Agents
Constraints Satisfiability Driven Reinforcement Learning for Autonomous Cyber Defense
Dutta, Ashutosh, Al-Shaer, Ehab, Chatterjee, Samrat
With the increasing system complexity and attack sophistication, the necessity of autonomous cyber defense becomes vivid for cyber and cyber-physical systems (CPSs). Many existing frameworks in the current state-of-the-art either rely on static models with unrealistic assumptions, or fail to satisfy the system safety and security requirements. In this paper, we present a new hybrid autonomous agent architecture that aims to optimize and verify defense policies of reinforcement learning (RL) by incorporating constraints verification (using satisfiability modulo theory (SMT)) into the agent's decision loop. The incorporation of SMT does not only ensure the satisfiability of safety and security requirements, but also provides constant feedback to steer the RL decision-making toward safe and effective actions. This approach is critically needed for CPSs that exhibit high risk due to safety or security violations. Our evaluation of the presented approach in a simulated CPS environment shows that the agent learns the optimal policy fast and defeats diversified attack strategies in 99\% cases.
Revisiting the Complexity Analysis of Conflict-Based Search: New Computational Techniques and Improved Bounds
Gordon, Ofir, Filmus, Yuval, Salzman, Oren
The problem of Multi-Agent Path Finding (MAPF) calls for finding a set of conflict-free paths for a fleet of agents operating in a given environment. Arguably, the state-of-the-art approach to computing optimal solutions is Conflict-Based Search (CBS). In this work we revisit the complexity analysis of CBS to provide tighter bounds on the algorithm's run-time in the worst-case. Our analysis paves the way to better pinpoint the parameters that govern (in the worst case) the algorithm's computational complexity. Our analysis is based on two complementary approaches: In the first approach we bound the run-time using the size of a Multi-valued Decision Diagram (MDD) -- a layered graph which compactly contains all possible single-agent paths between two given vertices for a specific path length. In the second approach we express the running time by a novel recurrence relation which bounds the algorithm's complexity. We use generating functions-based analysis in order to tightly bound the recurrence. Using these technique we provide several new upper-bounds on CBS's complexity. The results allow us to improve the existing bound on the running time of CBS for many cases. For example, on a set of common benchmarks we improve the upper-bound by a factor of at least $2^{10^{7}}$.
Non-monotonic Value Function Factorization for Deep Multi-Agent Reinforcement Learning
In this paper, we propose actor-critic approaches by introducing an actor policy on QMIX [9], which can remove the monotonicity constraint of QMIX and implement a non-monotonic value function factorization for joint action-value. We evaluate our actor-critic methods on StarCraft II micromanagement tasks, and show that it has a stronger performance on maps with heterogeneous agent types.
Amanda Prorok's talk โ Learning to Communicate in Multi-Agent Systems (with video)
In this technical talk, Amanda Prorok, Assistant Professor in the Department of Computer Science and Technology at Cambridge University, and a Fellow of Pembroke College, discusses her team's latest research on what, how and when information needs to be shared among agents that aim to solve cooperative tasks. Effective communication is key to successful multi-agent coordination. Yet it is far from obvious what, how and when information needs to be shared among agents that aim to solve cooperative tasks. In this talk, I discuss our recent work on using Graph Neural Networks (GNNs) to solve multi-agent coordination problems. In my first case-study, I show how we use GNNs to find a decentralized solution to the multi-agent path finding problem, which is known to be NP-hard.
A Robust Model for Trust Evaluation during Interactions between Agents in a Sociable Environment
Liang, Qin, Zhang, Minjie, Ren, Fenghui, Ito, Takayuki
Trust evaluation is an important topic in both research and applications in sociable environments. This paper presents a model for trust evaluation between agents by the combination of direct trust, indirect trust through neighbouring links and the reputation of an agent in the environment (i.e. social network) to provide the robust evaluation. Our approach is typology independent from social network structures and in a decentralized manner without a central controller, so it can be used in broad domains.
Planning with Expectation Models for Control
Kudashkina, Katya, Wan, Yi, Naik, Abhishek, Sutton, Richard S.
