Agents
Growing Action Spaces
Farquhar, Gregory, Gustafson, Laura, Lin, Zeming, Whiteson, Shimon, Usunier, Nicolas, Synnaeve, Gabriel
In complex tasks, such as those with large combinatorial action spaces, random exploration may be too inefficient to achieve meaningful learning progress. In this work, we use a curriculum of progressively growing action spaces to accelerate learning. We assume the environment is out of our control, but that the agent may set an internal curriculum by initially restricting its action space. Our approach uses off-policy reinforcement learning to estimate optimal value functions for multiple action spaces simultaneously and efficiently transfers data, value estimates, and state representations from restricted action spaces to the full task. We show the efficacy of our approach in proof-of-concept control tasks and on challenging large-scale StarCraft micromanagement tasks with large, multi-agent action spaces.
Solving a Path Planning Problem in a Partially Known Environment using a Swarm Algorithm
Vckay, Esh, Aneja, Mansimar, Deodhare, Dipti
This paper proposes a path planning strategy for an Autonomous Ground Vehicle (AGV) navigating in a partially known environment. Global path planning is performed by first using a spatial database of the region to be traversed containing selected attributes such as height data and soil information from a suitable spatial database. The database is processed using a biomimetic swarm algorithm that is inspired by the nest building strategies followed by termites. Local path planning is performed online utilizing information regarding contingencies that affect the safe navigation of the AGV from various sensors. The simulation discussed has been implemented on the open source Player-Stage-Gazebo platform.
Conformity bias in the cultural transmission of music sampling traditions
One of the fundamental questions of cultural evolutionary research is how individual-level processes scale up to generate population-level patterns. Previous studies in music have revealed that frequency-based bias (e.g. conformity and novelty) drives large-scale cultural diversity in different ways across domains and levels of analysis. Music sampling is an ideal research model for this process because samples are known to be culturally transmitted between collaborating artists, and sampling events are reliably documented in online databases. The aim of the current study was to determine whether frequency-based bias has played a role in the cultural transmission of music sampling traditions, using a longitudinal dataset of sampling events across three decades. Firstly, we assessed whether turn-over rates of popular samples differ from those expected under neutral evolution. Next, we used agent-based simulations in an approximate Bayesian computation framework to infer what level of frequency-based bias likely generated the observed data. Despite anecdotal evidence of novelty bias, we found that sampling patterns at the population-level are most consistent with conformity bias.
Emotional Metaheuristics For in-situ Foraging Using Sensor Constrained Robot Swarms
Specifically, we use hunger and loneliness as a basis Foraging [1] is a collective robotics problem that derives to design rules of interaction for the swarm. The paper is biological inspiration from the behavior of ants [2]. Ants organized as follows: In the next section, we first present engaged in foraging, scout for prey, recruit nest mates when the biological foundations that our metaheuristic is founded prey has been located, and work together as a group to upon. We continue by describing the metaheuristic in detail bring back food to the nest. Foraging belongs to a class of and a broader description of the different behaviors exhibited problems known as coverage problems [3].
User-Oriented Summaries Using a PSO Based Scoring Optimization Method
Villa-Monte, Augusto, Lanzarini, Laura, Bariviera, Aurelio F., Olivas, Josรฉ A.
