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Formal Language Constraints for Markov Decision Processes

arXiv.org Machine Learning

In order to satisfy safety conditions, a reinforcement learned (RL) agent maybe constrained from acting freely, e.g., to prevent trajectories that might cause unwanted behavior or physical damage in a robot. We propose a general framework for augmenting a Markov decision process (MDP) with constraints that are described in formal languages over sequences of MDP states and agent actions. Constraint enforcement is implemented by filtering the allowed action set or by applying potential-based reward shaping to implement hard and soft constraint enforcement, respectively. We instantiate this framework using deterministic finite automata to encode constraints and propose methods of augmenting MDP observations with the state of the constraint automaton for learning. We empirically evaluate these methods with a variety of constraints by training Deep Q-Networks in Atari games as well as Proximal Policy Optimization in MuJoCo environments. We experimentally find that our approaches are effective in significantly reducing or eliminating constraint violations with either minimal negative or, depending on the constraint, a clear positive impact on final performance.


Using Game-Theory and Decentralization to Scale Multi-Agent Reinforcement Learning Models

#artificialintelligence

When we think about training or learning processes in deep learning solution we typically visualize centralized models. In those architectures a series of central nodes collect and curate datasets which are used to train the models that are deployed across different nodes in a network. Even in distributed scenarios such as multi-agent reinforcement learning(MARL) that can include tens of thousands of nodes running a model the learning models rely on a handful of centralized nodes. Centralized learning is conceptually simple to implement but incredibly hard to scale. Imagine an internet of things(IOT) scenario with hundreds of thousands of devices collecting data and executing a reinforcement learning model.


Flow: A Modular Learning Framework for Autonomy in Traffic

arXiv.org Artificial Intelligence

The rapid development of autonomous vehicles (AVs) holds vast potential for transportation systems through improved safety, efficiency, and access to mobility. However, due to numerous technical, political, and human factors challenges, new methodologies are needed to design vehicles and transportation systems for these positive outcomes. This article tackles important technical challenges arising from the partial adoption of autonomy (hence termed mixed autonomy, to involve both AVs and human-driven vehicles): partial control, partial observation, complex multi-vehicle interactions, and the sheer variety of traffic settings represented by real-world networks. To enable the study of the full diversity of traffic settings, we first propose to decompose traffic control tasks into modules, which may be configured and composed to create new control tasks of interest. These modules include salient aspects of traffic control tasks: networks, actors, control laws, metrics, initialization, and additional dynamics. Second, we study the potential of model-free deep Reinforcement Learning (RL) methods to address the complexity of traffic dynamics. The resulting modular learning framework is called Flow. Using Flow, we create and study a variety of mixed-autonomy settings, including single-lane, multi-lane, and intersection traffic. In all cases, the learned control law exceeds human driving performance (measured by system-level velocity) by at least 40% with only 5-10% adoption of AVs. In the case of partially-observed single-lane traffic, we show that a low-parameter neural network control law can eliminate commonly observed stop-and-go traffic. In particular, the control laws surpass all known model-based controllers, achieving near-optimal performance across a wide spectrum of vehicle densities (even with a memoryless control law) and generalizing to out-of-distribution vehicle densities.


Parallel Algorithm for Approximating Nash Equilibrium in Multiplayer Stochastic Games with Application to Naval Strategic Planning

arXiv.org Artificial Intelligence

Parallel Algorithm for Approximating Nash Equilibrium in Multiplayer Stochastic Games with Application to Naval Strategic Planning Sam Ganzfried 1, Conner Laughlin 2, Charles Morefield 2 1 Ganzfried Research 2 Arctan, Inc. Abstract Many real-world domains contain multiple agents behaving strategically with probabilistic transitions and uncertain (potentially infinite) duration. Such settings can be modeled as stochastic games. While algorithms have been developed for solving (i.e., computing a game-theoretic solution concept such as Nash equilibrium) two-player zero-sum stochastic games, research on algorithms for nonzero-sum and multi-player stochastic games is very limited. We present a new algorithm for these settings, which constitutes the first parallel algorithm for multiplayer stochastic games. We present experimental results on a 4-player stochastic game motivated by a naval strategic planning scenario, showing that our algorithm is able to quickly compute strategies constituting Nash equilibrium up to a very small degree of approximation. Introduction Nash equilibrium has emerged as the most compelling solution concept in multiagent strategic interactions. For two-player zero-sum (adversarial) games, a Nash equilibrium can be computed in polynomial time (e.g., by linear programming). This result holds both for simultaneous-move games (often represented as a matrix), and for sequential games of both perfect and imperfect information (often represented as an extensive-form game tree).


