Agents
DeepMind's Agent57 beats humans at 57 classic Atari games
In a preprint paper published this week by DeepMind, Google parent company Alphabet's U.K.-based research division, a team of scientists describe Agent57, which they say is the first system that outperforms humans on all 57 Atari games in the Arcade Learning Environment data set. Assuming the claim holds water, Agent57 could lay the groundwork for more capable AI decision-making models than have been previously released. This could be a boon for enterprises looking to boost productivity through workplace automation; imagine AI that automatically completes not only mundane, repetitive tasks like data entry, but which reasons about its environment. "With Agent57, we have succeeded in building a more generally intelligent agent that has above-human performance on all tasks in the Atari57 benchmark," wrote the study's coauthors. "Agent57 was able to scale with increasing amounts of computation: the longer it trained, the higher its score got."
Provable Sample Complexity Guarantees for Learning of Continuous-Action Graphical Games with Nonparametric Utilities
Game theory has been extensively used as a framework to model and study the strategic interactions amongst rational but selfish individual players who are trying to maximize their payoffs. Game theory has been applied in many fields including but not limited to social and political science, economics, communication, system design and computer science. In non-cooperative games each player decides its action based on the actions of others players. These games are characterized by the equilibrium solution concept such as Nash equilibrium (NE) [18] which serves a descriptive role of the stable outcome of the overall behavior of self-interested players (e.g., people, companies, governments, groups or autonomous systems) interacting strategically with each other in distributed settings. Graphical games, introduced within the AI community about two decades ago, graphical games [16], are a representation of multiplayer games which capture and exploit locality or sparsity of direct influences. They are most appropriate for large-scale population games in which the payoffs of each player are determined by the actions of only a small number of other players. Indeed, graphical games played a prominent role in establishing the computational complexity of computing NE in normal-form games as well as in succinctly representable multiplayer games (see, e.g., [5, 6, 7] and the references therein). Graphical games have been studied for both discrete and continuous actions.
One-shot path planning for multi-agent systems using fully convolutional neural network
Kulvicius, Tomas, Herzog, Sebastian, Lüddecke, Timo, Tamosiunaite, Minija, Wörgötter, Florentin
Path planning plays a crucial role in robot action execution, since a path or a motion trajectory for a particular action has to be defined first before the action can be executed. Most of the current approaches are iterative methods where the trajectory is generated iteratively by predicting the next state based on the current state. Moreover, in case of multi-agent systems, paths are planned for each agent separately. In contrast to that, we propose a novel method by utilising fully convolutional neural network, which allows generation of complete paths, even for more than one agent, in one-shot, i.e., with a single prediction step. We demonstrate that our method is able to successfully generate optimal or close to optimal paths in more than 98\% of the cases for single path predictions. Moreover, we show that although the network has never been trained on multi-path planning it is also able to generate optimal or close to optimal paths in 85.7\% and 65.4\% of the cases when generating two and three paths, respectively.
Counterfactual Multi-Agent Reinforcement Learning with Graph Convolution Communication
Su, Jianyu, Adams, Stephen, Beling, Peter A.
We consider a fully cooperative multi-agent system where agents cooperate to maximize a system's utility in a partial-observable environment. We propose that multi-agent systems must have the ability to (1) communicate and understand the inter-plays between agents and (2) correctly distribute rewards based on an individual agent's contribution. In contrast, most work in this setting considers only one of the above abilities. In this study, we develop an architecture that allows for communication among agents and tailors the system's reward for each individual agent. Our architecture represents agent communication through graph convolution and applies an existing credit assignment structure, counterfactual multi-agent policy gradient (COMA), to assist agents to learn communication by back-propagation. The flexibility of the graph structure enables our method to be applicable to a variety of multi-agent systems, e.g. dynamic systems that consist of varying numbers of agents and static systems with a fixed number of agents. We evaluate our method on a range of tasks, demonstrating the advantage of marrying communication with credit assignment. In the experiments, our proposed method yields better performance than the state-of-art methods, including COMA. Moreover, we show that the communication strategies offers us insights and interpretability of the system's cooperative policies.
Should I Stay or Should I Go
Should I stay or should I go now? If I go there will be trouble And if I stay it will be double So ya gotta let me know Should I stay or should I go? -- The Clash Don't we all feel like that sometimes? Unhappy about your current job but the new job pays lower. Unsure whether to invest in the stocks market or in wealth management platform? Even Spider-Man had to make to a choice between saving Mary Jane or saving a cable car of people.
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You can be addicted to your Artificial Intelligence (AI) software as much as your favored fortune. And you'll feel rewarding being addicted to your AI. Because they replace the extravagance, inefficiency, and endangerment associated with business operations. Tech Oracle if you ask? Employing AI will lessen human error, mundane tasks, in turn, more time for innovation. This means you print money while remaining effortless.
