Agents
Limited Lookahead in Imperfect-Information Games
Kroer, Christian, Sandholm, Tuomas
Limited lookahead has been studied for decades in complete-information games. We initiate a new direction via two simultaneous deviation points: generalization to incomplete-information games and a game-theoretic approach. We study how one should act when facing an opponent whose lookahead is limited. We study this for opponents that differ based on their lookahead depth, based on whether they, too, have incomplete information, and based on how they break ties. We characterize the hardness of finding a Nash equilibrium or an optimal commitment strategy for either player, showing that in some of these variations the problem can be solved in polynomial time while in others it is PPAD-hard or NP-hard. We proceed to design algorithms for computing optimal commitment strategies---for when the opponent breaks ties favorably, according to a fixed rule, or adversarially. We then experimentally investigate the impact of limited lookahead. The limited-lookahead player often obtains the value of the game if she knows the expected values of nodes in the game tree for some equilibrium---but we prove this is not sufficient in general. Finally, we study the impact of noise in those estimates and different lookahead depths. This uncovers an incomplete-information game lookahead pathology.
Competitive Experience Replay
Liu, Hao, Trott, Alexander, Socher, Richard, Xiong, Caiming
Deep learning has achieved remarkable successes in solving challenging reinforcement learning (RL) problems when dense reward function is provided. However, in sparse reward environment it still often suffers from the need to carefully shape reward function to guide policy optimization. This limits the applicability of RL in the real world since both reinforcement learning and domain-specific knowledge are required. It is therefore of great practical importance to develop algorithms which can learn from a binary signal indicating successful task completion or other unshaped, sparse reward signals. We propose a novel method called competitive experience replay, which efficiently supplements a sparse reward by placing learning in the context of an exploration competition between a pair of agents. Our method complements the recently proposed hindsight experience replay (HER) by inducing an automatic exploratory curriculum. We evaluate our approach on the tasks of reaching various goal locations in an ant maze and manipulating objects with a robotic arm. Each task provides only binary rewards indicating whether or not the goal is achieved. Our method asymmetrically augments these sparse rewards for a pair of agents each learning the same task, creating a competitive game designed to drive exploration. Extensive experiments demonstrate that this method leads to faster converge and improved task performance.
Re-determinizing Information Set Monte Carlo Tree Search in Hanabi
This technical report documents the winner of the Computational Intelligence in Games(CIG) 2018 Hanabi competition. We introduce Re-determinizing IS-MCTS, a novel extension of Information Set Monte Carlo Tree Search (IS-MCTS) \cite{IS-MCTS} that prevents a leakage of hidden information into opponent models that can occur in IS-MCTS, and is particularly severe in Hanabi. Re-determinizing IS-MCTS scores higher in Hanabi for 2-4 players than previously published work. Given the 40ms competition time limit per move we use a learned evaluation function to estimate leaf node values and avoid full simulations during MCTS. For the Mixed track competition, in which the identity of the other players is unknown, a simple Bayesian opponent model is used that is updated as each game proceeds.
Google open-sources PlaNet, an AI agent that learns about the world from images
But it's not always practical; model-free approaches, which aim to get agents to directly predict actions from observations about their world, can take weeks of training. Model-based reinforcement learning is a viable alternative -- it has agents come up with a general model of their environment they can use to plan ahead. But in order to accurately forecast actions in unfamiliar surroundings, those agents have to formulate rules from experience. Toward that end, Google in collaboration with DeepMind today introduced the Deep Planning Network (PlaNet) agent, which learns a world model from image inputs and leverages it for planning. It's able to solve a variety of image-based tasks with up to 5,000 percent the data efficiency, Google says, while maintaining competitiveness with advanced model-free agents.
Privacy of Existence of Secrets: Introducing Steganographic DCOPs and Revisiting DCOP Frameworks
Silaghi, Viorel D., Silaghi, Marius C., Mandiau, Renรฉ
Here we identify a type of privacy concern in Distributed Constraint Optimization (DCOPs) not previously addressed in literature, despite its importance and impact on the application field: the privacy of existence of secrets. Science only starts where metrics and assumptions are clearly defined. The area of Distributed Constraint Optimization has emerged at the intersection of the multi-agent system community and constraint programming. For the multi-agent community, the constraint optimization problems are an elegant way to express many of the problems occurring in trading and distributed robotics. For the theoretical constraint programming community the DCOPs are a natural extension of their main object of study, the constraint satisfaction problem. As such, the understanding of the DCOP framework has been refined with the needs of the two communities, but sometimes without spelling the new assumptions formally and therefore making it difficult to compare techniques. Here we give a direction to the efforts for structuring concepts in this area.
