Agents
Object Reachability via Swaps under Strict and Weak Preferences
The \textsc{Housing Market} problem is a widely studied resource allocation problem. In this problem, each agent can only receive a single object and has preferences over all objects. Starting from an initial endowment, we want to reach a certain assignment via a sequence of rational trades. We first consider whether an object is reachable for a given agent under a social network, where a trade between two agents is allowed if they are neighbors in the network and no participant has a deficit from the trade. Assume that the preferences of the agents are strict (no tie among objects is allowed). This problem is polynomially solvable in a star-network and NP-complete in a tree-network. It is left as a challenging open problem whether the problem is polynomially solvable when the network is a path. We answer this open problem positively by giving a polynomial-time algorithm. Then we show that when the preferences of the agents are weak (ties among objects are allowed), the problem becomes NP-hard even when the network is a path. In addition, we consider the computational complexity of finding different optimal assignments for the problem under the network being a path or a star.
Emergent Tool Use From Multi-Agent Autocurricula
Baker, Bowen, Kanitscheider, Ingmar, Markov, Todor, Wu, Yi, Powell, Glenn, McGrew, Bob, Mordatch, Igor
Through multi-agent competition, the simple objective of hide-and-seek, and standard reinforcement learning algorithms at scale, we find that agents create a self-supervised autocurriculum inducing multiple distinct rounds of emergent strategy, many of which require sophisticated tool use and coordination. We find clear evidence of six emergent phases in agent strategy in our environment, each of which creates a new pressure for the opposing team to adapt; for instance, agents learn to build multi-object shelters using moveable boxes which in turn leads to agents discovering that they can overcome obstacles using ramps. We further provide evidence that multi-agent competition may scale better with increasing environment complexity and leads to behavior that centers around far more human-relevant skills than other self-supervised reinforcement learning methods such as intrinsic motivation. Finally, we propose transfer and fine-tuning as a way to quantitatively evaluate targeted capabilities, and we compare hide-and-seek agents to both intrinsic motivation and random initialization baselines in a suite of domain-specific intelligence tests.
They Might NOT Be Giants: Crafting Black-Box Adversarial Examples with Fewer Queries Using Particle Swarm Optimization
Mosli, Rayan, Wright, Matthew, Yuan, Bo, Pan, Yin
--Machine learning models have been found to be susceptible to adversarial examples that are often indistinguishable from the original inputs. These adversarial examples are created by applying adversarial perturbations to input samples, which would cause them to be misclassified by the target models. Attacks that search and apply the perturbations to create adversarial examples are performed in both white-box and black-box settings, depending on the information available to the attacker about the target. For black-box attacks, the only capability available to the attacker is the ability to query the target with specially crafted inputs and observing the labels returned by the model. Current black-box attacks either have low success rates, requires a high number of queries, or produce adversarial examples that are easily distinguishable from their sources. In this paper, we present AdversarialPSO, a black-box attack that uses fewer queries to create adversarial examples with high success rates. AdversarialPSO is based on the evolutionary search algorithm Particle Swarm Optimization, a population-based gradient-free optimization algorithm. It is flexible in balancing the number of queries submitted to the target vs the quality of imperceptible adversarial examples. The attack has been evaluated using the image classification benchmark datasets CIF AR-10, MNIST, and Imagenet, achieving success rates of 99.6%, 96.3%, and 82.0%, respectively, while submitting substantially fewer queries than the state-of-the-art. We also present a black-box method for isolating salient features used by models when making classifications. This method, called Swarms with Individual Search Spaces or SWISS, creates adversarial examples by finding and modifying the most important features in the input. The purpose of these two attacks is to help evaluate the robustness of machine learning models and to encourage the exploration of much-needed defenses. Deep learning (DL) is being used to solve a wide variety of problems in many different domains, such as image classification [1], malware detection [2], speech recognition [3], and medicine [4]. Despite state-of-the-art performances, DL models have been shown to suffer from a general flaw that makes them vulnerable to external attack. Adversaries can cause models to misclassify inputs by applying small perturbations to samples at test time [5].
CHALET: Cornell House Agent Learning Environment
Yan, Claudia, Misra, Dipendra, Bennnett, Andrew, Walsman, Aaron, Bisk, Yonatan, Artzi, Yoav
CHALET includes 58 rooms and 10 house configuration, and allows to easily create new house and room layouts. CHALET supports a range of common household activities, including moving objects, toggling appliances, and placing objects inside closeable containers. The environment and actions available are designed to create a challenging domain to train and evaluate autonomous agents, including for tasks that combine language, vision, and planning in a dynamic environment.
MarlRank: Multi-agent Reinforced Learning to Rank
Zou, Shihao, Li, Zhonghua, Akbari, Mohammad, Wang, Jun, Zhang, Peng
When estimating the relevancy between a query and a document, ranking models largely neglect the mutual information among documents. A common wisdom is that if two documents are similar in terms of the same query, they are more likely to have similar relevance score. To mitigate this problem, in this paper, we propose a multi-agent reinforced ranking model, named MarlRank. In particular, by considering each document as an agent, we formulate the ranking process as a multi-agent Markov Decision Process (MDP), where the mutual interactions among documents are incorporated in the ranking process. To compute the ranking list, each document predicts its relevance to a query considering not only its own query-document features but also its similar documents features and actions. By defining reward as a function of NDCG, we can optimize our model directly on the ranking performance measure. Our experimental results on two LETOR benchmark datasets show that our model has significant performance gains over the state-of-art baselines. We also find that the NDCG shows an overall increasing trend along with the step of interactions, which demonstrates that the mutual information among documents helps improve the ranking performance.
