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Approximate Fictitious Play for Mean Field Games

arXiv.org Machine Learning

The theory of Mean Field Games (MFG) allows characterizing the Nash equilibria of an infinite number of identical players, and provides a convenient and relevant mathematical framework for the study of games with a large number of agents in interaction. Until very recently, the literature only considered Nash equilibria between fully informed players. In this paper, we focus on the realistic setting where agents with no prior information on the game learn their best response policy through repeated experience. We study the convergence to a (possibly approximate) Nash equilibrium of a fictitious play iterative learning scheme where the best response is approximately computed, typically by a reinforcement learning (RL) algorithm. Notably, we show for the first time convergence of model free learning algorithms towards non-stationary MFG equilibria, relying only on classical assumptions on the MFG dynamics. We illustrate our theoretical results with a numerical experiment in continuous action-space setting, where the best response of the iterative fictitious play scheme is computed with a deep RL algorithm.


Using Bi-Directional Information Exchange to Improve Decentralized Schedule-Driven Traffic Control

arXiv.org Artificial Intelligence

Recent work in decentralized, schedule-driven traffic control has demonstrated the ability to improve the efficiency of traffic flow in complex urban road networks. In this approach, a scheduling agent is associated with each intersection. Each agent senses the traffic approaching its intersection and in real-time constructs a schedule that minimizes the cumulative wait time of vehicles approaching the intersection over the current look-ahead horizon. In order to achieve network level coordination in a scalable manner, scheduling agents communicate only with their direct neighbors. Each time an agent generates a new intersection schedule it communicates its expected outflows to its downstream neighbors as a prediction of future demand and these outflows are appended to the downstream agent's locally perceived demand. In this paper, we extend this basic coordination algorithm to additionally incorporate the complementary flow of information reflective of an intersection's current congestion level to its upstream neighbors. We present an asynchronous decentralized algorithm for updating intersection schedules and congestion level estimates based on these bi-directional information flows. By relating this algorithm to the self-optimized decision making of the basic operation, we are able to approach network-wide optimality and reduce inefficiency due to strictly self-interested intersection control decisions.


Rethinking Continual Learning for Autonomous Agents and Robots

arXiv.org Artificial Intelligence

Continual learning refers to the ability of a biological or artificial system to seamlessly learn from continuous streams of information while preventing catastrophic forgetting, i.e., a condition in which new incoming information strongly interferes with previously learned representations. Since it is unrealistic to provide artificial agents with all the necessary prior knowledge to effectively operate in real-world conditions, they must exhibit a rich set of learning capabilities enabling them to interact in complex environments with the aim to process and make sense of continuous streams of (often uncertain) information. While the vast majority of continual learning models are designed to alleviate catastrophic forgetting on simplified classification tasks, here we focus on continual learning for autonomous agents and robots required to operate in much more challenging experimental settings. In particular, we discuss well-established biological learning factors such as developmental and curriculum learning, transfer learning, and intrinsic motivation and their computational counterparts for modeling the progressive acquisition of increasingly complex knowledge and skills in a continual fashion.


Are You Doing What I Think You Are Doing? Criticising Uncertain Agent Models

arXiv.org Artificial Intelligence

The key for effective interaction in many multiagent applications is to reason explicitly about the behaviour of other agents, in the form of a hypothesised behaviour. While there exist several methods for the construction of a behavioural hypothesis, there is currently no universal theory which would allow an agent to contemplate the correctness of a hypothesis. In this work, we present a novel algorithm which decides this question in the form of a frequentist hypothesis test. The algorithm allows for multiple metrics in the construction of the test statistic and learns its distribution during the interaction process, with asymptotic correctness guarantees. We present results from a comprehensive set of experiments, demonstrating that the algorithm achieves high accuracy and scalability at low computational costs.


Analysis of the Synergy between Modularity and Autonomy in an Artificial Intelligence Based Fleet Competition

arXiv.org Artificial Intelligence

A novel approach is provided for evaluating the benefits and burdens from vehicle modularity in fleets/units through the analysis of a game theoretical model of the competition between autonomous vehicle fleets in an attacker-defender game. We present an approach to obtain the heuristic operational strategies through fitting a decision tree on high-fidelity simulation results of an intelligent agent-based model. A multi-stage game theoretical model is also created for decision making considering military resources and impacts of past decisions. Nash equilibria of the operational strategy are revealed, and their characteristics are explored. The benefits of fleet modularity are also analyzed by comparing the results of the decision making process under diverse operational situations.


