Agents
Rinascimento: using event-value functions for playing Splendor
In the realm of games research, Artificial General Intelligence algorithms often use score as main reward signal for learning or playing actions. However this has shown its severe limitations when the point rewards are very rare or absent until the end of the game. This paper proposes a new approach based on event logging: the game state triggers an event every time one of its features changes. These events are processed by an Event-value Function (EF) that assigns a value to a single action or a sequence. The experiments have shown that such approach can mitigate the problem of scarce point rewards and improve the AI performance. Furthermore this represents a step forward in controlling the strategy adopted by the artificial agent, by describing a much richer and controllable behavioural space through the EF. Tuned EF are able to neatly synthesise the relevance of the events in the game. Agents using an EF show more robust when playing games with several opponents.
Report from the NSF Future Directions Workshop, Toward User-Oriented Agents: Research Directions and Challenges
Eskenazi, Maxine, Zhao, Tiancheng
This USER Workshop was convened with the goal of defining future research directions for the burgeoning intelligent agent research community and to communicate them to the National Science Foundation. It took place in Pittsburgh Pennsylvania on October 24 and 25, 2019 and was sponsored by National Science Foundation Grant Number IIS-1934222. Any opinions, findings and conclusions or future directions expressed in this document are those of the authors and do not necessarily reflect the views of the National Science Foundation. The 27 participants presented their individual research interests and their personal research goals. In the breakout sessions that followed, the participants defined the main research areas within the domain of intelligent agents and they discussed the major future directions that the research in each area of this domain should take.
Policy-focused Agent-based Modeling using RL Behavioral Models
Osoba, Osonde A., Vardavas, Raffaele, Grana, Justin, Zutshi, Rushil, Jaycocks, Amber
Agent-based Models (ABMs) are valuable tools for policy analysis. ABMs help analysts explore the emergent consequences of policy interventions in multi-agent decision-making settings. But the validity of inferences drawn from ABM explorations depends on the quality of the ABM agents' behavioral models. Standard specifications of agent behavioral models rely either on heuristic decision-making rules or on regressions trained on past data. Both prior specification modes have limitations. This paper examines the value of reinforcement learning (RL) models as adaptive, high-performing, and behaviorally-valid models of agent decision-making in ABMs. We test the hypothesis that RL agents are effective as utility-maximizing agents in policy ABMs. We also address the problem of adapting RL algorithms to handle multi-agency in games by adapting and extending methods from recent literature. We evaluate the performance of such RL-based ABM agents via experiments on two policy-relevant ABMs: a minority game ABM, and an ABM of Influenza Transmission. We run some analytic experiments on our AI-equipped ABMs e.g. explorations of the effects of behavioral heterogeneity in a population and the emergence of synchronization in a population. The experiments show that RL behavioral models are effective at producing reward-seeking or reward-maximizing behaviors in ABM agents. Furthermore, RL behavioral models can learn to outperform the default adaptive behavioral models in the two ABMs examined.
Intelligent Chatbots โ Your New Virtual Security Guardian
Chatbots are becoming ubiquitous in our lives. But many more of us communicate with them via the web, mobile applications, the telephone, text and other channels to gain access to both internal and external customer support. Indeed, 80% of companies plan to use some form of a chatbot by 2020. The value and benefits of this technology are especially strong with more intelligent chatbots, often called Virtual Agents. These Virtual Agents leverage natural language processing and advanced machine learning to automate service delivery, answer our questions, provide resolution, and free up analysts and service reps to concentrate on more complex and compelling requests and projects.
A Comparison of Self-Play Algorithms Under a Generalized Framework
Hernandez, Daniel, Denamganai, Kevin, Devlin, Sam, Samothrakis, Spyridon, Walker, James Alfred
Throughout scientific history, overarching theoretical frameworks have allowed researchers to grow beyond personal intuitions and culturally biased theories. They allow to verify and replicate existing findings, and to link is connected results. The notion of self-play, albeit often cited in multiagent Reinforcement Learning, has never been grounded in a formal model. We present a formalized framework, with clearly defined assumptions, which encapsulates the meaning of self-play as abstracted from various existing self-play algorithms. This framework is framed as an approximation to a theoretical solution concept for multiagent training. On a simple environment, we qualitatively measure how well a subset of the captured self-play methods approximate this solution when paired with the famous PPO algorithm. We also provide insights on interpreting quantitative metrics of performance for self-play training. Our results indicate that, throughout training, various self-play definitions exhibit cyclic policy evolutions.