Cognitive Agent Based Simulation Model For Improving Disaster Response Procedures

arXiv.org Artificial Intelligence

In the event of a disaster, saving human lives is of utmost importance. For developing proper evacuation procedures and guidance systems, behavioural data on how people respond during panic and stress is crucial. In the absence of real human data on building evacuation, there is a need for a crowd simulator to model egress and decision-making under uncertainty. In this paper, we propose an agent-based simulation tool, which is grounded in human cognition and decision-making, for evaluating and improving the effectiveness of building evacuation procedures and guidance systems during a disaster. Specifically, we propose a predictive agent-wayfinding framework based on information theory that is applied at intersections with variable route choices where it fuses N dynamic information sources. The proposed framework can be used to visualize trajectories and prediction results (i.e., total evacuation time, number of people evacuated) for different combinations of reinforcing or contradicting information sources (i.e., signage, crowd flow, familiarity, and spatial layout). This tool can enable designers to recreate various disaster scenarios and generate simulation data for improving the evacuation procedures and existing guidance systems.


Relational Graph Learning for Crowd Navigation

arXiv.org Artificial Intelligence

-- We present a relational graph learning approach for robotic crowd navigation using model-based deep reinforcement learning that plans actions by looking into the future. Our approach reasons about the relations between all agents based on their latent features and uses a Graph Convolutional Network to encode higher-order interactions in each agent's state representation, which is subsequently leveraged for state prediction and value estimation. The ability to predict human motion allows us to perform multi-step lookahead planning, taking into account the temporal evolution of human crowds. We evaluate our approach against a state-of-the-art baseline for crowd navigation and ablations of our model to demonstrate that navigation with our approach is more efficient, results in fewer collisions, and avoids failure cases involving oscillatory and freezing behaviors. I. INTRODUCTION Inferring the underlying relations between components of complex dynamic systems can inform decision making for autonomous agents. One natural system with complex dynamics is crowd navigation (i.e., navigation in the presence of multiple humans). The crowd navigation task is challenging as the agent must predict and plan relative to likely human motions so as to avoid collisions and remain at safe and socially appropriate distances from people. Some prior work predicts human trajectories using handcrafted social interaction models [1] or by modeling the temporal behavior of humans [2]. Although these methods can estimate human trajectories, they do not use the prediction to inform the navigation policy.


RLCache: Automated Cache Management Using Reinforcement Learning

arXiv.org Machine Learning

This study investigates the use of reinforcement learning to guide a general purpose cache manager decisions. Cache managers directly impact the overall performance of computer systems. They govern decisions about which objects should be cached, the duration they should be cached for, and decides on which objects to evict from the cache if it is full. These three decisions impact both the cache hit rate and size of the storage that is needed to achieve that cache hit rate. An optimal cache manager will avoid unnecessary operations, maximise the cache hit rate which results in fewer round trips to a slower backend storage system, and minimise the size of storage needed to achieve a high hit-rate. This project investigates using reinforcement learning in cache management by designing three separate agents for each of the cache manager tasks. Furthermore, the project investigates two advanced reinforcement learning architectures for multi-decision problems: a single multi-task agent and a multi-agent. We also introduce a framework to simplify the modelling of computer systems problems as a reinforcement learning task. The framework abstracts delayed experiences observations and reward assignment in computer systems while providing a flexible way to scale to multiple agents. Simulation results based on an established database benchmark system show that reinforcement learning agents can achieve a higher cache hit rate over heuristic driven algorithms while minimising the needed space. They are also able to adapt to a changing workload and dynamically adjust their caching strategy accordingly. The proposed cache manager model is generic and applicable to other types of caches, such as file system caches. This project is the first, to our knowledge, to model cache manager decisions as a multi-task control problem.


