Agents
Regularized Diffusion Adaptation via Conjugate Smoothing
Vlaski, Stefan, Vandenberghe, Lieven, Sayed, Ali H.
--The purpose of this work is to develop and study a distributed strategy for Pareto optimization of an aggregate cost consisting of regularized risks. Each risk is modeled as the expectation of some loss function with unknown probability distribution while the regularizers are assumed deterministic, but are not required to be differentiable or even continuous. The individual, regularized, cost functions are distributed across a strongly-connected network of agents and the Pareto optimal solution is sought by appealing to a multi-agent diffusion strategy. T o this end, the regularizers are smoothed by means of infimal convolution and it is shown that the Pareto solution of the approximate, smooth problem can be made arbitrarily close to the solution of the original, non-smooth problem. Performance bounds are established under conditions that are weaker than assumed before in the literature, and hence applicable to a broader class of adaptation and learning problems. Index T erms --Distributed optimization, diffusion strategy, smoothing, proximal operator, non-smooth regularizer, proximal diffusion, regularized diffusion. The objective of distributed learning is the solution of global, stochastic optimization problems across networks of agents through localized interactions and without information about the statistical properties of the data. Using streaming data, the resulting strategies are adaptive in nature and able to track drifts in the location of the minimizers due to variations in the statistical properties of the data. Regularization is one useful technique to encourage or enforce structural properties on the sought after minimizer, such as sparsity or constraints. A substantial number of regularizers are inherently non-smooth, while many cost functions are differentiable.
AI Hide and Seek: Agents Punched Holes in their Creators' Universe
Bots removed opponents' tools from the game space, and launched themselves into the air… Two teams of AI agents tasked with playing a game (or million) of hide and seek in a virtual environment developed complex strategies and counterstrategies – and exploited holes in their environment that even its creators didn't even know that it had. The game was part of an experiment by OpenAI designed to test the AI skills that emerge from multi-agent competition and standard reinforcement learning algorithms at scale. OpenAI described the outcome in a striking paper published this week. The organisation, now heavily backed by Microsoft, described the outcome as further proof that "skills, far more complex than the seed game dynamics and environment, can emerge" (from such experiments/training exercises). Some of its findings are neatly captured in the video below.
Why Playing Hide-and-Seek Could Lead AI to Humanlike Intelligence
Humans are a species that can adapt to environmental challenges, and over eons this has enabled us to biologically evolve -- an essential characteristic found in animals but absent in AI. Although machine learning has made remarkable progress in complex games such as Go and Dota 2, the skills mastered in these arenas do not necessarily generalize to practical applications in real-world scenarios. The goal for a growing number of researchers is to build a machine intelligence that behaves, learns and evolves more like humans. A new paper from San Francisco-based OpenAI proposes that training models in the children's game of hide-and-seek and pitting them against each other in tens of millions of contests results in the models automatically developing humanlike behaviors that increase their intelligence and improve subsequent performance. Hide-and-seek was selected as a fun starting point mostly due to its simple rules, says the paper's first author, OpenAI Researcher Bowen Baker.
AIs use hide-and-seek to learn to tackle real-world problems
Pitting two artificial intelligences against each other in games such as DeepMind's Go has led to some of the biggest breakthroughs in AI in recent years, as the machines learn skills through trial and error that eventually lead to them beating humans. But can the same technique produce a more useful AI capable of operating in the real word? OpenAI, a San Francisco-based AI research group, published research on Tuesday showing what it claimed was a method for training increasingly powerful smart systems that could prepare them for tackling more ordinary human problems. Set in increasingly realistic environments, the technique points to a way for the AI to "evolve" in a simulated world until it is ready to be used, it said. The researchers used several intelligent "agents" in a game of hide-and-seek played in a simulated physical environment.
Reasoning in Highly Reactive Environments
The aim of my Ph.D. thesis concerns Reasoning in Highly Reactive Environments. As reasoning in highly reactive environments, we identify the setting in which a knowledge-based agent, with given goals, is deployed in an environment subject to repeated, sudden and possibly unknown changes. This is for instance the typical setting in which, e.g., artificial agents for video-games (the so called "bots"), cleaning robots, bomb clearing robots, and so on are deployed. In all these settings one can follow the classical approach in which the operations of the agent are distinguished in "sensing" the environment with proper interface devices, "thinking", and then behaving accordingly using proper actuators. In order to operate in an highly reactive environment, an artificial agent needs to be: 1. Responsive -> The agent must be able to react repeatedly and in a reasonable amount of time; 2. Elastic -> The agent must stay reactive also under varying workload; 3. Resilient -> The agent must stay responsive also in case of internal failure or failure of one of the programmed actions in the environment. Nowadays, thanks to new technologies in the field of Artificial Intelligence, it is already technically possible to create AI agents that are able to operate in reactive environments. Nevertheless, several issues stay unsolved, and are subject of ongoing research.
No-Regret Learning in Unknown Games with Correlated Payoffs
Sessa, Pier Giuseppe, Bogunovic, Ilija, Kamgarpour, Maryam, Krause, Andreas
We consider the problem of learning to play a repeated multi-agent game with an unknown reward function. Single player online learning algorithms attain strong regret bounds when provided with full information feedback, which unfortunately is unavailable in many real-world scenarios. Bandit feedback alone, i.e., observing outcomes only for the selected action, yields substantially worse performance. In this paper, we consider a natural model where, besides a noisy measurement of the obtained reward, the player can also observe the opponents' actions. This feedback model, together with a regularity assumption on the reward function, allows us to exploit the correlations among different game outcomes by means of Gaussian processes (GPs). We propose a novel confidence-bound based bandit algorithm GP-MW, which utilizes the GP model for the reward function and runs a multiplicative weight (MW) method. We obtain novel kernel-dependent regret bounds that are comparable to the known bounds in the full information setting, while substantially improving upon the existing bandit results. We experimentally demonstrate the effectiveness of GP-MW in random matrix games, as well as real-world problems of traffic routing and movie recommendation. In our experiments, GP-MW consistently outperforms several baselines, while its performance is often comparable to methods that have access to full information feedback.
