Agents
Learning to Design Games: Strategic Environments in Reinforcement Learning
Zhang, Haifeng, Wang, Jun, Zhou, Zhiming, Zhang, Weinan, Wen, Ying, Yu, Yong, Li, Wenxin
In typical reinforcement learning (RL), the environment is assumed given and the goal of the learning is to identify an optimal policy for the agent taking actions through its interactions with the environment. In this paper, we extend this setting by considering the environment is not given, but controllable and learnable through its interaction with the agent at the same time. This extension is motivated by environment design scenarios in the real-world, including game design, shopping space design and traffic signal design. Theoretically, we find a dual Markov decision process (MDP) w.r.t. the environment to that w.r.t. the agent, and derive a policy gradient solution to optimizing the parametrized environment. Furthermore, discontinuous environments are addressed by a proposed general generative framework. Our experiments on a Maze game design task show the effectiveness of the proposed algorithms in generating diverse and challenging Mazes against various agent settings.
Decentralized Runtime Synthesis of Shields for Multi-Agent Systems
Raju, Dhananjay, Bharadwaj, Suda, Topcu, Ufuk
A shield is attached to a system to guarantee safety by correcting the system's behavior at runtime. Existing methods that employ design-time synthesis of shields do not scale to multi-agent systems. Moreover, such shields are typically implemented in a centralized manner, requiring global information on the state of all agents in the system. We address these limitations through a new approach where the shields are synthesized at runtime and do not require global information. There is a shield onboard every agent, which can only modify the behavior of the corresponding agent. In this approach, which is fundamentally decentralized, the shield on every agent has two components: a pathfinder that corrects the behavior of the agent and an ordering mechanism that dynamically modifies the priority of the agent. The current priority determines if the shield uses the pathfinder to modify behavior of the agent. We derive an upper bound on the maximum deviation for any agent from its original behavior. We prove that the worst-case synthesis time is quadratic in the number of agents at runtime as opposed to exponential at design-time for existing methods. We test the performance of the decentralized, runtime shield synthesis approach on a collision-avoidance problem. For 50 agents in a 50x50 grid, the synthesis at runtime requires a few seconds per agent whenever a potential collision is detected. In contrast, the centralized design-time synthesis of shields for a similar setting is intractable beyond 4 agents in a 5x5 grid.
DeepMNavigate: Deep Reinforced Multi-Robot Navigation Unifying Local & Global Collision Avoidance
Tan, Qingyang, Fan, Tingxiang, Pan, Jia, Manocha, Dinesh
We present a novel algorithm (DeepMNavigate) for global multi-agent navigation in dense scenarios using deep reinforcement learning. Our approach uses local and global information for each robot based on motion information maps. We use a three-layer CNN that uses these maps as input and generate a suitable action to drive each robot to its goal position. Our approach is general, learns an optimal policy using a multi-scenario, multi-state training algorithm, and can directly handle raw sensor measurements for local observations. We demonstrate the performance on complex, dense benchmarks with narrow passages on environments with tens of agents. We highlight the algorithm's benefits over prior learning methods and geometric decentralized algorithms in complex scenarios.
Learning Humanoid Robot Running Skills through Proximal Policy Optimization
Melo, Luckeciano C., Maximo, Marcos R. O. A.
In the current level of evolution of Soccer 3D, motion control is a key factor in team's performance. Recent works takes advantages of model-free approaches based on Machine Learning to exploit robot dynamics in order to obtain faster locomotion skills, achieving running policies and, therefore, opening a new research direction in the Soccer 3D environment. In this work, we present a methodology based on Deep Reinforcement Learning that learns running skills without any prior knowledge, using a neural network whose inputs are related to robot's dynamics. Our results outperformed the previous state-of-the-art sprint velocity reported in Soccer 3D literature by a significant margin. It also demonstrated improvement in sample efficiency, being able to learn how to run in just few hours. We reported our results analyzing the training procedure and also evaluating the policies in terms of speed, reliability and human similarity. Finally, we presented key factors that lead us to improve previous results and shared some ideas for future work.
Bottom-Up Meta-Policy Search
Melo, Luckeciano C., Maximo, Marcos R. O. A., da Cunha, Adilson Marques
Despite of the recent progress in agents that learn through interaction, there are several challenges in terms of sample efficiency and generalization across unseen behaviors during training. To mitigate these problems, we propose and apply a first-order Meta-Learning algorithm called Bottom-Up Meta-Policy Search (BUMPS), which works with two-phase optimization procedure: firstly, in a meta-training phase, it distills few expert policies to create a meta-policy capable of generalizing knowledge to unseen tasks during training; secondly, it applies a fast adaptation strategy named Policy Filtering, which evaluates few policies sampled from the meta-policy distribution and selects which best solves the task. We conducted all experiments in the RoboCup 3D Soccer Simulation domain, in the context of kick motion learning. We show that, given our experimental setup, BUMPS works in scenarios where simple multi-task Reinforcement Learning does not. Finally, we performed experiments in a way to evaluate each component of the algorithm.