Optimal Algorithms for Submodular Maximization with Distributed Constraints

arXiv.org Machine Learning

Optimal Algorithms for Submodular Maximization with Distributed Constraints Alexander Robey, Arman Adibi, Brent Schlotfeldt, George J. Pappas, and Hamed Hassani Abstract -- We consider a class of discrete optimization problems that aim to maximize a submodular objective function subject to a distributed partition matroid constraint. More precisely, we consider a networked scenario in which multiple agents choose actions from local strategy sets with the goal of maximizing a submodular objective function defined over the set of all possible actions. Given this distributed setting, we develop Constraint-Distributed Continuous Greedy ( CDCG), a message passing algorithm that converges to the tight (1 1 /e) approximation factor of the optimum global solution using only local computation and communication. It is known that a sequential greedy algorithm can only achieve a 1 /2 multiplicative approximation of the optimal solution for this class of problems in the distributed setting. Our framework relies on lifting the discrete problem to a continuous domain and developing a consensus algorithm that achieves the tight (1 1 /e) approximation guarantee of the global discrete solution once a proper rounding scheme is applied. We also offer empirical results from a multi-agent area coverage problem to show that the proposed method significantly outperforms the state-of-the-art sequential greedy method. I. INTRODUCTION Recently, the need has arisen to design algorithms that distribute decision making among a collection of agents or computing devices. This need has been motivated by problems from statistics, machine learning and robotics. These problems include: - (Density estimation) What is the best way to estimate a nonparametric density function from a distributed dataset? Inherent to all of these applications is an underlying optimization problem that can be expressed as maximize f (S) (1a) subject to S Y, S I (1b) where f is a submodular function (i.e. it has a diminishing-returns property), Y is a finite ground set of all decision variables, and I is a family of allowable subsets of Y .


Deep Coordination Graphs

arXiv.org Artificial Intelligence

This paper introduces the deep coordination graph (DCG) for collaborative multi-agent reinforcement learning. DCG strikes a flexible trade-off between representational capacity and generalization by factorizing the joint value function of all agents according to a coordination graph into payoffs between pairs of agents. The value can be maximized by local message passing along the graph, which allows training of the value function end-to-end with Q-learning. Payoff functions are approximated with deep neural networks and parameter sharing improves generalization over the state-action space. We show that DCG can solve challenging predator-prey tasks that are vulnerable to the relative overgeneralization pathology and in which all other known value factorization approaches fail.


Interaction-Aware Multi-Agent Reinforcement Learning for Mobile Agents with Individual Goals

arXiv.org Artificial Intelligence

-- In a multi-agent setting, the optimal policy of a single agent is largely dependent on the behavior of other agents. We investigate the problem of multi-agent reinforcement learning, focusing on decentralized learning in non-stationary domains for mobile robot navigation. We identify a cause for the difficulty in training non-stationary policies: mutual adaptation to sub-optimal behaviors, and we use this to motivate a curriculum-based strategy for learning interactive policies. The curriculum has two stages. First, the agent leverages policy gradient algorithms to learn a policy that is capable of achieving multiple goals. Second, the agent learns a modifier policy to learn how to interact with other agents in a multi-agent setting. We evaluated our approach on both an autonomous driving lane-change domain and a robot navigation domain. Single agent reinforcement learning (RL) algorithms have made significant progress in game playing [20] and robotics [13], however, single agent learning algorithms in multi-agent settings are prone to learn stereotyped behaviors that over-fit to the training environment [22], [15]. There are several reasons why multi-agent environments are more difficult: 1) interacting with an unknown agent requires having either multiple responses to a given situation or a more nuanced ability to perceive differences. The former breaks the Markov assumption, the latter rules out simpler solutions which are likely to be found first.