Metagame Autobalancing for Competitive Multiplayer Games
Hernandez, Daniel, Gbadomosi, Charles Takashi Toyin, Goodman, James, Walker, James Alfred
Automated game balancing has often focused on single-agent scenarios. In this paper we present a tool for balancing multi-player games during game design. Our approach requires a designer to construct an intuitive graphical representation of their meta-game target, representing the relative scores that high-level strategies (or decks, or character types) should experience. This permits more sophisticated balance targets to be defined beyond a simple requirement of equal win chances. We then find a parameterization of the game that meets this target using simulation-based optimization to minimize the distance to the target graph. We show the capabilities of this tool on examples inheriting from Rock-Paper-Scissors, and on a more complex asymmetric fighting game.
Integer Programming for Multi-Robot Planning: A Column Generation Approach
Haghani, Naveed, Li, Jiaoyang, Koenig, Sven, Kunapuli, Gautam, Contardo, Claudio, Yarkony, Julian
In this paper, we tackle multi-robot planning (MRP), which aims to route a fleet of robots in a warehouse so as to achieve the maximum reward in a limited amount of time, while not having the robots collide and obeying the constraints of individual robots. In MRP, individual robots may make multiple trips over a given time window and may carry multiple items on each trip. We optimize the efficiency of the warehouse, not the makespan, since we expect new orders to be continuously added. Our contributions are that (1) we adapt the integer linear programming (ILP) formulation and column generation (CG) approach for (prize collecting) vehicle routing (Desrochers et al. 1992, Stenger et al. 2013) to MRP and (2) adapt the seminal work of (Boland et al. 2017) to permit efficient optimization by avoiding consideration of every time increment. Routing problems for a fleet of robots in a warehouse are often treated as Multi-Agent Pathfinding problems (MAPF) (Stern et al. 2019).
Reinforcement Learning for Multi-Product Multi-Node Inventory Management in Supply Chains
Sultana, Nazneen N, Meisheri, Hardik, Baniwal, Vinita, Nath, Somjit, Ravindran, Balaraman, Khadilkar, Harshad
This paper describes the application of reinforcement learning (RL) to multi-product inventory management in supply chains. The problem description and solution are both adapted from a real-world business solution. The novelty of this problem with respect to supply chain literature is (i) we consider concurrent inventory management of a large number (50 to 1000) of products with shared capacity, (ii) we consider a multi-node supply chain consisting of a warehouse which supplies three stores, (iii) the warehouse, stores, and transportation from warehouse to stores have finite capacities, (iv) warehouse and store replenishment happen at different time scales and with realistic time lags, and (v) demand for products at the stores is stochastic. We describe a novel formulation in a multi-agent (hierarchical) reinforcement learning framework that can be used for parallelised decision-making, and use the advantage actor critic (A2C) algorithm with quantised action spaces to solve the problem. Experiments show that the proposed approach is able to handle a multi-objective reward comprised of maximising product sales and minimising wastage of perishable products.
Learning Behaviors with Uncertain Human Feedback
Human feedback is widely used to train agents in many domains. However, previous works rarely consider the uncertainty when humans provide feedback, especially in cases that the optimal actions are not obvious to the trainers. For example, the reward of a sub-optimal action can be stochastic and sometimes exceeds that of the optimal action, which is common in games or real-world. Trainers are likely to provide positive feedback to sub-optimal actions, negative feedback to the optimal actions and even do not provide feedback in some confusing situations. Existing works, which utilize the Expectation Maximization (EM) algorithm and treat the feedback model as hidden parameters, do not consider uncertainties in the learning environment and human feedback. To address this challenge, we introduce a novel feedback model that considers the uncertainty of human feedback. However, this incurs intractable calculus in the EM algorithm. To this end, we propose a novel approximate EM algorithm, in which we approximate the expectation step with the Gradient Descent method. Experimental results in both synthetic scenarios and two real-world scenarios with human participants demonstrate the superior performance of our proposed approach.
Incorporating Pragmatic Reasoning Communication into Emergent Language
Kang, Yipeng, Wang, Tonghan, de Melo, Gerard
Emergentism and pragmatics are two research fields that study the dynamics of linguistic communication along substantially different timescales and intelligence levels. From the perspective of multi-agent reinforcement learning, they correspond to stochastic games with reinforcement training and stage games with opponent awareness. Given that their combination has been explored in linguistics, we propose computational models that combine short-term mutual reasoning-based pragmatics with long-term language emergentism. We explore this for agent communication referential games as well as in Starcraft II, assessing the relative merits of different kinds of mutual reasoning pragmatics models both empirically and theoretically. Our results shed light on their importance for making inroads towards getting more natural, accurate, robust, fine-grained, and succinct utterances.