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Fast Complete Algorithm for Multiplayer Nash Equilibrium

arXiv.org Artificial Intelligence

Nash equilibrium is the central solution concept in game theory. While a Nash equilibrium can be computed in polynomial time for two-player zero-sum games, it is PPAD-hard for two-player general-sum and multiplayer games and widely believed that no efficient algorithms exist [7, 8, 9]. Furthermore, even if we were able to compute an equilibrium for these game classes, it would have no performance guarantee.


Extended Markov Games to Learn Multiple Tasks in Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

This paper focus on formally extending Markov Learning (RL) has recently attracted interest as a way for singleagent Games (MGs), the mathematical model that is traditionally used in RL to learn multiple-task specifications. In this paper we extend MARL, to build a new general model, i.e, not focused solely in one this convergence to multi-agent settings and formally define Extended kind of multi-agent game, that allows multiple learning agents to Markov Games as a general mathematical model that allows concurrently fulfill various non-Markovian specifications in multiagent multiple RL agents to concurrently learn various non-Markovian settings. To support our model with empirical evidence, we specifications. To introduce this new model we provide formal definitions also extended two logic-based RL algorithms to multi-agents systems and proofs as well as empirical tests of RL algorithms running in order to show how various learning agents can fulfill different on this framework. Specifically, we use our model to train two different types of non-Markovian specifications expressed in co-safe- Lineartime logic-based multi-agent RL algorithms to solve diverse settings Temporal Logic (LT L). Our results are promising and point to of non-Markovian co-safe LT L specifications.


On the Sensory Commutativity of Action Sequences for Embodied Agents

arXiv.org Artificial Intelligence

We study perception in the scenario of an embodied agent equipped with first-person sensors and a continuous motor space with multiple degrees of freedom. Inspired by two theories of perception in artificial agents (Higgins et al., 2018; Poincaré, 1895) we consider theoretically the commutation properties of action sequences with respect to sensory information perceived by such embodied agent. From the theoretical derivations, we define the Sensory Commutativity Probability criterion which measures how much an agent's degree of freedom affects the environment in embodied scenarios. We empirically illustrate how it can be used to improve sample-efficiency in Reinforcement Learning.


The Big Three: A Methodology to Increase Data Science ROI by Answering the Questions Companies Care About

arXiv.org Machine Learning

Companies may be achieving only a third of the value they could be getting from data science in industry applications. In this paper, we propose a methodology for categorizing and answering 'The Big Three' questions (what is going on, what is causing it, and what actions can I take that will optimize what I care about) using data science. The applications of data science seem to be nearly endless in today's modern landscape, with each company jockeying for position in the new data and insights economy. Yet, data scientists seem to be solely focused on using classification, regression, and clustering methods to answer the question 'what is going on'. Answering questions about why things are happening or how to take optimal actions to improve metrics are relegated to niche fields of research and generally neglected in industry data science analysis. We survey technical methods to answer these other important questions, describe areas in which some of these methods are being applied, and provide a practical example of how to apply our methodology and selected methods to a real business use case.


Cooperative Observation of Targets moving over a Planar Graph with Prediction of Positions

arXiv.org Artificial Intelligence

Consider a team with two types of agents: targets and observers. Observers are aerial UAVs that observe targets moving on land with their movements restricted to the paths that form a planar graph on the surface. Observers have limited range of vision and targets do not avoid observers. The objective is to maximize the integral of the number of targets observed in the observation interval. Taking advantage of the fact that the future positions of targets in the short term are predictable, we show in this article a modified hill climbing algorithm that surpasses its previous versions in this new setting of the CTO problem.


Connectivity-driven Communication in Multi-agent Reinforcement Learning through Diffusion Processes on Graphs

arXiv.org Artificial Intelligence

We discuss the problem of learning collaborative behaviour in multi-agent systems using deep reinforcement learning (DRL). A connectivity-driven communication (CDC) algorithm is proposed to address three key aspects: what agents to involve in the communication, what information content to share, and how often to share it. We introduce the notion of a connectivity network, modelled as a weighted graph, where nodes represent agents and edges represent the degree of connectivity between pairs of agents. The optimal graph topology is learned end-to-end concurrently with the stochastic policy so as to maximise future expected returns. The communication patterns depend on the graph's topology through a diffusion process on the graph, the heat kernel, which is found by exponentiating the Laplacian eigensystem through time and is fully differentiable. Empirical results show that CDC is capable of superior performance over alternative algorithms for a range of cooperative navigation tasks.