Voting-Based Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

The recent success of single-agent reinforcement learning (RL) encourages the exploration of multi-agent reinforcement learning (MARL), which is more challenging due to the interactions among different agents. In this paper, we consider a voting-based MARL problem, in which the agents vote to make group decisions and the goal is to maximize the globally averaged returns. To this end, we formulate the MARL problem based on the linear programming form of the policy optimization problem and propose a distributed primal-dual algorithm to obtain the optimal solution. We also propose a voting mechanism through which the distributed learning achieves the same sub-linear convergence rate as centralized learning. In other words, the distributed decision making does not slow down the global consensus to optimal. We also verify the convergence of our proposed algorithm with numerical simulations and conduct case studies in practical multi-agent systems.


Adaptive Music Composition for Games

arXiv.org Artificial Intelligence

The generation of music that adapts dynamically to content and actions has an important role in building more immersive, memorable and emotive game experiences. To date, the development of adaptive music systems for video games is limited by both the nature of algorithms used for real-time music generation and the limited modelling of player action, game world context and emotion in current games. We propose that these issues must be addressed in tandem for the quality and flexibility of adaptive game music to significantly improve. Cognitive models of knowledge organisation and emotional affect are integrated with multi-modal, multi-agent composition techniques to produce a novel Adaptive Music System (AMS). The system is integrated into two stylistically distinct games. Gamers reported an overall higher immersion and correlation of music with game-world concepts with the AMS than with the original game soundtracks in both games.


Artificial Intelligence: A Child's Play

arXiv.org Artificial Intelligence

We discuss the objectives of any endeavor in creating artificial intelligence, AI, and provide a possible alternative. Intelligence might be an unintended consequence of curiosity left to roam free, best exemplified by a frolicking infant. This suggests that our attempts at AI could have been misguided; what we actually need to strive for can be termed artificial curiosity, AC, and intelligence happens as a consequence of those efforts. For this unintentional yet welcome aftereffect to set in a foundational list of guiding principles needs to be present. We discuss what these essential doctrines might be and why their establishment is required to form connections, possibly growing, between a knowledge store that has been built up and new pieces of information that curiosity will bring back. As more findings are acquired and more bonds are fermented, we need a way to, periodically, reduce the amount of data; in the sense, it is important to capture the critical characteristics of what has been accumulated or produce a summary of what has been gathered. We start with the intuition for this line of reasoning and formalize it with a series of models (and iterative improvements) that will be necessary to make the incubation of intelligence a reality. Our discussion provides conceptual modifications to the Turing Test and to Searle's Chinese room argument. We discuss the future implications for society as AI becomes an integral part of life.


Learning to Interactively Learn and Assist

arXiv.org Artificial Intelligence

When deploying autonomous agents in the real world, we need effective ways of communicating objectives to them. Traditional skill learning has revolved around reinforcement and imitation learning, each with rigid constraints on the format of information exchanged between the human and the agent. While scalar rewards carry little information, demonstrations require significant effort to provide and may carry more information than is necessary. Furthermore, rewards and demonstrations are often defined and collected before training begins, when the human is most uncertain about what information would help the agent. In contrast, when humans communicate objectives with each other, they make use of a large vocabulary of informative behaviors, including non-verbal communication, and often communicate throughout learning, responding to observed behavior. In this way, humans communicate intent with minimal effort. In this paper, we propose such interactive learning as an alternative to reward or demonstration-driven learning. To accomplish this, we introduce a multi-agent training framework that enables an agent to learn from another agent who knows the current task. Through a series of experiments, we demonstrate the emergence of a variety of interactive learning behaviors, including information-sharing, information-seeking, and question-answering. Most importantly, we find that our approach produces an agent that is capable of learning interactively from a human user, without a set of explicit demonstrations or a reward function, and achieving significantly better performance cooperatively with a human than a human performing the task alone.


Learning World Graphs to Accelerate Hierarchical Reinforcement Learning

arXiv.org Machine Learning

In many real-world scenarios, an autonomous agent often encounters various tasks within a single complex environment. We propose to build a graph abstraction over the environment structure to accelerate the learning of these tasks. Here, nodes are important points of interest (pivotal states) and edges represent feasible traversals between them. Our approach has two stages. First, we jointly train a latent pivotal state model and a curiosity-driven goal-conditioned policy in a task-agnostic manner. Second, provided with the information from the world graph, a high-level Manager quickly finds solution to new tasks and expresses subgoals in reference to pivotal states to a low-level Worker. The Worker can then also leverage the graph to easily traverse to the pivotal states of interest, even across long distance, and explore non-locally. We perform a thorough ablation study to evaluate our approach on a suite of challenging maze tasks, demonstrating significant advantages from the proposed framework over baselines that lack world graph knowledge in terms of performance and efficiency.