Agents
Gamma-Reward: A Novel Multi-Agent Reinforcement Learning Method for Traffic Signal Control
Liu, Junjia, Zhang, Huimin, Fu, Zhuang, Wang, Yao
The intelligent control of traffic signal is critical to the optimization of transportation systems. To solve the problem in large-scale road networks, recent research has focused on interactions among intersections, which have shown promising results. However, existing studies pay more attention to the sensation sharing among agents and do not care about the results after taking each action. In this paper, we propose a novel multi-agent interaction mechanism, defined as Gamma-Reward that includes both original Gamma-Reward and Gamma-Attention-Reward, which use the space-time information in the replay buffer to amend the reward of each action, for traffic signal control based on deep reinforcement learning method. We give a detailed theoretical foundation and prove the proposed method can converge to Nash Equilibrium. By extending the idea of Markov Chain to the road network, this interaction mechanism replaces the graph attention method and realizes the decoupling of the road network, which is more in line with practical applications. Simulation and experiment results demonstrate that the proposed model can get better performance than previous studies, by amending the reward. To our best knowledge, our work appears to be the first to treat the road network itself as a Markov Chain.
The Emerging Landscape of Explainable AI Planning and Decision Making
Chakraborti, Tathagata, Sreedharan, Sarath, Kambhampati, Subbarao
In this paper, we provide a comprehensive outline of the different threads of work in Explainable AI Planning (XAIP) that has emerged as a focus area in the last couple of years and contrast that with earlier efforts in the field in terms of techniques, target users, and delivery mechanisms. We hope that the survey will provide guidance to new researchers in automated planning towards the role of explanations in the effective design of human-in-the-loop systems, as well as provide the established researcher with some perspective on the evolution of the exciting world of explainable planning.
From Seeing to Moving: A Survey on Learning for Visual Indoor Navigation (VIN)
Visual Indoor Navigation (VIN) task has drawn increasing attentions from the data-driven machine learning communities especially with the recent reported success from learning-based methods. Due to the innate complexity of this task, researchers have tried approaching the problem from a variety of different angles, the full scope of which has not yet been captured within an overarching report. In this survey, we discuss the representative work of learning-based approaches for visual navigation and its related tasks. Firstly, we summarize the current work in terms of task representations and applied methods along with their properties. We then further identify and discuss lingering issues impeding the performance of VIN tasks and motivate future research in these key areas worth exploring in the future for the community.
Multi Type Mean Field Reinforcement Learning
Subramanian, Sriram Ganapathi, Poupart, Pascal, Taylor, Matthew E., Hegde, Nidhi
Mean field theory provides an effective way of scaling multiagent reinforcement learning algorithms to environments with many agents that can be abstracted by a virtual mean agent. In this paper, we extend mean field multiagent algorithms to multiple types. The types enable the relaxation of a core assumption in mean field games, which is that all agents in the environment are playing almost similar strategies and have the same goal. We conduct experiments on three different testbeds for the field of many agent reinforcement learning, based on the standard MAgents framework. We consider two different kinds of mean field games: a) Games where agents belong to predefined types that are known a priori and b) Games where the type of each agent is unknown and therefore must be learned based on observations. We introduce new algorithms for each type of game and demonstrate their superior performance over state of the art algorithms that assume that all agents belong to the same type and other baseline algorithms in the MAgent framework.
Cautious Reinforcement Learning with Logical Constraints
Hasanbeig, Mohammadhosein, Abate, Alessandro, Kroening, Daniel
This paper presents the concept of an adaptive safe padding that forces Reinforcement Learning (RL) to synthesize optimal control policies while ensuring safety during the learning process. We express the safety requirements as a temporal logic formula. Enforcing the RL agent to stay safe during learning might limit the exploration in some safety-critical cases. However, we show that the proposed architecture is able to automatically handle the trade-off between efficient progress in exploration and ensuring strict safety. Theoretical guarantees are available on the convergence of the algorithm. Finally experimental results are provided to showcase the performance of the proposed method.
TanksWorld: A Multi-Agent Environment for AI Safety Research
Rivera, Corban G., Lyons, Olivia, Summitt, Arielle, Fatima, Ayman, Pak, Ji, Shao, William, Chalmers, Robert, Englander, Aryeh, Staley, Edward W., Wang, I-Jeng, Llorens, Ashley J.