Intrinsic Motivation for Encouraging Synergistic Behavior

arXiv.org Artificial Intelligence

We study the role of intrinsic motivation as an exploration bias for reinforcement learning in sparse-reward synergistic tasks, which are tasks where multiple agents must work together to achieve a goal they could not individually. Our key idea is that a good guiding principle for intrinsic motivation in synergistic tasks is to take actions which affect the world in ways that would not be achieved if the agents were acting on their own. Thus, we propose to incentivize agents to take (joint) actions whose effects cannot be predicted via a composition of the predicted effect for each individual agent. We study two instantiations of this idea, one based on the true states encountered, and another based on a dynamics model trained concurrently with the policy. While the former is simpler, the latter has the benefit of being analytically differentiable with respect to the action taken. We validate our approach in robotic bimanual manipulation and multi-agent locomotion tasks with sparse rewards; we find that our approach yields more efficient learning than both 1) training with only the sparse reward and 2) using the typical surprise-based formulation of intrinsic motivation, which does not bias toward synergistic behavior.


Learning Structured Communication for Multi-agent Reinforcement Learning

arXiv.org Machine Learning

This work explores the large-scale multi-agent communication mechanism under a multi-agent reinforcement learning (MARL) setting. We summarize the general categories of topology for communication structures in MARL literature, which are often manually specified. Then we propose a novel framework termed as Learning Structured Communication (LSC) by using a more flexible and efficient communication topology. Our framework allows for adaptive agent grouping to form different hierarchical formations over episodes, which is generated by an auxiliary task combined with a hierarchical routing protocol. Given each formed topology, a hierarchical graph neural network is learned to enable effective message information generation and propagation among inter- and intra-group communications. In contrast to existing communication mechanisms, our method has an explicit while learnable design for hierarchical communication. Experiments on challenging tasks show the proposed LSC enjoys high communication efficiency, scalability, and global cooperation capability.


Proficiency Aware Multi-Agent Actor-Critic for Mixed Aerial and Ground Robot Teaming

arXiv.org Artificial Intelligence

Mixed Cooperation and competition are the actual scenarios of deploying multi-robot systems, such as the multi-UAV/UGV teaming for tracking criminal vehicles and protecting important individuals. Types and the total number of robot are all important factors that influence mixed cooperation quality. In various real-world environments, such as open space, forest, and urban building clusters, robot deployments have been influenced largely, as different robots have different configurations to support different environments. For example, UGVs are good at moving on the urban roads and reach the forest area while UAVs are good at flying in open space and around the high building clusters. However, it is challenging to design the collective behaviors for robot cooperation according to the dynamic changes in robot capabilities, working status, and environmental constraints. To solve this question, we proposed a novel proficiency-aware mixed environment multi-agent deep reinforcement learning (Mix-DRL). In Mix-DRL, robot capability and environment factors are formalized into the model to update the policy to model the nonlinear relations between heterogeneous team deployment strategies and the real-world environmental conditions. Mix-DRL can largely exploit robot capability while staying aware of the environment limitations. With the validation of a heterogeneous team with 2 UAVs and 2 UGVs in tasks, such as social security for criminal vehicle tracking, the Mix-DRL's effectiveness has been evaluated with $14.20\%$ of cooperation improvement. Given the general setting of Mix-DRL, it can be used to guide the general cooperation of UAVs and UGVs for multi-target tracking.


Search for Smart Evaders with Sweeping Agents

arXiv.org Artificial Intelligence

Suppose that in a given planar circular region, there are some smart mobile evaders and we would like to find them using sweeping agents. We assume that the sweeping agents are in a line formation whose total length is 2r. We propose procedures for designing a sweeping process that ensures the successful completion of the task, thereby deriving conditions on the sweeping velocity of the linear formation and its path. Successful completion of the task means that evaders with a given limit on their velocity cannot escape the sweeping agents. A simpler task for the sweeping formation is the confinement of the evaders to their initial domain. The feasibility of completing these tasks depends on geometric and dynamic constraints that impose a lower bound on the velocity that the sweeper line formation must have. This critical velocity is derived to ensure the satisfaction of the confinement task. Increasing the velocity above the lower bound enables the agents to complete the search task as well. We present results on the total search time as a function of the sweeping velocity of the formation given the initial conditions on the size of the search region and the maximal velocity of the evaders.