Agents
Baby Intuitions Benchmark (BIB): Discerning the goals, preferences, and actions of others
Gandhi, Kanishk, Stojnic, Gala, Lake, Brenden M., Dillon, Moira R.
To achieve human-like common sense about everyday life, machine learning systems must understand and reason about the goals, preferences, and actions of others. Human infants intuitively achieve such common sense by making inferences about the underlying causes of other agents' actions. Directly informed by research on infant cognition, our benchmark BIB challenges machines to achieve generalizable, common-sense reasoning about other agents like human infants do. As in studies on infant cognition, moreover, we use a violation of expectation paradigm in which machines must predict the plausibility of an agent's behavior given a video sequence, making this benchmark appropriate for direct validation with human infants in future studies. We show that recently proposed, deep-learning-based agency reasoning models fail to show infant-like reasoning, leaving BIB an open challenge.
Models we Can Trust: Toward a Systematic Discipline of (Agent-Based) Model Interpretation and Validation
We advocate the development of a discipline of interacting with and extracting information from models, both mathematical (e.g. game-theoretic ones) and computational (e.g. agent-based models). We outline some directions for the development of a such a discipline: - the development of logical frameworks for the systematic formal specification of stylized facts and social mechanisms in (mathematical and computational) social science. Such frameworks would bring to attention new issues, such as phase transitions, i.e. dramatical changes in the validity of the stylized facts beyond some critical values in parameter space. We argue that such statements are useful for those logical frameworks describing properties of ABM. - the adaptation of tools from the theory of reactive systems (such as bisimulation) to obtain practically relevant notions of two systems "having the same behavior". - the systematic development of an adversarial theory of model perturbations, that investigates the robustness of conclusions derived from models of social behavior to variations in several features of the social dynamics. These may include: activation order, the underlying social network, individual agent behavior.
Accelerating Recursive Partition-Based Causal Structure Learning
Rahman, Md. Musfiqur, Rasheed, Ayman, Khan, Md. Mosaddek, Javidian, Mohammad Ali, Jamshidi, Pooyan, Mamun-Or-Rashid, Md.
Causal structure discovery from observational data is fundamental to the causal understanding of autonomous systems such as medical decision support systems, advertising campaigns and self-driving cars. This is essential to solve well-known causal decision making and prediction problems associated with those real-world applications. Recently, recursive causal discovery algorithms have gained particular attention among the research community due to their ability to provide good results by using Conditional Independent (CI) tests in smaller sub-problems. However, each of such algorithms needs a refinement function to remove undesired causal relations of the discovered graphs. Notably, with the increase of the problem size, the computation cost (i.e., the number of CI-tests) of the refinement function makes an algorithm expensive to deploy in practice. This paper proposes a generic causal structure refinement strategy that can locate the undesired relations with a small number of CI-tests, thus speeding up the algorithm for large and complex problems. We theoretically prove the correctness of our algorithm. We then empirically evaluate its performance against the state-of-the-art algorithms in terms of solution quality and completion time in synthetic and real datasets.
Sample-Efficient Learning of Stackelberg Equilibria in General-Sum Games
Bai, Yu, Jin, Chi, Wang, Huan, Xiong, Caiming
Real world applications such as economics and policy making often involve solving multi-agent games with two unique features: (1) The agents are inherently asymmetric and partitioned into leaders and followers; (2) The agents have different reward functions, thus the game is general-sum. The majority of existing results in this field focuses on either symmetric solution concepts (e.g. Nash equilibrium) or zero-sum games. It remains vastly open how to learn the Stackelberg equilibrium -- an asymmetric analog of the Nash equilibrium -- in general-sum games efficiently from samples. This paper initiates the theoretical study of sample-efficient learning of the Stackelberg equilibrium in two-player turn-based general-sum games. We identify a fundamental gap between the exact value of the Stackelberg equilibrium and its estimated version using finite samples, which can not be closed information-theoretically regardless of the algorithm. We then establish a positive result on sample-efficient learning of Stackelberg equilibrium with value optimal up to the gap identified above. We show that our sample complexity is tight with matching upper and lower bounds. Finally, we extend our learning results to the setting where the follower plays in a Markov Decision Process (MDP), and the setting where the leader and the follower act simultaneously.
Sim-Env: Decoupling OpenAI Gym Environments from Simulation Models
Schuderer, Andreas, Bromuri, Stefano, van Eekelen, Marko
Reinforcement learning (RL) is one of the most active fields of AI research. Despite the interest demonstrated by the research community in reinforcement learning, the development methodology still lags behind, with a severe lack of standard APIs to foster the development of RL applications. OpenAI Gym is probably the most used environment to develop RL applications and simulations, but most of the abstractions proposed in such a framework are still assuming a semi-structured methodology. This is particularly relevant for agent-based models whose purpose is to analyse adaptive behaviour displayed by self-learning agents in the simulation. In order to bridge this gap, we present a workflow and tools for the decoupled development and maintenance of multi-purpose agent-based models and derived single-purpose reinforcement learning environments, enabling the researcher to swap out environments with ones representing different perspectives or different reward models, all while keeping the underlying domain model intact and separate. The Sim-Env Python library generates OpenAI-Gym-compatible reinforcement learning environments that use existing or purposely created domain models as their simulation back-ends. Its design emphasizes ease-of-use, modularity and code separation.
