value decomposition methods require the global state network to learn useful state information by adding auxiliary tasks during training, but this is not feasible in some scenarios where mainly to predict the state of the next moment. Intuitively, the the global state cannot be obtained. Therefore, we propose a novel problem with these studies is in that they cannot be implemented value decomposition framework, named State Inference for value for tasks that cannot obtain real state information. DEcomposition (SIDE), which eliminates the need to know the true As a notorious problem in MAS, Dec-POMDP[25] describes some state by simultaneously seeking solutions to the two problems of collaboration problems.