Agents
Finding Game Levels with the Right Difficulty in a Few Trials through Intelligent Trial-and-Error
González-Duque, Miguel, Palm, Rasmus Berg, Ha, David, Risi, Sebastian
Methods for dynamic difficulty adjustment allow games to be tailored to particular players to maximize their engagement. However, current methods often only modify a limited set of game features such as the difficulty of the opponents, or the availability of resources. Other approaches, such as experience-driven Procedural Content Generation (PCG), can generate complete levels with desired properties such as levels that are neither too hard nor too easy, but require many iterations. This paper presents a method that can generate and search for complete levels with a specific target difficulty in only a few trials. This advance is enabled by through an Intelligent Trial-and-Error algorithm, originally developed to allow robots to adapt quickly. Our algorithm first creates a large variety of different levels that vary across predefined dimensions such as leniency or map coverage. The performance of an AI playing agent on these maps gives a proxy for how difficult the level would be for another AI agent (e.g. one that employs Monte Carlo Tree Search instead of Greedy Tree Search); using this information, a Bayesian Optimization procedure is deployed, updating the difficulty of the prior map to reflect the ability of the agent. The approach can reliably find levels with a specific target difficulty for a variety of planning agents in only a few trials, while maintaining an understanding of their skill landscape.
A mechanism to promote social behaviour in household load balancing
Brooks, Nathan A., Powers, Simon T., Borg, James M.
Reducing the peak energy consumption of households is essential for the effective use of renewable energy sources, in order to ensure that as much household demand as possible can be met by renewable sources. This entails spreading out the use of high-powered appliances such as dishwashers and washing machines throughout the day. Traditional approaches to this problem have relied on differential pricing set by a centralised utility company. But this mechanism has not been effective in promoting widespread shifting of appliance usage. Here we consider an alternative decentralised mechanism, where agents receive an initial allocation of time-slots to use their appliances and can then exchange these with other agents. If agents are willing to be more flexible in the exchanges they accept, then overall satisfaction, in terms of the percentage of agents time-slot preferences that are satisfied, will increase. This requires a mechanism that can incentivise agents to be more flexible. Building on previous work, we show that a mechanism incorporating social capital - the tracking of favours given and received - can incentivise agents to act flexibly and give favours by accepting exchanges that do not immediately benefit them. We demonstrate that a mechanism that tracks favours increases the overall satisfaction of agents, and crucially allows social agents that give favours to outcompete selfish agents that do not under payoff-biased social learning. Thus, even completely self-interested agents are expected to learn to produce socially beneficial outcomes.
Asynchronous Multi Agent Active Search
Ghods, Ramina, Banerjee, Arundhati, Schneider, Jeff
Active search refers to the problem of efficiently locating targets in an unknown environment by actively making data-collection decisions, and has many applications including detecting gas leaks, radiation sources or human survivors of disasters using aerial and/or ground robots (agents). Existing active search methods are in general only amenable to a single agent, or if they extend to multi agent they require a central control system to coordinate the actions of all agents. However, such control systems are often impractical in robotics applications. In this paper, we propose two distinct active search algorithms called SPATS (Sparse Parallel Asynchronous Thompson Sampling) and LATSI (LAplace Thompson Sampling with Information gain) that allow for multiple agents to independently make data-collection decisions without a central coordinator. Throughout we consider that targets are sparsely located around the environment in keeping with compressive sensing assumptions and its applicability in real world scenarios. Additionally, while most common search algorithms assume that agents can sense the entire environment (e.g. compressive sensing) or sense point-wise (e.g. Bayesian Optimization) at all times, we make a realistic assumption that each agent can only sense a contiguous region of space at a time. We provide simulation results as well as theoretical analysis to demonstrate the efficacy of our proposed algorithms.
The NetHack Learning Environment
Küttler, Heinrich, Nardelli, Nantas, Miller, Alexander H., Raileanu, Roberta, Selvatici, Marco, Grefenstette, Edward, Rocktäschel, Tim
Progress in Reinforcement Learning (RL) algorithms goes hand-in-hand with the development of challenging environments that test the limits of current methods. While existing RL environments are either sufficiently complex or based on fast simulation, they are rarely both. Here, we present the NetHack Learning Environment (NLE), a scalable, procedurally generated, stochastic, rich, and challenging environment for RL research based on the popular single-player terminal-based roguelike game, NetHack. We argue that NetHack is sufficiently complex to drive long-term research on problems such as exploration, planning, skill acquisition, and language-conditioned RL, while dramatically reducing the computational resources required to gather a large amount of experience. We compare NLE and its task suite to existing alternatives, and discuss why it is an ideal medium for testing the robustness and systematic generalization of RL agents. We demonstrate empirical success for early stages of the game using a distributed Deep RL baseline and Random Network Distillation exploration, alongside qualitative analysis of various agents trained in the environment. NLE is open source at https://github.com/facebookresearch/nle.
