Agents
Off-Belief Learning
Hu, Hengyuan, Lerer, Adam, Cui, Brandon, Pineda, Luis, Wu, David, Brown, Noam, Foerster, Jakob
The standard problem setting in Dec-POMDPs is self-play, where the goal is to find a set of policies that play optimally together. Policies learned through self-play may adopt arbitrary conventions and rely on multi-step counterfactual reasoning based on assumptions about other agents' actions and thus fail when paired with humans or independently trained agents. In contrast, no current methods can learn optimal policies that are fully grounded, i.e., do not rely on counterfactual information from observing other agents' actions. To address this, we present off-belief learning} (OBL): at each time step OBL agents assume that all past actions were taken by a given, fixed policy ($\pi_0$), but that future actions will be taken by an optimal policy under these same assumptions. When $\pi_0$ is uniform random, OBL learns the optimal grounded policy. OBL can be iterated in a hierarchy, where the optimal policy from one level becomes the input to the next. This introduces counterfactual reasoning in a controlled manner. Unlike independent RL which may converge to any equilibrium policy, OBL converges to a unique policy, making it more suitable for zero-shot coordination. OBL can be scaled to high-dimensional settings with a fictitious transition mechanism and shows strong performance in both a simple toy-setting and the benchmark human-AI/zero-shot coordination problem Hanabi.
Causal Analysis of Agent Behavior for AI Safety
Dรฉletang, Grรฉgoire, Grau-Moya, Jordi, Martic, Miljan, Genewein, Tim, McGrath, Tom, Mikulik, Vladimir, Kunesch, Markus, Legg, Shane, Ortega, Pedro A.
As machine learning systems become more powerful they also become increasingly unpredictable and opaque. Yet, finding human-understandable explanations of how they work is essential for their safe deployment. This technical report illustrates a methodology for investigating the causal mechanisms that drive the behaviour of artificial agents. Six use cases are covered, each addressing a typical question an analyst might ask about an agent. In particular, we show that each question cannot be addressed by pure observation alone, but instead requires conducting experiments with systematically chosen manipulations so as to generate the correct causal evidence.
Exploiting latent representation of sparse semantic layers for improved short-term motion prediction with Capsule Networks
Dulian, Albert, Murray, John C.
As urban environments manifest high levels of complexity it is of vital importance that safety systems embedded within autonomous vehicles (AVs) are able to accurately anticipate short-term future motion of nearby agents. This problem can be further understood as generating a sequence of coordinates describing the future motion of the tracked agent. Various proposed approaches demonstrate significant benefits of using a rasterised top-down image of the road, with a combination of Convolutional Neural Networks (CNNs), for extraction of relevant features that define the road structure (eg. driveable areas, lanes, walkways). In contrast, this paper explores use of Capsule Networks (CapsNets) in the context of learning a hierarchical representation of sparse semantic layers corresponding to small regions of the High-Definition (HD) map. Each region of the map is dismantled into separate geometrical layers that are extracted with respect to the agent's current position. By using an architecture based on CapsNets the model is able to retain hierarchical relationships between detected features within images whilst also preventing loss of spatial data often caused by the pooling operation. We train and evaluate our model on publicly available dataset nuTonomy scenes and compare it to recently published methods. We show that our model achieves significant improvement over recently published works on deterministic prediction, whilst drastically reducing the overall size of the network.
MAMBPO: Sample-efficient multi-robot reinforcement learning using learned world models
Willemsen, Daniรซl, Coppola, Mario, de Croon, Guido C. H. E.
Multi-robot systems can benefit from reinforcement learning (RL) algorithms that learn behaviours in a small number of trials, a property known as sample efficiency. This research thus investigates the use of learned world models to improve sample efficiency. We present a novel multi-agent model-based RL algorithm: Multi-Agent Model-Based Policy Optimization (MAMBPO), utilizing the Centralized Learning for Decentralized Execution (CLDE) framework. CLDE algorithms allow a group of agents to act in a fully decentralized manner after training. This is a desirable property for many systems comprising of multiple robots. MAMBPO uses a learned world model to improve sample efficiency compared to model-free Multi-Agent Soft Actor-Critic (MASAC). We demonstrate this on two simulated multi-robot tasks, where MAMBPO achieves a similar performance to MASAC, but requires far fewer samples to do so. Through this, we take an important step towards making real-life learning for multi-robot systems possible.
Continuous Coordination As a Realistic Scenario for Lifelong Learning
Nekoei, Hadi, Badrinaaraayanan, Akilesh, Courville, Aaron, Chandar, Sarath
Current deep reinforcement learning (RL) algorithms are still highly task-specific and lack the ability to generalize to new environments. Lifelong learning (LLL), however, aims at solving multiple tasks sequentially by efficiently transferring and using knowledge between tasks. Despite a surge of interest in lifelong RL in recent years, the lack of a realistic testbed makes robust evaluation of LLL algorithms difficult. Multi-agent RL (MARL), on the other hand, can be seen as a natural scenario for lifelong RL due to its inherent non-stationarity, since the agents' policies change over time. In this work, we introduce a multi-agent lifelong learning testbed that supports both zero-shot and few-shot settings. Our setup is based on Hanabi -- a partially-observable, fully cooperative multi-agent game that has been shown to be challenging for zero-shot coordination. Its large strategy space makes it a desirable environment for lifelong RL tasks. We evaluate several recent MARL methods, and benchmark state-of-the-art LLL algorithms in limited memory and computation regimes to shed light on their strengths and weaknesses. This continual learning paradigm also provides us with a pragmatic way of going beyond centralized training which is the most commonly used training protocol in MARL. We empirically show that the agents trained in our setup are able to coordinate well with unseen agents, without any additional assumptions made by previous works.
