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Learning to Communicate in Multi-Agent Reinforcement Learning : A Review

arXiv.org Machine Learning

We consider the issue of multiple agents learning to communicate through reinforcement learning within partially observable environments, with a focus on information asymmetry in the second part of our work. We provide a review of the recent algorithms developed to improve the agents' policy by allowing the sharing of information between agents and the learning of communication strategies, with a focus on Deep Recurrent Q-Network-based models. We also describe recent efforts to interpret the languages generated by these agents and study their properties in an attempt to generate human-language-like sentences. We discuss the metrics used to evaluate the generated communication strategies and propose a novel entropy-based evaluation metric. Finally, we address the issue of the cost of communication and introduce the idea of an experimental setup to expose this cost in cooperative-competitive game.


Motion Reasoning for Goal-Based Imitation Learning

arXiv.org Artificial Intelligence

De-An Huang 1, 2, Y u-Wei Chao, 2, Chris Paxton, 2, Xinke Deng 2, 3, Li Fei-Fei 1, Juan Carlos Niebles 1, Animesh Garg 2, 4, Dieter Fox 2, 5 Abstract -- We address goal-based imitation learning, where the aim is to output the symbolic goal from a third-person video demonstration. This enables the robot to plan for execution and reproduce the same goal in a completely different environment. The key challenge is that the goal of a video demonstration is often ambiguous at the level of semantic actions. The human demonstrators might unintentionally achieve certain subgoals in the demonstrations with their actions. Our main contribution is to propose a motion reasoning framework that combines task and motion planning to disambiguate the true intention of the demonstrator in the video demonstration. This allows us to robustly recognize the goals that cannot be disambiguated by previous action-based approaches. We evaluate our approach by collecting a dataset of 96 video demonstrations in a mockup kitchen environment. We show that our motion reasoning plays an important role in recognizing the actual goal of the demonstrator and improves the success rate by over 20%. We further show that by using the automatically inferred goal from the video demonstration, our robot is able to reproduce the same task in a real kitchen environment. I NTRODUCTION We are interested in allowing robots to learn new tasks from video demonstrations. Recently, there has been rapid progress in imitation learning [1-4], which even enables learning a new task from a single demonstration of the task [5-7]. By leveraging meta-learning [8], the robot learns to follow the actions in the demonstration.


Making Artificial Intelligence Work in a Changing Environment

#artificialintelligence

Machine learning (ML) is changing our lives. We can instantly translate from one language to another, search entire libraries in a matter of seconds, and even prevent credit card fraud. ML's success is mostly due to the power of artificial neural networks -- a machine learning model inspired by how the brain works -- massive datasets, and a lot of computational power. However, while these ML applications are making our lives easier, we have not really solved the artificial intelligence (AI) agent. A true AI agent should be able to perform well in a broad range of tasks.


Artificial Intelligence: Foundations, Theory, and Algorithms

#artificialintelligence

Books published in this series focus on the theory and computational foundations of artificial intelligence, ideally combining a mathematically rigorous treatment of a contemporary topic in artificial intelligence with an appreciation of the relevant computational issues such as algorithmic foundations or complexity theoretic analysis. Submitted proposals should be coherent monographs, rather than collections of articles. Authoritative surveys and expositions of advanced topics are welcomed. The intended readership is research students and researchers seeking an authoritative treatment of an advanced topic in the foundations of artificial intelligence. Topics considered include AI and operations research; constraint systems and satisfiability; knowledge representation and reasoning; machine learning and data mining; multi-agent systems and economic models in AI; planning and scheduling; preferences, utility, and decision-making; robotics and vision; search algorithms; and uncertainty handling.


Aplib: Tactical Programming of Intelligent Agents

arXiv.org Artificial Intelligence

This paper presents aplib, a Java library for programming intelligent agents, featuring BDI and multi agency, but adding on top of it a novel layer of tactical programming inspired by the domain of theorem proving. Aplib is also implemented in such a way to provide the fluency of a Domain Specific Language (DSL). Compared to dedicated BDI agent programming languages such as JASON, 2APL, or GOAL,aplib's embedded DSL approach does mean that \aplib\ programmers will still be limited by Java syntax, but on other hand they get all the advantages that Java programmers get: rich language features (object orientation, static type checking, $\lambda$-expression, libraries, etc), a whole array of development tools, integration with other technologies, large community, etc.


On Non-Cooperativeness in Social Distance Games

Journal of Artificial Intelligence Research

We consider Social Distance Games (SDGs), that is cluster formation games in which the utility of each agent only depends on the composition of the cluster she belongs to, proportionally to her harmonic centrality, i.e., to the average inverse distance from the other agents in the cluster. Under a non-cooperative perspective, we adopt Nash stable outcomes, in which no agent can improve her utility by unilaterally changing her coalition, as the target solution concept. Although a Nash equilibrium for a SDG can always be computed in polynomial time, we obtain a negative result concerning the game convergence and we prove that computing a Nash equilibrium that maximizes the social welfare is NP-hard by a polynomial time reduction from the NP-complete Restricted Exact Cover by 3-Sets problem. We then focus on the performance of Nash equilibria and provide matching upper bound and lower bounds on the price of anarchy of Θ(n), where n is the number of nodes of the underlying graph. Moreover, we show that there exists a class of SDGs having a lower bound on the price of stability of 6/5 − ε, for any ε > 0. Finally, we characterize the price of stability 5 of SDGs for graphs with girth 4 and girth at least 5, the girth being the length of the shortest cycle in the graph.


