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Certifying Strategyproof Auction Networks

arXiv.org Artificial Intelligence

Optimal auctions maximize a seller's expected revenue subject to individual rationality and strategyproofness for the buyers. Myerson's seminal work in 1981 settled the case of auctioning a single item; however, subsequent decades of work have yielded little progress moving beyond a single item, leaving the design of revenue-maximizing auctions as a central open problem in the field of mechanism design. A recent thread of work in "differentiable economics" has used tools from modern deep learning to instead learn good mechanisms. We focus on the RegretNet architecture, which can represent auctions with arbitrary numbers of items and participants; it is trained to be empirically strategyproof, but the property is never exactly verified leaving potential loopholes for market participants to exploit. We propose ways to explicitly verify strategyproofness under a particular valuation profile using techniques from the neural network verification literature. Doing so requires making several modifications to the RegretNet architecture in order to represent it exactly in an integer program. We train our network and produce certificates in several settings, including settings for which the optimal strategyproof mechanism is not known.


Dynamic Vehicle Routing Problem: A Monte Carlo approach

arXiv.org Artificial Intelligence

In this work we solve the Dynamic Vehicle Routing Problem (DVRP). DVRP is a modification of the Vehicle Routing Problem, in which the clients' requests (cities) number and location might not be known at the beginning of the working day Additionally, all requests must be served during one working day by a fleet of vehicles with limited capacity. In this work we propose a Monte Carlo method (MCTree), which directly approaches the dynamic nature of arriving requests in the DVRP. The method is also hybridized (MCTree+PSO) with our previous Two-Phase Multi-swarm Particle Swarm Optimization (2MPSO) algorithm. Our method is based on two assumptions. First, that we know a bounding rectangle of the area in which the requests might appear. Second, that the initial requests' sizes and frequency of appearance are representative for the yet unknown clients' requests. In order to solve the DVRP we divide the working day into several time slices in which we solve a static problem. In our Monte Carlo approach we randomly generate the unknown clients' requests with uniform spatial distribution over the bounding rectangle and requests' sizes uniformly sampled from the already known requests' sizes. The solution proposal is constructed with the application of a clustering algorithm and a route construction algorithm. The MCTree method is tested on a well established set of benchmarks proposed by Kilby et al. and is compared with the results achieved by applying our previous 2MPSO algorithm and other literature results. The proposed MCTree approach achieves a better time to quality trade-off then plain heuristic algorithms. Moreover, a hybrid MCTree+PSO approach achieves better time to quality trade-off then 2MPSO for small optimization time limits, making the hybrid a good candidate for handling real world scale goods delivery problems.


Does it matter how well I know what you're thinking? Opponent Modelling in an RTS game

arXiv.org Artificial Intelligence

Opponent Modelling tries to predict the future actions of opponents, and is required to perform well in multi-player games. There is a deep literature on learning an opponent model, but much less on how accurate such models must be to be useful. We investigate the sensitivity of Monte Carlo Tree Search (MCTS) and a Rolling Horizon Evolutionary Algorithm (RHEA) to the accuracy of their modelling of the opponent in a simple Real-Time Strategy game. We find that in this domain RHEA is much more sensitive to the accuracy of an opponent model than MCTS. MCTS generally does better even with an inaccurate model, while this will degrade RHEA's performance. We show that faced with an unknown opponent and a low computational budget it is better not to use any explicit model with RHEA, and to model the opponent's actions within the tree as part of the MCTS algorithm.


Quantitatively Assessing the Benefits of Model-driven Development in Agent-based Modeling and Simulation

arXiv.org Artificial Intelligence

The agent-based modeling and simulation (ABMS) paradigm has been used to analyze, reproduce, and predict phenomena related to many application areas. Although there are many agent-based platforms that support simulation development, they rely on programming languages that require extensive programming knowledge. Model-driven development (MDD) has been explored to facilitate simulation modeling, by means of high-level modeling languages that provide reusable building blocks that hide computational complexity, and code generation. However, there is still limited knowledge of how MDD approaches to ABMS contribute to increasing development productivity and quality. We thus in this paper present an empirical study that quantitatively compares the use of MDD and ABMS platforms mainly in terms of effort and developer mistakes. Our evaluation was performed using MDD4ABMS-an MDD approach with a core and extensions to two application areas, one of which developed for this study-and NetLogo, a widely used platform. The obtained results show that MDD4ABMS requires less effort to develop simulations with similar (sometimes better) design quality than NetLogo, giving evidence of the benefits that MDD can provide to ABMS.


Representative Committees of Peers

arXiv.org Artificial Intelligence

A population of voters must elect representatives among themselves to decide on a sequence of possibly unforeseen binary issues. Voters care only about the final decision, not the elected representatives. The disutility of a voter is proportional to the fraction of issues, where his preferences disagree with the decision. While an issue-by-issue vote by all voters would maximize social welfare, we are interested in how well the preferences of the population can be approximated by a small committee. We show that a k-sortition (a random committee of k voters with the majority vote within the committee) leads to an outcome within the factor 1+O(1/k) of the optimal social cost for any number of voters n, any number of issues $m$, and any preference profile. For a small number of issues m, the social cost can be made even closer to optimal by delegation procedures that weigh committee members according to their number of followers. However, for large m, we demonstrate that the k-sortition is the worst-case optimal rule within a broad family of committee-based rules that take into account metric information about the preference profile of the whole population.