Preferences Single-Peaked on a Circle
Peters, Dominik | Lackner, Martin (TU Wien)
We introduce the domain of preferences that are single-peaked on a circle, which is a generalization of the well-studied single-peaked domain. This preference restriction is useful, e.g., for scheduling decisions, certain facility location problems, and for one-dimensional decisions in the presence of extremist preferences. We give a fast recognition algorithm of this domain, provide a characterisation by finitely many forbidden subprofiles, and show that many popular single- and multi-winner voting rules are polynomial-time computable on this domain. In particular, we prove that Proportional Approval Voting can be computed in polynomial time for profiles that are single-peaked on a circle. In contrast, Kemeny's rule remains hard to evaluate, and several impossibility results from social choice theory can be proved using only profiles in this domain.
Towards Understanding Linear Value Decomposition in Cooperative Multi-Agent Q-Learning
Wang, Jianhao, Ren, Zhizhou, Han, Beining, Zhang, Chongjie
Value decomposition is a popular and promising approach to scaling up multi-agent reinforcement learning in cooperative settings. However, the theoretical understanding of such methods is limited. In this paper, we introduce a variant of the fitted Q-iteration framework for analyzing multi-agent Q-learning with value decomposition. Based on this framework, we derive a closed-form solution to the Bellman error minimization with linear value decomposition. With this novel solution, we further reveal two interesting insights: 1) linear value decomposition implicitly implements a classical multi-agent credit assignment called counterfactual difference rewards; and 2) multi-agent Q-learning with linear value decomposition requires on-policy data distribution to achieve numerical stability. In the empirical study, our experiments demonstrate the realizability of our theoretical implications in a broad set of complicated tasks. They show that most state-of-the-art deep multi-agent Q-learning algorithms using linear value decomposition cannot efficiently utilize off-policy samples, which may even lead to an unbounded divergence.
Envy-freeness up to one item: Shall we add or remove resources?
We consider a fair division model in which agents have general valuations for bundles of indivisible items. We propose two new axiomatic properties for allocations in this model: EF1+- and EFX+-. We compare these with the existing EF1 and EFX. Although EF1 and EF1+- allocations often exist, our results assert eloquently that EFX+- and PO allocations exist in each case where EFX and PO allocations do not exist. Additionally, we prove several new impossibility and incompatibility results.
Towards Minimax Optimal Reinforcement Learning in Factored Markov Decision Processes
Tian, Yi, Qian, Jian, Sra, Suvrit
We study minimax optimal reinforcement learning in episodic factored Markov decision processes (FMDPs), which are MDPs with conditionally independent transition components. Assuming the factorization is known, we propose two model-based algorithms. The first one achieves minimax optimal regret guarantees for a rich class of factored structures, while the second one enjoys better computational complexity with a slightly worse regret. A key new ingredient of our algorithms is the design of a bonus term to guide exploration. We complement our algorithms by presenting several structure-dependent lower bounds on regret for FMDPs that reveal the difficulty hiding in the intricacy of the structures.
Fanoos: Multi-Resolution, Multi-Strength, Interactive Explanations for Learned Systems
Machine learning becomes increasingly important to tune or even synthesize the behavior of safety-critical components in highly non-trivial environments, where the inability to understand learned components in general, and neural nets in particular, poses serious obstacles to their adoption. Explainability and interpretability methods for learned systems have gained considerable academic attention, but the focus of current approaches on only one aspect of explanation, at a fixed level of abstraction, and limited if any formal guarantees, prevents those explanations from being digestible by the relevant stakeholders (e.g., end users, certification authorities, engineers) with their diverse backgrounds and situation-specific needs. We introduce Fanoos, a flexible framework for combining formal verification techniques, heuristic search, and user interaction to explore explanations at the desired level of granularity and fidelity. We demonstrate the ability of Fanoos to produce and adjust the abstractness of explanations in response to user requests on a learned controller for an inverted double pendulum and on a learned CPU usage model.
Evolutionary Processes in Quantum Decision Theory
In recent years, there has appeared high interest to the possibility of formulating decision theory in the language of quantum mechanics. Numerous references on this topic can be found in the books [1-4] and review articles [5-8]. This interest is caused by the inability of classical decision theory [9] to comply with the behaviour of real decision makers, which requires to develop other approaches. Resorting to the techniques of quantum theory gives hopes for a better representation of behavioral decision making. There are several variants of using quantum mechanics for interpreting conscious effects.