Towards a Theory of Systems Engineering Processes: A Principal-Agent Model of a One-Shot, Shallow Process
Safarkhani, Salar, Bilionis, Ilias, Panchal, Jitesh
Systems engineering processes coordinate the effort of different individuals to generate a product satisfying certain requirements. As the involved engineers are self-interested agents, the goals at different levels of the systems engineering hierarchy may deviate from the system-level goals which may cause budget and schedule overruns. Therefore, there is a need of a systems engineering theory that accounts for the human behavior in systems design. To this end, the objective of this paper is to develop and analyze a principal-agent model of a one-shot (single iteration), shallow (one level of hierarchy) systems engineering process. We assume that the systems engineer maximizes the expected utility of the system, while the subsystem engineers seek to maximize their expected utilities. Furthermore, the systems engineer is unable to monitor the effort of the subsystem engineer and may not have a complete information about their types or the complexity of the design task. However, the systems engineer can incentivize the subsystem engineers by proposing specific contracts. To obtain an optimal incentive, we pose and solve numerically a bi-level optimization problem. Through extensive simulations, we study the optimal incentives arising from different system-level value functions under various combinations of effort costs, problem-solving skills, and task complexities.
Collaborative Graph Walk for Semi-supervised Multi-Label Node Classification
Akujuobi, Uchenna, Yufei, Han, Zhang, Qiannan, Zhang, Xiangliang
Personal use of this material is permitted. Abstract --In this work, we study semi-supervised multi-label node classification problem in attributed graphs. Classic solutions to multi-label node classification follow two steps, first learn node embedding and then build a node classifier on the learned embedding. T o improve the discriminating power of the node embedding, we propose a novel collaborative graph walk, named Multi-Label-Graph-Walk, to finely tune node representations with the available label assignments in attributed graphs via reinforcement learning. The proposed method formulates the multi-label node classification task as simultaneous graph walks conducted by multiple label-specific agents. Furthermore, policies of the label-wise graph walks are learned in a cooperative way to capture first the predictive relation between node labels and structural attributes of graphs; and second, the correlation among the multiple label-specific classification tasks. A comprehensive experimental study demonstrates that the proposed method can achieve significantly better multi-label classification performance than the state-of-the-art approaches and conduct more efficient graph exploration. Index T erms --Multi-label node classification, Semi-supervised attributed graph embedding, Reinforcement learning I. I NTRODUCTION Graph-structured data are frequently witnessed in many real-world applications, such as social graphs and academic graphs. In the graph structure, nodes represent entities (e.g., users in social graphs and papers in citation graphs), whereas edges linking two nodes denote the relationship between the entities (e.g., user friendship and paper citation). Usually both nodes and edges possess their own attributes.
A New Framework for Multi-Agent Reinforcement Learning -- Centralized Training and Exploration with Decentralized Execution via Policy Distillation
Deep reinforcement learning (DRL) is a booming area of artificial intelligence. Many practical applications of DRL naturally involve more than one collaborative learners, making it important to study DRL in a multi-agent context. Previous research showed that effective learning in complex multi-agent systems demands for highly coordinated environment exploration among all the participating agents. Many researchers attempted to cope with this challenge through learning centralized value functions. However, the common strategy for every agent to learn their local policies directly often fail to nurture strong inter-agent collaboration and can be sample inefficient whenever agents alter their communication channels. To address these issues, we propose a new framework known as centralized training and exploration with decentralized execution via policy distillation. Guided by this framework and the maximum-entropy learning technique, we will first train agents' policies with shared global component to foster coordinated and effective learning. Locally executable policies will be derived subsequently from the trained global policies via policy distillation. Experiments show that our new framework and algorithm can achieve significantly better performance and higher sample efficiency than a cutting-edge baseline on several multi-agent DRL benchmarks.
Learning interaction kernels in heterogeneous systems of agents from multiple trajectories
Lu, Fei, Maggioni, Mauro, Tang, Sui
Systems of interacting particles or agents have wide applications in many disciplines such as Physics, Chemistry, Biology and Economics. These systems are governed by interaction laws, which are often unknown: estimating them from observation data is a fundamental task that can provide meaningful insights and accurate predictions of the behaviour of the agents. In this paper, we consider the inverse problem of learning interaction laws given data from multiple trajectories, in a nonparametric fashion, when the interaction kernels depend on pairwise distances. We establish a condition for learnability of interaction kernels, and construct estimators that are guaranteed to converge in a suitable $L^2$ space, at the optimal min-max rate for 1-dimensional nonparametric regression. We propose an efficient learning algorithm based on least squares, which can be implemented in parallel for multiple trajectories and is therefore well-suited for the high dimensional, big data regime. Numerical simulations on a variety examples, including opinion dynamics, predator-swarm dynamics and heterogeneous particle dynamics, suggest that the learnability condition is satisfied in models used in practice, and the rate of convergence of our estimator is consistent with the theory. These simulations also suggest that our estimators are robust to noise in the observations, and produce accurate predictions of dynamics in relative large time intervals, even when they are learned from data collected in short time intervals.
Intelligence via ultrafilters: structural properties of some intelligence comparators of deterministic Legg-Hutter agents
Legg and Hutter, as well as subsequent authors, considered intelligent agents through the lens of interaction with reward-giving environments, attempting to assign numeric intelligence measures to such agents, with the guiding principle that a more intelligent agent should gain higher rewards from environments in some aggregate sense. In this paper, we consider a related question: rather than measure numeric intelligence of one Legg- Hutter agent, how can we compare the relative intelligence of two Legg-Hutter agents? We propose an elegant answer based on the following insight: we can view Legg-Hutter agents as candidates in an election, whose voters are environments, letting each environment vote (via its rewards) which agent (if either) is more intelligent. This leads to an abstract family of comparators simple enough that we can prove some structural theorems about them. It is an open question whether these structural theorems apply to more practical intelligence measures.