In model-based reinforcement learning (MBRL), Wan et al. (2019) showed conditions under which the environment model could produce the expectation of the next feature vector rather than the full distribution, or a sample thereof, with no loss in planning performance. Such expectation models are of interest when the environment is stochastic and non-stationary, and the model is approximate, such as when it is learned using function approximation. In these cases a full distribution model may be impractical and a sample model may be either more expensive computationally or of high variance. Wan et al. considered only planning for prediction to evaluate a fixed policy. In this paper, we treat the control case - planning to improve and find a good approximate policy. We prove that planning with an expectation model must update a state-value function, not an action-value function as previously suggested (e.g., Sorg & Singh, 2010). This opens the question of how planning influences action selections. We consider three strategies for this and present general MBRL algorithms for each. We identify the strengths and weaknesses of these algorithms in computational experiments. Our algorithms and experiments are the first to treat MBRL with expectation models in a general setting.
Learning on a Budget via Teacher Imitation
Ilhan, Ercument, Gow, Jeremy, Perez-Liebana, Diego
Deep Reinforcement Learning (RL) techniques can benefit greatly from leveraging prior experience, which can be either self-generated or acquired from other entities. Action advising is a framework that provides a flexible way to transfer such knowledge in the form of actions between teacher-student peers. However, due to the realistic concerns, the number of these interactions is limited with a budget; therefore, it is crucial to perform these in the most appropriate moments. There have been several promising studies recently that address this problem setting especially from the student's perspective. Despite their success, they have some shortcomings when it comes to the practical applicability and integrity as an overall solution to the learning from advice challenge. In this paper, we extend the idea of advice reusing via teacher imitation to construct a unified approach that addresses both advice collection and advice utilisation problems. Furthermore, we also propose a method to automatically determine the relevant hyperparameters of these components on-the-fly to make it able to adapt to any task with minimal human intervention. The experiments we performed in 5 different Atari games verify that our algorithm can outperform its competitors by achieving state-of-the-art performance, and its components themselves also provides significant advantages individually.
Newton Optimization on Helmholtz Decomposition for Continuous Games
Ramponi, Giorgia, Restelli, Marcello
Many learning problems involve multiple agents optimizing different interactive functions. In these problems, the standard policy gradient algorithms fail due to the non-stationarity of the setting and the different interests of each agent. In fact, algorithms must take into account the complex dynamics of these systems to guarantee rapid convergence towards a (local) Nash equilibrium. In this paper, we propose NOHD (Newton Optimization on Helmholtz Decomposition), a Newton-like algorithm for multi-agent learning problems based on the decomposition of the dynamics of the system in its irrotational (Potential) and solenoidal (Hamiltonian) component. This method ensures quadratic convergence in purely irrotational systems and pure solenoidal systems. Furthermore, we show that NOHD is attracted to stable fixed points in general multi-agent systems and repelled by strict saddle ones. Finally, we empirically compare the NOHD's performance with that of state-of-the-art algorithms on some bimatrix games and in a continuous Gridworld environment.
Drowned out by the noise: Evidence for Tracking-free Motion Prediction
Trabelsi, Ameni, Beveridge, Ross J., Blanchard, Nathaniel
Autonomous driving consists of a multitude of interacting modules, where each module must contend with errors from the others. Typically, the motion prediction module depends on a robust tracking system to capture each agent's past movement. In this work, we systematically explore the importance of the tracking module for the motion prediction task and ultimately conclude that the tracking module is detrimental to overall motion prediction performance when the module is imperfect (with as low as 1% error). We explicitly compare models that use tracking information to models that do not across multiple scenarios and conditions. We find that the tracking information only improves performance in noise-free conditions. A noise-free tracker is unlikely to remain noise-free in real-world scenarios, and the inevitable noise will subsequently negatively affect performance. We thus argue future work should be mindful of noise when developing and testing motion/tracking modules, or that they should do away with the tracking component entirely.
An expressiveness hierarchy of Behavior Trees and related architectures
Biggar, Oliver, Zamani, Mohammad, Shames, Iman
In this paper we provide a formal framework for comparing the expressive power of Behavior Trees (BTs) to other action selection architectures. Taking inspiration from the analogous comparisons of structural programming methodologies, we formalise the concept of `expressiveness'. This leads us to an expressiveness hierarchy of control architectures, which includes BTs, Decision Trees (DTs), Teleo-reactive Programs (TRs) and Finite State Machines (FSMs). By distinguishing between BTs with auxiliary variables and those without, we demonstrate the existence of a trade-off in BT design between readability and expressiveness. We discuss what this means for BTs in practice.