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Persuading Voters in District-based Elections

arXiv.org Artificial Intelligence

We focus on the scenario in which an agent can exploit his information advantage to manipulate the outcome of an election. In particular, we study district-based elections with two candidates, in which the winner of the election is the candidate that wins in the majority of the districts. District-based elections are adopted worldwide (e.g., UK and USA) and are a natural extension of widely studied voting mechanisms (e.g., k-voting and plurality voting). We resort to the Bayesian persuasion framework, where the manipulator (sender) strategically discloses information to the voters (receivers) that update their beliefs rationally. We study both private signaling, in which the sender can use a private communication channel per receiver, and public signaling, in which the sender can use a single communication channel for all the receivers. Furthermore, for the first time, we introduce semi-public signaling in which the sender can use a single communication channel per district. We show that there is a sharp distinction between private and (semi-)public signaling. In particular, optimal private signaling schemes can provide an arbitrarily better probability of victory than (semi-)public ones and can be computed efficiently, while optimal (semi-)public signaling schemes cannot be approximated to within any factor in polynomial time unless P=NP. However, we show that reasonable relaxations allow the design of multi-criteria PTASs for optimal (semi-)public signaling schemes. In doing so, we introduce a novel property, namely comparative stability, and we design a bi-criteria PTAS for public signaling in general Bayesian persuasion problems beyond elections when the sender's utility function is state-dependent.


From particle swarm optimization to consensus based optimization: stochastic modeling and mean-field limit

arXiv.org Machine Learning

In this paper we consider a continuous description based on stochastic differential equations of the popular particle swarm optimization (PSO) process for solving global optimization problems and derive in the large particle limit the corresponding mean-field approximation based on Vlasov-Fokker-Planck-type equations. The disadvantage of memory effects induced by the need to store the local best position is overcome by the introduction of an additional differential equation describing the evolution of the local best. A regularization process for the global best permits to formally derive the respective mean-field description. Subsequently, in the small inertia limit, we compute the related macroscopic hydrodynamic equations that clarify the link with the recently introduced consensus based optimization (CBO) methods. Several numerical examples illustrate the mean field process, the small inertia limit and the potential of this general class of global optimization methods.


Congratulations to the #NeurIPS2020 award winners

AIHub

The winners of the NeurIPS 2020 awards have been announced. This year, three papers have received Best Paper Awards. There was also one Test of Time Award; this recognises a paper that has had significant and lasting impact on the community. No-Regret Learning Dynamics for Extensive-Form Correlated Equilibrium Andrea Celli, Alberto Marchesi, Gabriele Farina, Nicola Gatti Abstract: The existence of simple, uncoupled no-regret dynamics that converge to correlated equilibria in normal-form games is a celebrated result in the theory of multi-agent systems. Specifically, it has been known for more than 20 years that when all players seek to minimize their internal regret in a repeated normal-form game, the empirical frequency of play converges to a normal-form correlated equilibrium.


Resolving Implicit Coordination in Multi-Agent Deep Reinforcement Learning with Deep Q-Networks & Game Theory

arXiv.org Artificial Intelligence

We address two major challenges of implicit coordination in multi-agent deep reinforcement learning: non-stationarity and exponential growth of state-action space, by combining Deep-Q Networks for policy learning with Nash equilibrium for action selection. Q-values proxy as payoffs in Nash settings, and mutual best responses define joint action selection. Coordination is implicit because multiple/no Nash equilibria are resolved deterministically. We demonstrate that knowledge of game type leads to an assumption of mirrored best responses and faster convergence than Nash-Q. Specifically, the Friend-or-Foe algorithm demonstrates signs of convergence to a Set Controller which jointly chooses actions for two agents. This encouraging given the highly unstable nature of decentralized coordination over joint actions. Inspired by the dueling network architecture, which decouples the Q-function into state and advantage streams, as well as residual networks, we learn both a single and joint agent representation, and merge them via element-wise addition. This simplifies coordination by recasting it is as learning a residual function. We also draw high level comparative insights on key MADRL and game theoretic variables: competitive vs. cooperative, asynchronous vs. parallel learning, greedy versus socially optimal Nash equilibria tie breaking, and strategies for the no Nash equilibrium case. We evaluate on 3 custom environments written in Python using OpenAI Gym: a Predator Prey environment, an alternating Warehouse environment, and a Synchronization environment. Each environment requires successively more coordination to achieve positive rewards.


EvoCraft: A New Challenge for Open-Endedness

arXiv.org Artificial Intelligence

This paper introduces EvoCraft, a framework for Minecraft designed to study open-ended algorithms. We introduce an API that provides an open-source Python interface for communicating with Minecraft to place and track blocks. In contrast to previous work in Minecraft that focused on learning to play the game, the grand challenge we pose here is to automatically search for increasingly complex artifacts in an open-ended fashion. Compared to other environments used to study open-endedness, Minecraft allows the construction of almost any kind of structure, including actuated machines with circuits and mechanical components. We present initial baseline results in evolving simple Minecraft creations through both interactive and automated evolution. While evolution succeeds when tasked to grow a structure towards a specific target, it is unable to find a solution when rewarded for creating a simple machine that moves. Thus, EvoCraft offers a challenging new environment for automated search methods (such as evolution) to find complex artifacts that we hope will spur the development of more open-ended algorithms.


