Agents
It's Not Whom You Know, It's What You (or Your Friends) Can Do: Succint Coalitional Frameworks for Network Centralities
Istrate, Gabriel, Bonchis, Cosmin, Gatina, Claudiu
It's Not Whom You Know, It's What You (or Your Friends) Can Do: Succint Coalitional Frameworks for Network Centralities. September 25, 2019 Abstract We investigate the representation of game-theoretic measures of network centrality using a framework that blends a social network representation with the succint formalism of cooperative skill games. We discuss the expressiveness of the new framework and highlight some of its advantages, including a fixed-parameter tractability result for computing centrality measures under such representations. As an application we introduce new network centrality measures that capture the extent to which neighbors of a certain node can help it complete relevant tasks. 1 Introduction Measures of network centrality have a long and rich history in the social sciences [1] and Artificial Intelligence. Such measures have proved useful for a variety of tasks, such as identifying spreading nodes [2] and gatekeepers for information dissemination [3], advertising ...
Attraction-Repulsion Actor-Critic for Continuous Control Reinforcement Learning
Doan, Thang, Mazoure, Bogdan, Durand, Audrey, Pineau, Joelle, Hjelm, R Devon
Continuous control tasks in reinforcement learning are important because they provide an important framework for learning in high-dimensional state spaces with deceptive rewards, where the agent can easily become trapped into suboptimal solutions. One way to avoid local optima is to use a population of agents to ensure coverage of the policy space, yet learning a population with the "best" coverage is still an open problem. In this work, we present a novel approach to population-based RL in continuous control that leverages properties of normalizing flows to perform attractive and repulsive operations between current members of the population and previously observed policies. Empirical results on the MuJoCo suite demonstrate a high performance gain for our algorithm compared to prior work, including Soft-Actor Critic (SAC).
OpenAI Tried to Train AI Agents to Play Hide-And-Seek but Instead They Were Shocked by What They Learned
Competition is one of the socio-economic dynamics that has influenced our evolutions as species. The vast amount of complexity and diversity on Earth evolved due to co-evolution and competition between organisms, directed by natural selection. By competing against a different party, we are constantly forced to improve our knowledge and skills on a specific subject. Recent developments in artificial intelligence(AI) have started to leverage some of the principles of competition to influence learning behaviors in AI agents. Specifically, the field of multi-agent reinforcement learning(MARL) has been heavily influenced by the competitive and game-theoretic dynamics.
Integrating independent and centralized multi-agent reinforcement learning for traffic signal network optimization
Zhang, Zhi, Yang, Jiachen, Zha, Hongyuan
Traffic congestion in metropolitan areas is a world-wide problem that can be ameliorated by traffic lights that respond dynamically to real-time conditions. Recent studies applying deep reinforcement learning (RL) to optimize single traffic lights have shown significant improvement over conventional control. However, optimization of global traffic condition over a large road network fundamentally is a cooperative multi-agent control problem, for which single-agent RL is not suitable due to environment non-stationarity and infeasibility of optimizing over an exponential joint-action space. Motivated by these challenges, we propose QCOMBO, a simple yet effective multi-agent reinforcement learning (MARL) algorithm that combines the advantages of independent and centralized learning. We ensure scalability by selecting actions from individually optimized utility functions, which are shaped to maximize global performance via a novel consistency regularization loss between individual utility and a global action-value function. Experiments on diverse road topologies and traffic flow conditions in the SUMO traffic simulator show competitive performance of QCOMBO versus recent state-of-the-art MARL algorithms. We further show that policies trained on small sub-networks can effectively generalize to larger networks under different traffic flow conditions, providing empirical evidence for the suitability of MARL for intelligent traffic control.
Loaded DiCE: Trading off Bias and Variance in Any-Order Score Function Estimators for Reinforcement Learning
Farquhar, Gregory, Whiteson, Shimon, Foerster, Jakob
Gradient-based methods for optimisation of objectives in stochastic settings with unknown or intractable dynamics require estimators of derivatives. We derive an objective that, under automatic differentiation, produces low-variance unbiased estimators of derivatives at any order. Our objective is compatible with arbitrary advantage estimators, which allows the control of the bias and variance of any-order derivatives when using function approximation. Furthermore, we propose a method to trade off bias and variance of higher order derivatives by discounting the impact of more distant causal dependencies. We demonstrate the correctness and utility of our objective in analytically tractable MDPs and in meta-reinforcement-learning for continuous control.
Why Does Hierarchy (Sometimes) Work So Well in Reinforcement Learning?