Memory Management in Resource-Bounded Agents
Memory in an agent system is a process of reasoning: it is the l earning process of strengthening a concept. The interaction between an agent and the environment can pla y an important role in constructing its memory and may affect its future behaviour. In fact, through memory an agent is potentially able to recall and to learn from experiences so that its beliefs and i ts future course of action are grounded in these experiences. In computational logic, [2] introduces DLEK (Dynamic Logic of Explicit beliefs and Knowledge) as a logical formalization of the short-term and long-term memory. The underlying idea is to represent reasoning about the formation of beliefs throu gh perception and inference in non-omniscient resource-bounded agents. DLEK has however no notion of time, while agents' actual perceptions are inherently timed and so are many of the inferences drawn from such perceptions. In this paper we present an extension of LEK/DLEK to T-LEK/T-DLEK ("Timed LE K" and "Timed DLEK") obtained by introducing a special function which associates to each b elief the arrival time and controls timed inferences. Through this function it is easier to keep the ev olution of the surrounding world under control and the representation is more complete. This abstr act is an evolution version of [3], where we have introduced explicit time instants and time intervals i n formulas, and it is extracted from [4].
Agent Prioritization for Autonomous Navigation
Refaat, Khaled S., Ding, Kai, Ponomareva, Natalia, Ross, Stéphane
In autonomous navigation, a planning system reasons about other agents to plan a safe and plausible trajectory. Before planning starts, agents are typically processed with computationally intensive models for recognition, tracking, motion estimation and prediction. With limited computational resources and a large number of agents to process in real time, it becomes important to efficiently rank agents according to their impact on the decision making process. This allows spending more time processing the most important agents. We propose a system to rank agents around an autonomous vehicle (AV) in real time. We automatically generate a ranking data set by running the planner in simulation on real-world logged data, where we can afford to run more accurate and expensive models on all the agents. The causes of various planner actions are logged and used for assigning ground truth importance scores. The generated data set can be used to learn ranking models. In particular, we show the utility of combining learned features, via a convolutional neural network, with engineered features designed to capture domain knowledge. We show the benefits of various design choices experimentally. When tested on real AVs, our system demonstrates the capability of understanding complex driving situations.
Multi-Robot Deep Reinforcement Learning with Macro-Actions
Xiao, Yuchen, Hoffman, Joshua, Xia, Tian, Amato, Christopher
A. MacDec-POMDPs Decentralized fully collaborative multi-agent decision-making under uncertainty can be modeled as a decentralized POMDP (Dec-POMDP) [14]. Due to the assumption of synchronous actions that require the same amount of time for each agent, Dec-POMDPs are not applicable to multi-robot planning and learning scenarios in real-world. MacDec-POMDPs, formalized by introducing macro-actions into Dec-POMDPs, inherently allow asynchronous execution among robots with temporally extended macro-actions that can begin and end at different times for each agent. Formally, a MacDec-POMDP is defined as a tuple nullI,S,A, Ω,M,ζ,O,T,Z,R null, where I is a finite set of agents; S is a finite set of environment states; A iA i and Ω iΩ i are the spaces of joint-primitive-action and joint-primitive-observation respectively; M iM i is the joint set of each agent's finite macro-action space M i; ζ iζ i is the set of joint macro-observations over agents' finite macro-observation space ζ i. Given a macro-action- based policy, each agent i is allowed to asynchronously choose a macro-action m i nullβ m,I m,π m null i that depends on individual macro-action-observation histories, where β m: H A i [0, 1] is the stochastic termination condition and I m H M i is the initiation set of the corresponding macro-action m i, respectively depending on the primitive-action- observation history space H A i and macro-action-observation history space H M i of agent i; π m: H A i A i denotes the low-level policy to achieve the macro-action m, and during the execution, each agent's primitive-observation o i Ω i is generated according to probability observation function O i(o i,a i,s) Pr( o i a i,s), and a shared immediate reward r ( s,null a), where null a A iA i, is issued according to the reward function R: S A R .
Robust Opponent Modeling via Adversarial Ensemble Reinforcement Learning in Asymmetric Imperfect-Information Games
Shen, Macheng, How, Jonathan P.
This paper presents an algorithmic framework for learning robust policies in asymmetric imperfect-information games, where the joint reward could depend on the uncertain opponent type (a private information known only to the opponent itself and its ally). In order to maximize the reward, the protagonist agent has to infer the opponent type through agent modeling. We use multiagent reinforcement learning (MARL) to learn opponent models through self-play, which captures the full strategy interaction and reasoning between agents. However, agent policies learned from self-play can suffer from mutual overfitting. Ensemble training methods can be used to improve the robustness of agent policy against different opponents, but it also significantly increases the computational overhead. In order to achieve a good trade-off between the robustness of the learned policy and the computation complexity, we propose to train a separate opponent policy against the protagonist agent for evaluation purposes. The reward achieved by this opponent is a noisy measure of the robustness of the protagonist agent policy due to the intrinsic stochastic nature of a reinforcement learner. To handle this stochasticity, we apply a stochastic optimization scheme to dynamically update the opponent ensemble to optimize an objective function that strikes a balance between robustness and computation complexity. We empirically show that, under the same limited computational budget, the proposed method results in more robust policy learning than standard ensemble training.