Mining International Political Norms from the GDELT Database
Murali, Rohit, Patnaik, Suravi, Cranefield, Stephen
Researchers have long been interested in the role that norms can play in governing agent actions in multi-agent systems. Much work has been done on formalising normative concepts from human society and adapting them for the government of open software systems, and on the simulation of normative processes in human and artificial societies. However, there has been comparatively little work on applying normative MAS mechanisms to understanding the norms in human society. This work investigates this issue in the context of international politics. Using the GDELT dataset, containing machine-encoded records of international events extracted from news reports, we extracted bilateral sequences of inter-country events and applied a Bayesian norm mining mechanism to identify norms that best explained the observed behaviour. A statistical evaluation showed that the normative model fitted the data significantly better than a probabilistic discrete event model.
A Decentralized Policy with Logarithmic Regret for a Class of Multi-Agent Multi-Armed Bandit Problems with Option Unavailability Constraints and Stochastic Communication Protocols
Pankayaraj, Pathmanathan, Maithripala, D. H. S., Berg, J. M.
This paper considers a multi-armed bandit (MAB) problem in which multiple mobile agents receive rewards by sampling from a collection of spatially dispersed stochastic processes, called bandits. The goal is to formulate a decentralized policy for each agent, in order to maximize the total cumulative reward over all agents, subject to option availability and inter-agent communication constraints. The problem formulation is motivated by applications in which a team of autonomous mobile robots cooperates to accomplish an exploration and exploitation task in an uncertain environment. Bandit locations are represented by vertices of the spatial graph. At any time, an agent's option consist of sampling the bandit at its current location, or traveling along an edge of the spatial graph to a new bandit location. Communication constraints are described by a directed, non-stationary, stochastic communication graph. At any time, agents may receive data only from their communication graph in-neighbors. For the case of a single agent on a fully connected spatial graph, it is known that the expected regret for any optimal policy is necessarily bounded below by a function that grows as the logarithm of time. A class of policies called upper confidence bound (UCB) algorithms asymptotically achieve logarithmic regret for the classical MAB problem. In this paper, we propose a UCB-based decentralized motion and option selection policy and a non-stationary stochastic communication protocol that guarantee logarithmic regret. To our knowledge, this is the first such decentralized policy for non-fully connected spatial graphs with communication constraints. When the spatial graph is fully connected and the communication graph is stationary, our decentralized algorithm matches or exceeds the best reported prior results from the literature.
Automated Configuration of Negotiation Strategies
Renting, Bram M., Hoos, Holger H., Jonker, Catholijn M.
Bidding and acceptance strategies have a substantial impact on the outcome of negotiations in scenarios with linear additive and nonlinear utility functions. Over the years, it has become clear that there is no single best strategy for all negotiation settings, yet many fixed strategies are still being developed. We envision a shift in the strategy design question from: What is a good strategy?, towards: What could be a good strategy? For this purpose, we developed a method leveraging automated algorithm configuration to find the best strategies for a specific set of negotiation settings. By empowering automated negotiating agents using automated algorithm configuration, we obtain a flexible negotiation agent that can be configured automatically for a rich space of opponents and negotiation scenarios. To critically assess our approach, the agent was tested in an ANAC-like bilateral automated negotiation tournament setting against past competitors. We show that our automatically configured agent outperforms all other agents, with a 5.1% increase in negotiation payoff compared to the next-best agent. We note that without our agent in the tournament, the top-ranked agent wins by a margin of only 0.01%.
Mimicking Evolution with Reinforcement Learning
Abrantes, João P., Abrantes, Arnaldo J., Oliehoek, Frans A.
Evolution gave rise to human and animal intelligence here on Earth. We argue that the path to developing artificial human-like-intelligence will pass through mimicking the evolutionary process in a nature-like simulation. In Nature, there are two processes driving the development of the brain: evolution and learning. Evolution acts slowly, across generations, and amongst other things, it defines what agents learn by changing their internal reward function. Learning acts fast, across one's lifetime, and it quickly updates agents' policy to maximise pleasure and minimise pain. The reward function is slowly aligned with the fitness function by evolution, however, as agents evolve the environment and its fitness function also change, increasing the misalignment between reward and fitness. It is extremely computationally expensive to replicate these two processes in simulation. This work proposes Evolution via Evolutionary Reward (EvER) that allows learning to single-handedly drive the search for policies with increasingly evolutionary fitness by ensuring the alignment of the reward function with the fitness function. In this search, EvER makes use of the whole state-action trajectories that agents go through their lifetime. In contrast, current evolutionary algorithms discard this information and consequently limit their potential efficiency at tackling sequential decision problems. We test our algorithm in two simple bio-inspired environments and show its superiority at generating more capable agents at surviving and reproducing their genes when compared with a state-of-the-art evolutionary algorithm.