Microsoft brings RPA to Windows 10 with new Power Platform products
Microsoft announced AI-focused Power Platform products at its Microsoft Ignite 2021 conference, which kicked off in earnest today. Among the highlights is Power Automate Desktop for Windows 10 users, a robotic process automation service (RPA) that automates tasks within Windows across various apps. New Power Virtual Agents features were also unveiled. RPA -- technology that automates monotonous, repetitive chores traditionally performed by human workers -- is big business. Forrester estimates that RPA and other AI subfields created jobs for 40% of companies in 2019 and that a tenth of startups now employ more digital workers than human ones.
Efficient UAV Trajectory-Planning using Economic Reinforcement Learning
Khalil, Alvi Ataur, Byrne, Alexander J, Rahman, Mohammad Ashiqur, Manshaei, Mohammad Hossein
Advances in unmanned aerial vehicle (UAV) design have opened up applications as varied as surveillance, firefighting, cellular networks, and delivery applications. Additionally, due to decreases in cost, systems employing fleets of UAVs have become popular. The uniqueness of UAVs in systems creates a novel set of trajectory or path planning and coordination problems. Environments include many more points of interest (POIs) than UAVs, with obstacles and no-fly zones. This system revolves around an economic theory, in particular an auction mechanism where UAVs trade assigned POIs. We formulate the path planning problem as a multi-agent economic game, where agents can cooperate and compete for resources. We then translate the problem into a Partially Observable Markov decision process (POMDP), which is solved using a reinforcement learning (RL) model deployed on each agent. As the system computes task distributions via UAV cooperation, it is highly resilient to any change in the swarm size. Our proposed network and economic game architecture can effectively coordinate the swarm as an emergent phenomenon while maintaining the swarm's operation. Unmanned aerial vehicles (UAVs) are applicable to a wide-ranging set of problems such as fire fighting, security monitoring, agriculture, edge computing, 3D mapping, and network support [1]. Fire fighting problems center around tracking and finding fires, whereas security applications focus on monitoring and finding targets. On the other hand, agricultural problems center around field monitoring and data harvesting, while edge computing and network support are focused on data harvesting and load reaction. All of these problems can be abstracted to a set of partially observed points and must be traveled to in the shortest amount of time possible, and then some task must be carried out in the vicinity of this point. Swarm surveillance missions are essential in both civilian and military contexts, where solutions must be secure, reliable, and efficient.
Formal Methods for An Iterated Volunteer's Dilemma
Dineen, Jacob, Haque, A S M Ahsan-Ul, Bielskas, Matthew
We propose an iterated version of Volunteer's Dilemma game through PRISM Model Checker (PRISM henceforth). This is useful because with this software, one can easily tune game parameters to get intuition of game dynamics. This can allow us to see what setting changes correlate with change in expected reward for each player. Additionally, PRISM can provide us a probabilistic graph that reflects a strategy that is optimal (or approximately optimal). Previous works [2] define public good game as a concurrent stochastic game, evaluating optimal strategies under a fixed set of parameters deciding the length of the game and the scaling factor associated with resource distribution.
Inference-Based Deterministic Messaging For Multi-Agent Communication
Communication is essential for coordination among humans and animals. Therefore, with the introduction of intelligent agents into the world, agent-to-agent and agent-to-human communication becomes necessary. In this paper, we first study learning in matrix-based signaling games to empirically show that decentralized methods can converge to a suboptimal policy. We then propose a modification to the messaging policy, in which the sender deterministically chooses the best message that helps the receiver to infer the sender's observation. Using this modification, we see, empirically, that the agents converge to the optimal policy in nearly all the runs. We then apply this method to a partially observable gridworld environment which requires cooperation between two agents and show that, with appropriate approximation methods, the proposed sender modification can enhance existing decentralized training methods for more complex domains as well.
Adversarial Environment Generation for Learning to Navigate the Web
Gur, Izzeddin, Jaques, Natasha, Malta, Kevin, Tiwari, Manoj, Lee, Honglak, Faust, Aleksandra
Learning to autonomously navigate the web is a difficult sequential decision making task. The state and action spaces are large and combinatorial in nature, and websites are dynamic environments consisting of several pages. One of the bottlenecks of training web navigation agents is providing a learnable curriculum of training environments that can cover the large variety of real-world websites. Therefore, we propose using Adversarial Environment Generation (AEG) to generate challenging web environments in which to train reinforcement learning (RL) agents. We provide a new benchmarking environment, gMiniWoB, which enables an RL adversary to use compositional primitives to learn to generate arbitrarily complex websites. To train the adversary, we propose a new technique for maximizing regret using the difference in the scores obtained by a pair of navigator agents. Our results show that our approach significantly outperforms prior methods for minimax regret AEG. The regret objective trains the adversary to design a curriculum of environments that are "just-the-right-challenge" for the navigator agents; our results show that over time, the adversary learns to generate increasingly complex web navigation tasks. The navigator agents trained with our technique learn to complete challenging, high-dimensional web navigation tasks, such as form filling, booking a flight etc. We show that the navigator agent trained with our proposed Flexible b-PAIRED technique significantly outperforms competitive automatic curriculum generation baselines -- including a state-of-the-art RL web navigation approach -- on a set of challenging unseen test environments, and achieves more than 80% success rate on some tasks.