On the Computational Complexity of Multi-Agent Pathfinding on Directed Graphs

arXiv.org Artificial Intelligence

The determination of the computational complexity of multi-agent pathfinding on directed graphs has been an open problem for many years. For undirected graphs, solvability can be decided in polynomial time, as has been shown already in the eighties. Further, recently it has been shown that a special case on directed graphs is solvable in polynomial time. In this paper, we show that the problem is NP-hard in the general case. In addition, some upper bounds are proven.


LAC-Nav: Collision-Free Mutiagent Navigation Based on The Local Action Cells

arXiv.org Artificial Intelligence

November 13, 2019 Abstract Collision avoidance is one of the most primary problems in the decentralized multiagent navigation: while the agents are moving towards their own targets, attentions should be paid to avoid the collisions with the others. In this paper, we introduced the concept of the local action cell, which provides for each agent a set of velocities that are safe to perform. Consequently, as long as the local action cells are updated on time and each agent selects its motion within the corresponding cell, there should be no collision caused. Furthermore, we coupled the local action cell with an adaptive learning framework, in which the performance of selected motions are evaluated and used as the references for making decisions in the following updates. The efficiency of the proposed approaches were demonstrated through the experiments for three commonly considered scenarios, where the comparisons have been made with several well studied strategies. 1 Introduction Collision-free navigation is a fundamental and important problem in the design of the multiagent systems, which are widely applied in the fields such as robots control and traffic engineering.


Keep it Consistent: Topic-Aware Storytelling from an Image Stream via Iterative Multi-agent Communication

arXiv.org Artificial Intelligence

Keep it Consistent: T opic-A ware Storytelling from an Image Stream via Iterative Multi-agent Communication Ruize Wang 1, Zhongyu Wei 2, Piji Li 3, Haijun Shan 4, Ji Zhang 4, Qi Zhang 5, Xuanjing Huang 5 1 Academy for Engineering and Technology, Fudan University, China 2 School of Data Science, Fudan University, China 3 Tencent AI Lab, China 4 Zhejiang Lab, China 5 School of Computer Science, Fudan University, China { rzwang18,zywei,qz,xjhuang} @fudan.edu.cn; Abstract Visual storytelling aims to generate a narrative paragraph from a sequence of images automatically. Existing approaches construct text description independently for each image and roughly concatenate them as a story, which leads to the problem of generating semantically incoherent content. In this paper, we proposed a new way for visual storytelling by introducing a topic description task to detect the global semantic context of an image stream. A story is then constructed with the guidance of the topic description. In order to combine the two generation tasks, we propose a multi-agent communication framework that regards the topic description generator and the story generator as two agents and learn them simultaneously via iterative updating mechanism. We validate our approach on VIST, where quantitative results, ablations, and human evaluation demonstrate our method's good ability in generating stories with higher quality compared to state-of-the-art methods. 1 Introduction Image-to-text generation is an important topic in artificial intelligence (AI) which connects computer vision (CV) and natural language processing (NLP). Popular tasks include image captioning (Karpathy and Fei-Fei 2015; Ren et al. 2017; Vinyals et al. 2017) and question answering (Antol et al. 2015; Y u et al. 2017; Fan et al. 2018a; Fan et al. 2018b), aiming at generating a short sentence or a phrase conditioned on certain visual information. It requires the model to understand the main idea of the image stream and generate coherent sentences. Most of existing methods (Huang et al. 2016; Liu et al. 2017; Y u, Bansal, and Berg 2017; Wang et al. 2018a) for visual storytelling extend approaches of image captioning without considering topic information of the image sequence, which causes the problem of generating semantically incoherent content.


Multi-Agent Connected Autonomous Driving using Deep Reinforcement Learning

arXiv.org Artificial Intelligence

The capability to learn and adapt to changes in the driving environment is crucial for developing autonomous driving systems that are scalable beyond geo-fenced operational design domains. Deep Reinforcement Learning (RL) provides a promising and scalable framework for developing adaptive learning based solutions. Deep RL methods usually model the problem as a (Partially Observable) Markov Decision Process in which an agent acts in a stationary environment to learn an optimal behavior policy. However, driving involves complex interaction between multiple, intelligent (artificial or human) agents in a highly non-stationary environment. In this paper, we propose the use of Partially Observable Markov Games(POSG) for formulating the connected autonomous driving problems with realistic assumptions. We provide a taxonomy of multi-agent learning environments based on the nature of tasks, nature of agents and the nature of the environment to help in categorizing various autonomous driving problems that can be addressed under the proposed formulation. As our main contributions, we provide MACAD-Gym, a Multi-Agent Connected, Autonomous Driving agent learning platform for furthering research in this direction. Our MACAD-Gym platform provides an extensible set of Connected Autonomous Driving (CAD) simulation environments that enable the research and development of Deep RL- based integrated sensing, perception, planning and control algorithms for CAD systems with unlimited operational design domain under realistic, multi-agent settings. We also share the MACAD-Agents that were trained successfully using the MACAD-Gym platform to learn control policies for multiple vehicle agents in a partially observable, stop-sign controlled, 3-way urban intersection environment with raw (camera) sensor observations.