Low-Bandwidth Communication Emerges Naturally in Multi-Agent Learning Systems

arXiv.org Artificial Intelligence

In this work, we study emergent communication through the lens of cooperative multi-agent behavior in nature. Using insights from animal communication, we propose a spectrum from low-bandwidth (e.g. pheromone trails) to high-bandwidth (e.g. compositional language) communication that is based on the cognitive, perceptual, and behavioral capabilities of social agents. Through a series of experiments with pursuit-evasion games, we identify multi-agent reinforcement learning algorithms as a computational model for the low-bandwidth end of the communication spectrum.


Lifted Bayesian Filtering in Multiset Rewriting Systems

Journal of Artificial Intelligence Research

We present a model for Bayesian filtering (BF) in discrete dynamic systems where multiple entities (inter)-act, i.e. where the system dynamics is naturally described by a Multiset rewriting system (MRS). Typically, BF in such situations is computationally expensive due to the high number of discrete states that need to be maintained explicitly. We devise a lifted state representation, based on a suitable decomposition of multiset states, such that some factors of the distribution are exchangeable and thus afford an efficient representation. Intuitively, this representation groups together similar entities whose properties follow an exchangeable joint distribution. Subsequently, we introduce a BF algorithm that works directly on lifted states, without resorting to the original, much larger ground representation. This algorithm directly lends itself to approximate versions by limiting the number of explicitly represented lifted states in the posterior. We show empirically that the lifted representation can lead to a factorial reduction in the representational complexity of the distribution, and in the approximate cases can lead to a lower variance of the estimate and a lower estimation error compared to the original, ground representation.


MultiON: Benchmarking Semantic Map Memory using Multi-Object Navigation

arXiv.org Artificial Intelligence

Navigation tasks in photorealistic 3D environments are challenging because they require perception and effective planning under partial observability. Recent work shows that map-like memory is useful for long-horizon navigation tasks. However, a focused investigation of the impact of maps on navigation tasks of varying complexity has not yet been performed. We propose the multiON task, which requires navigation to an episode-specific sequence of objects in a realistic environment. MultiON generalizes the ObjectGoal navigation task and explicitly tests the ability of navigation agents to locate previously observed goal objects. We perform a set of multiON experiments to examine how a variety of agent models perform across a spectrum of navigation task complexities. Our experiments show that: i) navigation performance degrades dramatically with escalating task complexity; ii) a simple semantic map agent performs surprisingly well relative to more complex neural image feature map agents; and iii) even oracle map agents achieve relatively low performance, indicating the potential for future work in training embodied navigation agents using maps. Video summary: https://youtu.be/yqTlHNIcgnY


Deep Policy Networks for NPC Behaviors that Adapt to Changing Design Parameters in Roguelike Games

arXiv.org Artificial Intelligence

Recent advances in Deep Reinforcement Learning (DRL) have largely focused on improving the performance of agents with the aim of replacing humans in known and well-defined environments. The use of these techniques as a game design tool for video game production, where the aim is instead to create Non-Player Character (NPC) behaviors, has received relatively little attention until recently. Turn-based strategy games like Roguelikes, for example, present unique challenges to DRL. In particular, the categorical nature of their complex game state, composed of many entities with different attributes, requires agents able to learn how to compare and prioritize these entities. Moreover, this complexity often leads to agents that overfit to states seen during training and that are unable to generalize in the face of design changes made during development. In this paper we propose two network architectures which, when combined with a \emph{procedural loot generation} system, are able to better handle complex categorical state spaces and to mitigate the need for retraining forced by design decisions. The first is based on a dense embedding of the categorical input space that abstracts the discrete observation model and renders trained agents more able to generalize. The second proposed architecture is more general and is based on a Transformer network able to reason relationally about input and input attributes. Our experimental evaluation demonstrates that new agents have better adaptation capacity with respect to a baseline architecture, making this framework more robust to dynamic gameplay changes during development. Based on the results shown in this paper, we believe that these solutions represent a step forward towards making DRL more accessible to the gaming industry.


Multi-agent Policy Optimization with Approximatively Synchronous Advantage Estimation

arXiv.org Artificial Intelligence

Cooperative multi-agent tasks require agents to deduce their own contributions with shared global rewards, known as the challenge of credit assignment. General methods for policy based multi-agent reinforcement learning to solve the challenge introduce differentiate value functions or advantage functions for individual agents. In multi-agent system, polices of different agents need to be evaluated jointly. In order to update polices synchronously, such value functions or advantage functions also need synchronous evaluation. However, in current methods, value functions or advantage functions use counter-factual joint actions which are evaluated asynchronously, thus suffer from natural estimation bias. In this work, we propose the approximatively synchronous advantage estimation. We first derive the marginal advantage function, an expansion from single-agent advantage function to multi-agent system. Further more, we introduce a policy approximation for synchronous advantage estimation, and break down the multi-agent policy optimization problem into multiple sub-problems of single-agent policy optimization. Our method is compared with baseline algorithms on StarCraft multi-agent challenges, and shows the best performance on most of the tasks.