Agents
Kernel Methods for Cooperative Multi-Agent Contextual Bandits
Dubey, Abhimanyu, Pentland, Alex
Cooperative multi-agent decision making involves a group of agents cooperatively solving learning problems while communicating over a network with delays. In this paper, we consider the kernelised contextual bandit problem, where the reward obtained by an agent is an arbitrary linear function of the contexts' images in the related reproducing kernel Hilbert space (RKHS), and a group of agents must cooperate to collectively solve their unique decision problems. For this problem, we propose \textsc{Coop-KernelUCB}, an algorithm that provides near-optimal bounds on the per-agent regret, and is both computationally and communicatively efficient. For special cases of the cooperative problem, we also provide variants of \textsc{Coop-KernelUCB} that provides optimal per-agent regret. In addition, our algorithm generalizes several existing results in the multi-agent bandit setting. Finally, on a series of both synthetic and real-world multi-agent network benchmarks, we demonstrate that our algorithm significantly outperforms existing benchmarks.
Decentralized Reinforcement Learning: Global Decision-Making via Local Economic Transactions
Chang, Michael, Kaushik, Sidhant, Weinberg, S. Matthew, Griffiths, Thomas L., Levine, Sergey
This paper seeks to establish a framework for directing a society of simple, specialized, self-interested agents to solve what traditionally are posed as monolithic single-agent sequential decision problems. What makes it challenging to use a decentralized approach to collectively optimize a central objective is the difficulty in characterizing the equilibrium strategy profile of non-cooperative games. To overcome this challenge, we design a mechanism for defining the learning environment of each agent for which we know that the optimal solution for the global objective coincides with a Nash equilibrium strategy profile of the agents optimizing their own local objectives. The society functions as an economy of agents that learn the credit assignment process itself by buying and selling to each other the right to operate on the environment state. We derive a class of decentralized reinforcement learning algorithms that are broadly applicable not only to standard reinforcement learning but also for selecting options in semi-MDPs and dynamically composing computation graphs. Lastly, we demonstrate the potential advantages of a society's inherent modular structure for more efficient transfer learning.
Gartner Identifies Top 10 Data and Analytics Technology Trends for 2020
Gartner, Inc. identified the top 10 data and analytics (D&A) technology trends for 2020 that can help data and analytics leaders navigate their COVID-19 response and recovery and prepare for a post-pandemic reset. "To innovate their way beyond a post-COVID-19 world, data and analytics leaders require an ever-increasing velocity and scale of analysis in terms of processing and access to succeed in the face of unprecedented market shifts," said Rita Sallam, distinguished research vice president at Gartner. By the end of 2024, 75% of organizations will shift from piloting to operationalizing artificial intelligence (AI), driving a 5 times increase in streaming data and analytics infrastructures. Within the current pandemic context, AI techniques such as machine learning (ML), optimization and natural language processing (NLP) are providing vital insights and predictions about the spread of the virus and the effectiveness and impact of countermeasures. Other smarter AI techniques such as reinforcement learning and distributed learning are creating more adaptable and flexible systems to handle complex business situations; for example, agent-based systems that model and simulate complex systems.
Conversational AI -- Key Technologies and Challenges -- Part 2
Follow up on my previous post discussing the key technologies around the conversational AI solution, I will be dive into the typical challenges the AI Engineer team would encounter when building a virtual agent or a chatbot solution for your clients or customers. Let firstly define the scope and goal of the conversational application. The conversational agents can be categorized into two main streams. The typical agents for Open Domain Conversation are Siri, Google Assistant, BlenderBot from Facebook, Meena from Google. Users can start a conversation without a clear goal, and the topics are unrestricted.
REMAX: Relational Representation for Multi-Agent Exploration
Ryu, Heechang, Shin, Hayong, Park, Jinkyoo
Training a multi-agent reinforcement learning (MARL) model is generally difficult because there are numerous combinations of complex interactions among agents that induce certain reward signals. Especially when there is a sparse reward signal, the training becomes more difficult. Previous studies have tried to resolve this issue by employing an intrinsic reward, which is a signal specifically designed for inducing the interactions among agents, to boost the MARL model training. However, this approach requires extensive prior knowledge to design an intrinsic reward. To optimize the training of an MARL model, we propose a learning-based exploration strategy to generate the initial states of a game. The proposed method adopts a variational graph autoencoder to represent a state of a game such that (1) the state can be compactly encoded to the latent representation by considering the relationship among agents, and (2) the latent representation can be used as an effective input to the surrogate model predicting the exploration score. The proposed method determines the latent representations that maximize the surrogate model and decodes these representations to generate the initial states from which the MARL model starts training. Empirically, we demonstrate that the generated states improve the training and performance of MARL more than the existing exploration methods.
Automated Temporal Equilibrium Analysis: Verification and Synthesis of Multi-Player Games
Gutierrez, Julian, Najib, Muhammad, Perelli, Giuseppe, Wooldridge, Michael
In the context of multi-agent systems, the rational verification problem is concerned with checking which temporal logic properties will hold in a system when its constituent agents are assumed to behave rationally and strategically in pursuit of individual objectives. Typically, those objectives are expressed as temporal logic formulae which the relevant agent desires to see satisfied. Unfortunately, rational verification is computationally complex, and requires specialised techniques in order to obtain practically useable implementations. In this paper, we present such a technique. This technique relies on a reduction of the rational verification problem to the solution of a collection of parity games. Our approach has been implemented in the Equilibrium Verification Environment (EVE) system. The EVE system takes as input a model of a concurrent/multi-agent system represented using the Simple Reactive Modules Language (SRML), where agent goals are represented as Linear Temporal Logic (LTL) formulae, together with a claim about the equilibrium behaviour of the system, also expressed as an LTL formula. EVE can then check whether the LTL claim holds on some (or every) computation of the system that could arise through agents choosing Nash equilibrium strategies; it can also check whether a system has a Nash equilibrium, and synthesise individual strategies for players in the multi-player game. After presenting our basic framework, we describe our new technique and prove its correctness. We then describe our implementation in the EVE system, and present experimental results which show that EVE performs favourably in comparison to other existing tools that support rational verification.