MuMMER: Socially Intelligent Human-Robot Interaction in Public Spaces
Foster, Mary Ellen, Craenen, Bart, Deshmukh, Amol, Lemon, Oliver, Bastianelli, Emanuele, Dondrup, Christian, Papaioannou, Ioannis, Vanzo, Andrea, Odobez, Jean-Marc, Canรฉvet, Olivier, Cao, Yuanzhouhan, He, Weipeng, Martรญnez-Gonzรกlez, Angel, Motlicek, Petr, Siegfried, Rรฉmy, Alami, Rachid, Belhassein, Kathleen, Buisan, Guilhem, Clodic, Aurรฉlie, Mayima, Amandine, Sallami, Yoan, Sarthou, Guillaume, Singamaneni, Phani-Teja, Waldhart, Jules, Mazel, Alexandre, Caniot, Maxime, Niemelรค, Marketta, Heikkilรค, Pรคivi, Lammi, Hanna, Tammela, Antti
In the EU-funded MuMMER project, we have developed a social robot designed to interact naturally and flexibly with users in public spaces such as a shopping mall. We present the latest version of the robot system developed during the project. This system encompasses audio-visual sensing, social signal processing, conversational interaction, perspective taking, geometric reasoning, and motion planning. It successfully combines all these components in an overarching framework using the Robot Operating System (ROS) and has been deployed to a shopping mall in Finland interacting with customers. In this paper, we describe the system components, their interplay, and the resulting robot behaviours and scenarios provided at the shopping mall.
Swarm AI for Event Outcome Prediction with Gregg Willcox - Talk #299
Today we are joined by Gregg Willcox, Director of Research and Development at Unanimous AI. Starting out with a general interest in robotics, Gregg found himself in the world of machine learning and AI, inspired specifically by the idea of humans as smart data processors, instead of data points. With the team at Unanimous AI, Gregg uncovered a secret that many creatures in nature have been doing for centuries: using the collective intelligence of a group produces more accurate results, in a more efficient way, (also known as swarming), than an individual alone. From this research, 'Swarm' was born, a game-like collaboration platform that channels the beliefs and convictions of individuals to come to a consensus. Going one step further, using a behavioral neural network trained on people's behavior called'Conviction', the precision of the results is further amplified, leading to significant increases in detailed accuracy.
MAD-TN: A Tool for Measuring Fluency in Human-Robot Collaboration
Isaacson, Seth, Rice, Gretchen, Boerkoel, James C. Jr
Fluency is an important metric in Human-Robot Interaction (HRI) that describes the coordination with which humans and robots collaborate on a task. Fluency is inherently linked to the timing of the task, making temporal constraint networks a promising way to model and measure fluency. We show that the Multi-Agent Daisy Temporal Network (MAD-TN) formulation, which expands on an existing concept of daisy-structured networks, is both an effective model of human-robot collaboration and a natural way to measure a number of existing fluency metrics. The MAD-TN model highlights new metrics that we hypothesize will strongly correlate with human teammates' perception of fluency.
Speeding Up Distributed Pseudo-tree Optimization Procedure with Cross Edge Consistency to Solve DCOPs
Rashik, Mashrur, Rahman, Md. Musfiqur, Mamun-or-Rashid, Md., Khan, Md. Mosaddek
Distributed Pseudo-tree Optimization Procedure (DPOP) is a well-known message passing algorithm that has been used to provide optimal solutions of Distributed Constraint Optimization Problems (DCOPs) -- a framework that is designed to optimize constraints in cooperative multi-agent systems. The traditional DCOP formulation does not consider those constraints that must be satisfied (also known as hard constraints), rather it concentrates only on soft constraints. However, the presence of both types of constraints are observed in a number of applications, such as Distributed Radio Link Frequency Assignment and Distributed Event Scheduling, etc. Although the combination of these types of constraints is recently incorporated in DPOP to solve DCOPs, scalability remains an issue for them as finding an optimal solution is NP-hard. Additionally, in DPOP, the agents are arranged as a DFS pseudo-tree. Recently it has been observed that the constructed pseudo-trees in this way often come to be chain-like and greatly impair the algorithm's performance. To address these issues, we develop an algorithm that speeds up the DPOP algorithm by reducing the size of the messages exchanged and increasing parallelism in the pseudo tree. Our empirical evidence suggests that our approach outperforms the state-of-the-art algorithms by a significant margin.
Formulating Manipulable Argumentation with Intra-/Inter-Agent Preferences
Arisaka, Ryuta, Hagiwara, Makoto, Ito, Takayuki
From marketing to politics, exploitation of incomplete information through selective communication of arguments is ubiquitous. In this work, we focus on development of an argumentation-theoretic model for manipulable multi-agent argumentation, where each agent may transmit deceptive information to others for tactical motives. In particular, we study characterisation of epistemic states, and their roles in deception/honesty detection and (mis)trust-building. To this end, we propose the use of intra-agent preferences to handle deception/honesty detection and inter-agent preferences to determine which agent(s) to believe in more. We show how deception/honesty in an argumentation of an agent, if detected, would alter the agent's perceived trustworthiness, and how that may affect their judgement as to which arguments should be acceptable. 1 Introduction To adequately characterise multi-agent argumentation, it is important to model what an agent sees of other agents' argumentations ( Epistemic Aspect). It is also important to model how agents interact with others ( Agent-to-Agent Interaction). These two factors determine dynamics of multi-agent argumentation, and are thus central to: argumentation-based negotiations (Cf.