Active Perception in Adversarial Scenarios using Maximum Entropy Deep Reinforcement Learning
Shen, Macheng, How, Jonathan P
We pose an active perception problem where an autonomous agent actively interacts with a second agent with potentially adversarial behaviors. Given the uncertainty in the intent of the other agent, the objective is to collect further evidence to help discriminate potential threats. The main technical challenges are the partial observability of the agent intent, the adversary modeling, and the corresponding uncertainty modeling. Note that an adversary agent may act to mislead the autonomous agent by using a deceptive strategy that is learned from past experiences. We propose an approach that combines belief space planning, generative adversary modeling, and maximum entropy reinforcement learning to obtain a stochastic belief space policy. By accounting for various adversarial behaviors in the simulation framework and minimizing the predictability of the autonomous agent's action, the resulting policy is more robust to unmodeled adversarial strategies. This improved robustness is empirically shown against an adversary that adapts to and exploits the autonomous agent's policy when compared with a standard Chance-Constraint Partially Observable Markov Decision Process robust approach.
Probabilistic Relational Agent-based Models
In agent-based models (ABMs, e.g., [4, 3]) agents probabilistically change state. State can be represented as attribute values such as health status, monthly income, age, political orientation, location and so on. A population of agents has a joint state that is typically a joint distribution; for example, a population has a joint distribution over income levels and political beliefs. ABMs are a popular method for exploring the dynamics of joint states, which can be hard to estimate when attribute values depend on each other, and populations are heterogeneous in the sense that not everyone has the same distribution of attribute values, and the principal mechanism for changing attribute values is interactions between agents. For example, suppose all agents have a flu status attribute that changes conditionally - given other attributes such as age, income, and vaccination status - when agents interact. The dynamics of flu - how it moves through heterogeneous populations - can be difficult or impossible to solve, but ABMs can simulate the interactions of agents, and the flu status of these agents can be tracked over time. ABMs are no doubt engines of probabilistic inference, but it is difficult to say anything about the models that underlie the inference. This paper presents pram - Probabilistic Relational Agentbased Models - a new kind of ABM with design influences from compartmental models (e.g., [1]) and probabilistic relational models (PRMs; e.g., [2]).
NAIL: A General Interactive Fiction Agent
Hausknecht, Matthew, Loynd, Ricky, Yang, Greg, Swaminathan, Adith, Williams, Jason D.
Interactive Fiction (IF) games are complex textual decision making problems. This paper introduces NAIL, an autonomous agent for general parser-based IF games. NAIL won the 2018 Text Adventure AI Competition, where it was evaluated on twenty unseen games. This paper describes the architecture, development, and insights underpinning NAIL's performance.
Learning to Control Self-Assembling Morphologies: A Study of Generalization via Modularity
Pathak, Deepak, Lu, Chris, Darrell, Trevor, Isola, Phillip, Efros, Alexei A.
Contemporary sensorimotor learning approaches typically start with an existing complex agent (e.g., a robotic arm), which they learn to control. In contrast, this paper investigates a modular co-evolution strategy: a collection of primitive agents learns to dynamically self-assemble into composite bodies while also learning to coordinate their behavior to control these bodies. Each primitive agent consists of a limb with a motor attached at one end. Limbs may choose to link up to form collectives. When a limb initiates a link-up action and there is another limb nearby, the latter is magnetically connected to the 'parent' limb's motor. This forms a new single agent, which may further link with other agents. In this way, complex morphologies can emerge, controlled by a policy whose architecture is in explicit correspondence with the morphology. We evaluate the performance of these 'dynamic' and 'modular' agents in simulated environments. We demonstrate better generalization to test-time changes both in the environment, as well as in the agent morphology, compared to static and monolithic baselines. Project videos and code are available at https://pathak22.github.io/modular-assemblies/