CoinTossX: An open-source low-latency high-throughput matching engine
Jericevich, Ivan, Sing, Dharmesh, Gebbie, Tim
We deploy and demonstrate the CoinTossX low-latency, high-throughput, open-source matching engine with orders sent using the Julia and Python languages. We show how this can be deployed for small-scale local desk-top testing and discuss a larger scale, but local hosting, with multiple traded instruments managed concurrently and managed by multiple clients. We then demonstrate a cloud based deployment using Microsoft Azure, with large-scale industrial and simulation research use cases in mind. The system is exposed and interacted with via sockets using UDP SBE message protocols and can be monitored using a simple web browser interface using HTTP. We give examples showing how orders can be be sent to the system and market data feeds monitored using the Julia and Python languages. The system is developed in Java with orders submitted as binary encodings (SBE) via UDP protocols using the Aeron Media Driver as the low-latency, high throughput message transport. The system separates the order-generation and simulation environments e.g. agent-based model simulation, from the matching of orders, data-feeds and various modularised components of the order-book system. This ensures a more natural and realistic asynchronicity between events generating orders, and the events associated with order-book dynamics and market data-feeds. We promote the use of Julia as the preferred order submission and simulation environment.
Towards Causal Representation Learning
Schรถlkopf, Bernhard, Locatello, Francesco, Bauer, Stefan, Ke, Nan Rosemary, Kalchbrenner, Nal, Goyal, Anirudh, Bengio, Yoshua
The two fields of machine learning and graphical causality arose and developed separately. However, there is now cross-pollination and increasing interest in both fields to benefit from the advances of the other. In the present paper, we review fundamental concepts of causal inference and relate them to crucial open problems of machine learning, including transfer and generalization, thereby assaying how causality can contribute to modern machine learning research. This also applies in the opposite direction: we note that most work in causality starts from the premise that the causal variables are given. A central problem for AI and causality is, thus, causal representation learning, the discovery of high-level causal variables from low-level observations. Finally, we delineate some implications of causality for machine learning and propose key research areas at the intersection of both communities.
Communication Efficient Parallel Reinforcement Learning
Agarwal, Mridul, Ganguly, Bhargav, Aggarwal, Vaneet
We consider the problem where $M$ agents interact with $M$ identical and independent environments with $S$ states and $A$ actions using reinforcement learning for $T$ rounds. The agents share their data with a central server to minimize their regret. We aim to find an algorithm that allows the agents to minimize the regret with infrequent communication rounds. We provide \NAM\ which runs at each agent and prove that the total cumulative regret of $M$ agents is upper bounded as $\Tilde{O}(DS\sqrt{MAT})$ for a Markov Decision Process with diameter $D$, number of states $S$, and number of actions $A$. The agents synchronize after their visitations to any state-action pair exceeds a certain threshold. Using this, we obtain a bound of $O\left(MSA\log(MT)\right)$ on the total number of communications rounds. Finally, we evaluate the algorithm against multiple environments and demonstrate that the proposed algorithm performs at par with an always communication version of the UCRL2 algorithm, while with significantly lower communication.
Towards Teachable Conversational Agents
The traditional process of building interactive machine learning systems can be viewed as a teacher-learner interaction scenario where the machine-learners are trained by one or more human-teachers. In this work, we explore the idea of using a conversational interface to investigate the interaction between human-teachers and interactive machine-learners. Specifically, we examine whether teachable AI agents can reliably learn from human-teachers through conversational interactions, and how this learning compare with traditional supervised learning algorithms. Results validate the concept of teachable conversational agents and highlight the factors relevant for the development of machine learning systems that intend to learn from conversational interactions.
Causal Policy Gradients
Spooner, Thomas, Vadori, Nelson, Ganesh, Sumitra
Policy gradient methods can solve complex tasks but often fail when the dimensionality of the action-space or objective multiplicity grow very large. This occurs, in part, because the variance on score-based gradient estimators scales quadratically with the number of targets. In this paper, we propose a causal baseline which exploits independence structure encoded in a novel action-target influence network. Causal policy gradients (CPGs), which follow, provide a common framework for analysing key state-of-the-art algorithms, are shown to generalise traditional policy gradients, and yield a principled way of incorporating prior knowledge of a problem domain's generative processes. We provide an analysis of the proposed estimator and identify the conditions under which variance is guaranteed to improve. The algorithmic aspects of CPGs are also discussed, including optimal policy factorisations, their complexity, and the use of conditioning to efficiently scale to extremely large, concurrent tasks. The performance advantages for two variants of the algorithm are demonstrated on large-scale bandit and concurrent inventory management problems.