Equilibria for Games with Combined Qualitative and Quantitative Objectives
Gutierrez, Julian, Murano, Aniello, Perelli, Giuseppe, Rubin, Sasha, Steeples, Thomas, Wooldridge, Michael
The overall aim of our research is to develop techniques to reason about the equilibrium properties of multi-agent systems. We model multi-agent systems as concurrent games, in which each player is a process that is assumed to act independently and strategically in pursuit of personal preferences. In this article, we study these games in the context of finite-memory strategies, and we assume players' preferences are defined by a qualitative and a quantitative objective, which are related by a lexicographic order: a player first prefers to satisfy its qualitative objective (given as a formula of Linear Temporal Logic) and then prefers to minimise costs (given by a mean-payoff function). Our main result is that deciding the existence of a strict epsilon Nash equilibrium in such games is 2ExpTime-complete (and hence decidable), even if players' deviations are implemented as infinite-memory strategies.
Multi-Player Games with LDL Goals over Finite Traces
Gutierrez, Julian, Perelli, Giuseppe, Wooldridge, Michael
Linear Dynamic Logic on finite traces LDLf is a powerful logic for reasoning about the behaviour of concurrent and multi-agent systems. In this paper, we investigate techniques for both the characterisation and verification of equilibria in multi-player games with goals/objectives expressed using logics based on LDLf. This study builds upon a generalisation of Boolean games, a logic-based game model of multi-agent systems where players have goals succinctly represented in a logical way. Because LDLf goals are considered, in the settings we study -- Reactive Modules games and iterated Boolean games with goals over finite traces -- players' goals can be defined to be regular properties while achieved in a finite, but arbitrarily large, trace. In particular, using alternating automata, the paper investigates automata-theoretic approaches to the characterisation and verification of (pure strategy Nash) equilibria, shows that the set of Nash equilibria in multi-player games with LDLf objectives is regular, and provides complexity results for the associated automata constructions.
Effects of Voice-Based Synthetic Assistant on Performance of Emergency Care Provider in Training
Damacharla, Praveen, Dhakal, Parashar, Stumbo, Sebastian, Javaid, Ahmad Y., Ganapathy, Subhashini, Malek, David A., Hodge, Douglas C., Devabhaktuni, Vijay
As part of a perennial project, our team is actively engaged in developing new synthetic assistant (SA) technologies to assist in training combat medics and medical first responders. It is critical that medical first responders are well trained to deal with emergencies more effectively. This would require real-time monitoring and feedback for each trainee. Therefore, we introduced a voice-based SA to augment the training process of medical first responders and enhance their performance in the field. The potential benefits of SAs include a reduction in training costs and enhanced monitoring mechanisms. Despite the increased usage of voice-based personal assistants (PAs) in day-to-day life, the associated effects are commonly neglected for a study of human factors. Therefore, this paper focuses on performance analysis of the developed voice-based SA in emergency care provider training for a selected emergency treatment scenario. The research discussed in this paper follows design science in developing proposed technology; at length, we discussed architecture and development and presented working results of voice-based SA. The empirical testing was conducted on two groups as user studies using statistical analysis tools, one trained with conventional methods and the other with the help of SA. The statistical results demonstrated the amplification in training efficacy and performance of medical responders powered by SA. Furthermore, the paper also discusses the accuracy and time of task execution (t) and concludes with the guidelines for resolving the identified problems.
Byzantine Fault-Tolerant Distributed Machine Learning Using Stochastic Gradient Descent (SGD) and Norm-Based Comparative Gradient Elimination (CGE)
Gupta, Nirupam, Liu, Shuo, Vaidya, Nitin H.
This report considers the problem of Byzantine fault-tolerance in homogeneous multi-agent distributed learning. In this problem, each agent samples i.i.d. data points, and the goal for the agents is to compute a mathematical model that optimally fits, in expectation, the data points sampled by all the agents. We consider the case when a certain number of agents may be Byzantine faulty. Such faulty agents may not follow a prescribed learning algorithm. Faulty agents may share arbitrary incorrect information regarding their data points to prevent the non-faulty agents from learning a correct model. We propose a fault-tolerance mechanism for the distributed stochastic gradient descent (D-SGD) method -- a standard distributed supervised learning algorithm. Our fault-tolerance mechanism relies on a norm based gradient-filter, named comparative gradient elimination (CGE), that aims to mitigate the detrimental impact of malicious incorrect stochastic gradients shared by the faulty agents by limiting their Euclidean norms. We show that the CGE gradient-filter guarantees fault-tolerance against a bounded number of Byzantine faulty agents if the stochastic gradients computed by the non-faulty agents satisfy the standard assumption of bounded variance. We demonstrate the applicability of the CGE gradient-filer for distributed supervised learning of artificial neural networks. We show that the fault-tolerance by the CGE gradient-filter is comparable to that by other state-of-the-art gradient-filters, namely the multi-KRUM, geometric median of means, and coordinate-wise trimmed mean. Lastly, we propose a gradient averaging scheme that aims to reduce the sensitivity of a supervised learning process to individual agents' data batch-sizes. We show that gradient averaging improves the fault-tolerance property of a gradient-filter, including, but not limited to, the CGE gradient-filter.