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SMT-based Safety Verification of Parameterised Multi-Agent Systems

arXiv.org Artificial Intelligence

In this paper we study the verification of parameterised multi-agent systems (MASs), and in particular the task of verifying whether unwanted states, characterised as a given state formula, are reachable in a given MAS, i.e., whether the MAS is unsafe. The MAS is parameterised and the model only describes the finite set of possible agent templates, while the actual number of concrete agent instances for each template is unbounded and cannot be foreseen. This makes the state-space infinite. As safety may of course depend on the number of agent instances in the system, the verification result must be correct irrespective of such number. We solve this problem via infinite-state model checking based on satisfiability modulo theories (SMT), relying on the theory of array-based systems: we present parameterised MASs as particular array-based systems, under two execution semantics for the MAS, which we call concurrent and interleaved. We prove our decidability results under these assumptions and illustrate our implementation approach, called SAFE: the Swarm Safety Detector, based on the third-party model checker MCMT, which we evaluate experimentally. Finally, we discuss how this approach lends itself to richer parameterised and data-aware MAS settings beyond the state-of-the-art solutions in the literature, which we leave as future work.


Cooperative Multi-Agent Bandits with Heavy Tails

arXiv.org Machine Learning

We study the heavy-tailed stochastic bandit problem in the cooperative multi-agent setting, where a group of agents interact with a common bandit problem, while communicating on a network with delays. Existing algorithms for the stochastic bandit in this setting utilize confidence intervals arising from an averaging-based communication protocol known as~\textit{running consensus}, that does not lend itself to robust estimation for heavy-tailed settings. We propose \textsc{MP-UCB}, a decentralized multi-agent algorithm for the cooperative stochastic bandit that incorporates robust estimation with a message-passing protocol. We prove optimal regret bounds for \textsc{MP-UCB} for several problem settings, and also demonstrate its superiority to existing methods. Furthermore, we establish the first lower bounds for the cooperative bandit problem, in addition to providing efficient algorithms for robust bandit estimation of location.


Kernel Methods for Cooperative Multi-Agent Contextual Bandits

arXiv.org Machine Learning

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

arXiv.org Machine Learning

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

#artificialintelligence

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

#artificialintelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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.