Synergetic Learning Systems: Concept, Architecture, and Algorithms

arXiv.org Artificial Intelligence

Drawing on the idea that brain development is a Darwinian process of ``evolution + selection'' and the idea that the current state is a local equilibrium state of many bodies with self-organization and evolution processes driven by the temperature and gravity in our universe, in this work, we describe an artificial intelligence system called the ``Synergetic Learning Systems''. The system is composed of two or more subsystems (models, agents or virtual bodies), and it is an open complex giant system. Inspired by natural intelligence, the system achieves intelligent information processing and decision-making in a given environment through cooperative/competitive synergetic learning. The intelligence evolved by the natural law of ``it is not the strongest of the species that survives, but the one most responsive to change,'' while an artificial intelligence system should adopt the law of ``human selection'' in the evolution process. Therefore, we expect that the proposed system architecture can also be adapted in human-machine synergy or multi-agent synergetic systems. It is also expected that under our design criteria, the proposed system will eventually achieve artificial general intelligence through long term coevolution.


Optimization of Fuzzy Controller of a Wind Power Plant Based on the Swarm Intelligence

arXiv.org Artificial Intelligence

The article considers the problem of the optimal control of a wind power plant based on fuzzy control and automation of generating the fuzzy rule base. Fuzzy rules by experts do not always provide a maximum power output of the wind plant and fuzzy rule bases require an adjustment in the case of changing the parameters of the wind power plant or the environment. This research proposes the method for optimizing the fuzzy rules base compiled by various experts. The method is based on balancing weights of fuzzy rules into the base by the Particle Swarm Optimization algorithm. The experiment has shown that the proposed method allows forming the fuzzy rule base as an exemplary optimal base from a non-optimized set of fuzzy rules. The optimal fuzzy rule base has been taken under consideration for the concrete control loop of wind power plant and the concrete fuzzy model of the wind.


Comparative Evaluation of Multi-Agent Deep Reinforcement Learning Algorithms

arXiv.org Artificial Intelligence

Multi-agent deep reinforcement learning (MARL) suffers from a lack of commonly-used evaluation tasks and criteria, making comparisons between approaches difficult. In this work, we evaluate and compare three different classes of MARL algorithms (independent learners, centralised training with decentralised execution, and value decomposition) in a diverse range of multi-agent learning tasks. Our results show that (1) algorithm performance depends strongly on environment properties and no algorithm learns efficiently across all learning tasks; (2) independent learners often achieve equal or better performance than more complex algorithms; (3) tested algorithms struggle to solve multi-agent tasks with sparse rewards. We report detailed empirical data, including a reliability analysis, and provide insights into the limitations of the tested algorithms.


Non-local Policy Optimization via Diversity-regularized Collaborative Exploration

arXiv.org Machine Learning

Conventional Reinforcement Learning (RL) algorithms usually have one single agent learning to solve the task independently. As a result, the agent can only explore a limited part of the state-action space while the learned behavior is highly correlated to the agent's previous experience, making the training prone to a local minimum. In this work, we empower RL with the capability of teamwork and propose a novel non-local policy optimization framework called Diversity-regularized Collaborative Exploration (DiCE). DiCE utilizes a group of heterogeneous agents to explore the environment simultaneously and share the collected experiences. A regularization mechanism is further designed to maintain the diversity of the team and modulate the exploration. We implement the framework in both on-policy and off-policy settings and the experimental results show that DiCE can achieve substantial improvement over the baselines in the MuJoCo locomotion tasks.


Human and Multi-Agent collaboration in a human-MARL teaming framework

arXiv.org Artificial Intelligence

Collaborative multi-agent reinforcement learning (MARL) as a specific category of reinforcement learning provides effective results with agents learning from their observations, received rewards, and internal interactions between agents. However, centralized learning methods with a joint global policy in a highly dynamic environment present unique challenges in dealing with large amounts of information. This study proposes two innovative solutions to address the complexities of a collaboration between a human and multiple reinforcement learning (RL)-based agents (referred to thereafter as Human-MARL teaming) where the goals pursued cannot be achieved by a human alone or agents alone. The first innovation is the introduction of a new open-source MARL framework, called COGMENT, to unite humans and agents in real-time complex dynamic systems and efficiently leverage their interactions as a source of learning. The second innovation is our proposal of a new hybrid MARL method, named Dueling Double Deep Q learning MADDPG (D3-MADDPG) to allow agents to train decentralized policies parallelly in a joint centralized policy. This method can solve the overestimation problem in Q-learning methods of value-based MARL. We demonstrate these innovations by using a designed real-time environment with unmanned aerial vehicles driven by RL agents, collaborating with a human to fight fires. The team of RL agent drones autonomously look for fire seats and the human pilot douses the fires. The results of this study show that the proposed collaborative paradigm and the open-source framework leads to significant reductions in both human effort and exploration costs. Also, the results of the proposed hybrid MARL method shows that it effectively improves the learning process to achieve more reliable Q-values for each action, by decoupling the estimation between state value and advantage value.