Automatic text summarization tools have a great impact on many fields, such as medicine, law, and scientific research in general. As information overload increases, automatic summaries allow handling the growing volume of documents, usually by assigning weights to the extracted phrases based on their significance in the expected summary. Obtaining the main contents of any given document in less time than it would take to do that manually is still an issue of interest. In~this~ article, a new method is presented that allows automatically generating extractive summaries from documents by adequately weighting sentence scoring features using \textit{Particle Swarm Optimization}. The key feature of the proposed method is the identification of those features that are closest to the criterion used by the individual when summarizing. The proposed method combines a binary representation and a continuous one, using an original variation of the technique developed by the authors of this paper. Our paper shows that using user labeled information in the training set helps to find better metrics and weights. The empirical results yield an improved accuracy compared to previous methods used in this field
Rethinking Formal Models of Partially Observable Multiagent Decision Making
Kovaลรญk, Vojtฤch, Schmid, Martin, Burch, Neil, Bowling, Michael, Lisรฝ, Viliam
Multiagent decision-making problems in partially observable environments are usually modeled as either extensive-form games (EFGs) within the game theory community or partially observable stochastic games (POSGs) within the reinforcement learning community. While most practical problems can be modeled in both formalisms, the communities using these models are mostly distinct with little sharing of ideas or advances. The last decade has seen dramatic progress in algorithms for EFGs, mainly driven by the challenge problem of poker. We have seen computational techniques achieving super-human performance, some variants of poker are essentially solved, and there are now sound local search algorithms which were previously thought impossible. While the advances have garnered attention, the fundamental advances are not yet understood outside the EFG community. This can be largely explained by the starkly different formalisms between the game theory and reinforcement learning communities and, further, by the unsuitability of the original EFG formalism to make the ideas simple and clear. This paper aims to address these hindrances, by advocating a new unifying formalism, a variant of POSGs, which we call Factored-Observation Games (FOGs). We prove that any timeable perfect-recall EFG can be efficiently modeled as a FOG as well as relating FOGs to other existing formalisms. Additionally, a FOG explicitly identifies the public and private components of observations, which is fundamental to the recent EFG breakthroughs. We conclude by presenting the two building-blocks of these breakthroughs --- counterfactual regret minimization and public state decomposition --- in the new formalism, illustrating our goal of a simpler path for sharing recent advances between game theory and reinforcement learning community.
Turing Test Revisited: A Framework for an Alternative
This paper aims to question the suitability of the Turing Test, for testing machine intelligence, in the light of advances made in the last 60 years in science, medicine, and philosophy of mind. While the main concept of the test may seem sound and valid, a detailed analysis of what is required to pass the test highlights a significant flow. Once the analysis of the test is presented, a systematic approach is followed in analysing what is needed to devise a test or tests for intelligent machines. The paper presents a plausible generic framework based on categories of factors implied by subjective perception of intelligence. An evaluative discussion concludes the paper highlighting some of the unaddressed issues within this generic framework.
Optimistic Proximal Policy Optimization
Imagawa, Takahisa, Hiraoka, Takuya, Tsuruoka, Yoshimasa
Reinforcement Learning, a machine learning framework for training an autonomous agent based on rewards, has shown outstanding results in various domains. However, it is known that learning a good policy is difficult in a domain where rewards are rare. We propose a method, optimistic proximal policy optimization (OPPO) to alleviate this difficulty. OPPO considers the uncertainty of the estimated total return and optimistically evaluates the policy based on that amount. We show that OPPO outperforms the existing methods in a tabular task.
On Multi-Agent Learning in Team Sports Games
Zhao, Yunqi, Borovikov, Igor, Rupert, Jason, Somers, Caedmon, Beirami, Ahmad
In recent years, reinforcement learning has been successful in solving video games from Atari to Star Craft II. However, the end-to-end model-free reinforcement learning (RL) is not sample efficient and requires a significant amount of computational resources to achieve superhuman level performance. Model-free RL is also unlikely to produce human-like agents for playtesting and gameplaying AI in the development cycle of complex video games. In this paper, we present a hierarchical approach to training agents with the goal of achieving human-like style and high skill level in team sports games. While this is still work in progress, our preliminary results show that the presented approach holds promise for solving the posed multi-agent learning problem.
Multi-Agent Deep Reinforcement Learning for Liquidation Strategy Analysis
Liquidation is the process of selling a large number of shares of one stock sequentially within a given time frame, taking into consideration the costs arising from market impact and a trader's risk aversion. The main challenge in optimizing liquidation is to find an appropriate modeling system that can incorporate the complexities of the stock market and generate practical trading strategies. In this paper, we propose to use multi-agent deep reinforcement learning model, which better captures high-level complexities comparing to various machine learning methods, such that agents can learn how to make the best selling decisions. First, we theoretically analyze the Almgren and Chriss model and extend its fundamental mechanism so it can be used as the multi-agent trading environment. Our work builds the foundation for future multi-agent environment trading analysis. Secondly, we analyze the cooperative and competitive behaviours between agents by adjusting the reward functions for each agent, which overcomes the limitation of single-agent reinforcement learning algorithms. Finally, we simulate trading and develop an optimal trading strategy with practical constraints by using a reinforcement learning method, which shows the capabilities of reinforcement learning methods in solving realistic liquidation problems.