Nachum, Ofir, Tang, Haoran, Lu, Xingyu, Gu, Shixiang, Lee, Honglak, Levine, Sergey
Hierarchical reinforcement learning has demonstrated significant success at solving difficult reinforcement learning (RL) tasks. Previous works have motivated the use of hierarchy by appealing to a number of intuitive benefits, including learning over temporally extended transitions, exploring over temporally extended periods, and training and exploring in a more semantically meaningful action space, among others. However, in fully observed, Markovian settings, it is not immediately clear why hierarchical RL should provide benefits over standard "shallow" RL architectures. In this work, we isolate and evaluate the claimed benefits of hierarchical RL on a suite of tasks encompassing locomotion, navigation, and manipulation. Surprisingly, we find that most of the observed benefits of hierarchy can be attributed to improved exploration, as opposed to easier policy learning or imposed hierarchical structures. Given this insight, we present exploration techniques inspired by hierarchy that achieve performance competitive with hierarchical RL while at the same time being much simpler to use and implement.
Acceptable Planning: Influencing Individual Behavior to Reduce Transportation Energy Expenditure of a City
Mohan, Shiwali, Rakha, Hesham, Klenk, Matthew
Palo Alto Research Center, Mail Stop: 3333 Coyote Hill Road, Palo Alto, CA 94034 USA Abstract Our research aims at developing intelligent systems to reduce the transportation-related energy expenditure of a large city by influencing individual behavior. We introduce Copter - an intelligent travel assistant that evaluates multi-modal travel alternatives to find a plan that is acceptable to a person given their context and preferences. We propose a formulation for acceptable planning that brings together ideas from AI, machine learning, and economics. This formulation has been incorporated in Copter that produces acceptable plans in real-time. We adopt a novel empirical evaluation framework that combines human decision data with a high fidelity multi-modal transportation simulation to demonstrate a 4% energy reduction and 20% delay reduction in a realistic deployment scenario in Los Angeles, California, USA. 1. Introduction Transportation is one of the largest consumers of energy in the ...
On Weighted Envy-Freeness in Indivisible Item Allocation
Chakraborty, Mithun, Suksompong, Warut, Zick, Yair
In this paper, we introduce and analyze new envy-based fairness concepts for agents with weights: these weights regulate their mutual envy in a situation where indivisible goods are allocated to the agents. We propose two variants of envy-freeness up to one item for the weighted setting: in the strong variant, the envy can be eliminated by removing an item from the envied agent's bundle, whereas in the weak variant, envy can be eliminated by either removing an item from the envied agent's bundle or by replicating an item from the envied agent's bundle in the envying agent's bundle. We prove that for additive valuations, a strongly weighted envy-free allocation up to one item always exists and can be efficiently computed by means of a weight-based picking sequence. For two agents, we can also efficiently achieve strong weighted envy-freeness up to one item in conjunction with Pareto optimality using a weighted version of the classic adjusted winner algorithm. In addition, we show that an allocation that maximizes the weighted Nash social welfare always satisfies weak weighted envy-freeness up to one item, but may fail to satisfy the strong version of this property.
Satisficing Mentalizing: Bayesian Models of Theory of Mind Reasoning in Scenarios with Different Uncertainties
The ability to interpret the mental state of another agent based on its behavior, also called Theory of Mind (ToM), is crucial for humans in any kind of social interaction. Artificial systems, such as intelligent assistants, would also greatly benefit from such mentalizing capabilities. However, humans and systems alike are bound by limitations in their available computational resources. This raises the need for satisficing mentalizing, reconciling accuracy and efficiency in mental state inference that is good enough for a given situation. In this paper, we present different Bayesian models of ToM reasoning and evaluate them based on actual human behavior data that were generated under different kinds of uncertainties. We propose a Switching approach that combines specialized models, embodying simplifying presumptions, in order to achieve a more statisficing mentalizing compared to a Full Bayesian ToM model.
Informing a BDI Player Model for an Interactive Narrative
Rivera-Villicana, Jessica, Zambetta, Fabio, Harland, James, Berry, Marsha
This work focuses on studying players behaviour in interactive narratives with the aim to simulate their choices. Besides sub-optimal player behaviour due to limited knowledge about the environment, the difference in each player's style and preferences represents a challenge when trying to make an intelligent system mimic their actions. Based on observations from players interactions with an extract from the interactive fiction Anchorhead, we created a player profile to guide the behaviour of a generic player model based on the BDI (Belief-Desire-Intention) model of agency. We evaluated our approach using qualitative and quantitative methods and found that the player profile can improve the performance of the BDI player model. However, we found that players self-assessment did not yield accurate data to populate their player profile under our current approach.