The ability to create artificial intelligence (AI) capable of performing complex tasks is rapidly outpacing our ability to ensure the safe and assured operation of AI-enabled systems. Fortunately, a landscape of AI safety research is emerging in response to this asymmetry and yet there is a long way to go. In particular, recent simulation environments created to illustrate AI safety risks are relatively simple or narrowly-focused on a particular issue. Hence, we see a critical need for AI safety research environments that abstract essential aspects of complex real-world applications. In this work, we introduce the AI safety TanksWorld as an environment for AI safety research with three essential aspects: competing performance objectives, human-machine teaming, and multi-agent competition. The AI safety TanksWorld aims to accelerate the advancement of safe multi-agent decision-making algorithms by providing a software framework to support competitions with both system performance and safety objectives. As a work in progress, this paper introduces our research objectives and learning environment with reference code and baseline performance metrics to follow in a future work.
FairRec: Two-Sided Fairness for Personalized Recommendations in Two-Sided Platforms
Patro, Gourab K., Biswas, Arpita, Ganguly, Niloy, Gummadi, Krishna P., Chakraborty, Abhijnan
We investigate the problem of fair recommendation in the context of two-sided online platforms, comprising customers on one side and producers on the other. Traditionally, recommendation services in these platforms have focused on maximizing customer satisfaction by tailoring the results according to the personalized preferences of individual customers. However, our investigation reveals that such customer-centric design may lead to unfair distribution of exposure among the producers, which may adversely impact their well-being. On the other hand, a producer-centric design might become unfair to the customers. Thus, we consider fairness issues that span both customers and producers. Our approach involves a novel mapping of the fair recommendation problem to a constrained version of the problem of fairly allocating indivisible goods. Our proposed FairRec algorithm guarantees at least Maximin Share (MMS) of exposure for most of the producers and Envy-Free up to One item (EF1) fairness for every customer. Extensive evaluations over multiple real-world datasets show the effectiveness of FairRec in ensuring two-sided fairness while incurring a marginal loss in the overall recommendation quality.
Forming Diverse Teams from Sequentially Arriving People
Ahmed, Faez, Dickerson, John, Fuge, Mark
Collaborative work often benefits from having teams or organizations with heterogeneous members. In this paper, we present a method to form such diverse teams from people arriving sequentially over time. We define a monotone submodular objective function that combines the diversity and quality of a team and propose an algorithm to maximize the objective while satisfying multiple constraints. This allows us to balance both how diverse the team is and how well it can perform the task at hand. Using crowd experiments, we show that, in practice, the algorithm leads to large gains in team diversity. Using simulations, we show how to quantify the additional cost of forming diverse teams and how to address the problem of simultaneously maximizing diversity for several attributes (e.g., country of origin, gender). Our method has applications in collaborative work ranging from team formation, the assignment of workers to teams in crowdsourcing, and reviewer allocation to journal papers arriving sequentially. Our code is publicly accessible for further research.
Efficient exploration of zero-sum stochastic games
Martin, Carlos, Sandholm, Tuomas
We study the problem of how to efficiently explore zero-sum games whose payoffs and dynamics are initially unknown. The agent is given a certain number of episodes to learn as much useful information about the game as possible. During this learning, the rewards obtained in the game are fictional and thus do not count toward the evaluation of the final strategy. After this exploration phase, the agent must recommend a strategy that should be minimally exploitable by an adversary (who has complete knowledge of the environment and can thus play optimally against it). This setup is called pure exploration in the single-agent reinforcement learning literature. This is an important problem for simulation-based games in which a black-box simulator is queried with strategies to obtain samples of the players' resulting utilities [33], as opposed to the rules of the game being explicitly given. For example, in many military settings, war game simulators are used to generate strategies, and then the strategies need to be ready to deploy in case of actual war [17]. Another prevalent example is finance, where trading strategies are generated in simulation, and then they need to be ready for live trading. A third example is video games such as Dota 2 [4] and Starcraft II [31], where AIs can be trained largely through self-play.
A mean-field analysis of two-player zero-sum games
Domingo-Enrich, Carles, Jelassi, Samy, Mensch, Arthur, Rotskoff, Grant, Bruna, Joan
Finding Nash equilibria in two-player zero-sum continuous games is a central problem in machine learning, e.g. for training both GANs and robust models. The existence of pure Nash equilibria requires strong conditions which are not typically met in practice. Mixed Nash equilibria exist in greater generality and may be found using mirror descent. Yet this approach does not scale to high dimensions. To address this limitation, we parametrize mixed strategies as mixtures of particles, whose positions and weights are updated using gradient descent-ascent. We study this dynamics as an interacting gradient flow over measure spaces endowed with the Wasserstein-Fisher-Rao metric. We establish global convergence to an approximate equilibrium for the related Langevin gradient-ascent dynamic. We prove a law of large numbers that relates particle dynamics to mean-field dynamics. Our method identifies mixed equilibria in high dimensions and is demonstrably effective for training mixtures of GANs.