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Concurrent Meta Reinforcement Learning

arXiv.org Artificial Intelligence

State-of-the-art meta reinforcement learning algorithms typically assume the setting of a single agent interacting with its environment in a sequential manner. A negative side-effect of this sequential execution paradigm is that, as the environment becomes more and more challenging, and thus requiring more interaction episodes for the meta-learner, it needs the agent to reason over longer and longer time-scales. To combat the difficulty of long time-scale credit assignment, we propose an alternative parallel framework, which we name "Concurrent Meta-Reinforcement Learning" (CMRL), that transforms the temporal credit assignment problem into a multi-agent reinforcement learning one. In this multi-agent setting, a set of parallel agents are executed in the same environment and each of these "rollout" agents are given the means to communicate with each other. The goal of the communication is to coordinate, in a collaborative manner, the most efficient exploration of the shared task the agents are currently assigned. This coordination therefore represents the meta-learning aspect of the framework, as each agent can be assigned or assign itself a particular section of the current task's state space. This framework is in contrast to standard RL methods that assume that each parallel rollout occurs independently, which can potentially waste computation if many of the rollouts end up sampling the same part of the state space. Furthermore, the parallel setting enables us to define several reward sharing functions and auxiliary losses that are non-trivial to apply in the sequential setting. We demonstrate the effectiveness of our proposed CMRL at improving over sequential methods in a variety of challenging tasks.


AI Generality and Spearmanโ€™s Law of Diminishing Returns

Journal of Artificial Intelligence Research

Many areas of AI today use benchmarks and competitions with larger and wider sets of tasks. This tries to deter AI systems (and research effort) from specialising to a single task, and encourage them to be prepared to solve previously unseen tasks. It is unclear, however, whether the methods with best performance are actually those that are most general and, in perspective, whether the trend moves towards more general AI systems. This question has a striking similarity with the analysis of the so-called positive manifold and general factors in the area of human intelligence. In this paper, we first show how the existence of a manifold (positive average pairwise task correlation) can also be analysed in AI, and how this relates to the notion of agent generality, from the individual and the populational points of view. From the populational perspective, we analyse the following question: is this manifold correlation higher for the most or for the least able group of agents? We contrast this analysis with one of the most controversial issues in human intelligence research, the so-called Spearman's Law of Diminishing Returns (SLODR), which basically states that the relevance of a general factor diminishes for most able human groups. We perform two empirical studies on these issues in AI. We analyse the results of the 2015 general video game AI (GVGAI) competition, with games as tasks and "controllers" as agents, and the results of a synthetic setting, with modified elementary cellular automata (ECA) rules as tasks and simple interactive programs as agents. In both cases, we see that SLODR doesnot appear. The data, and the use of just two scenarios, does not clearly support the reverse either, a Universal Law of Augmenting Returns (ULOAR), but calls for more experiments on this question.


Distributed Online Convex Optimization with Time-Varying Coupled Inequality Constraints

arXiv.org Machine Learning

This paper considers distributed online optimization with time-varying coupled inequality constraints. The global objective function is composed of local convex cost and regularization functions and the coupled constraint function is the sum of local convex constraint functions. A distributed online primal-dual dynamic mirror descent algorithm is proposed to solve this problem, where the local cost, regularization, and constraint functions are held privately and revealed only after each time slot. We first derive regret and cumulative constraint violation bounds for the algorithm and show how they depend on the stepsize sequences, the accumulated dynamic variation of the comparator sequence, the number of agents, and the network connectivity. As a result, under some natural decreasing stepsize sequences, we prove that the algorithm achieves sublinear dynamic regret and cumulative constraint violation if the accumulated dynamic variation of the optimal sequence also grows sublinearly. We also prove that the algorithm achieves sublinear static regret and cumulative constraint violation under mild conditions. In addition, smaller bounds on the static regret are achieved when the objective functions are strongly convex. Finally, numerical simulations are provided to illustrate the effectiveness of the theoretical results.


Can Sophisticated Dispatching Strategy Acquired by Reinforcement Learning? - A Case Study in Dynamic Courier Dispatching System

arXiv.org Artificial Intelligence

In this paper, we study a courier dispatching problem (CDP) raised from an online pickup-service platform of Alibaba. The CDP aims to assign a set of couriers to serve pickup requests with stochastic spatial and temporal arrival rate among urban regions. The objective is to maximize the revenue of served requests given a limited number of couriers over a period of time. Many online algorithms such as dynamic matching and vehicle routing strategy from existing literature could be applied to tackle this problem. However, these methods rely on appropriately predefined optimization objectives at each decision point, which is hard in dynamic situations. This paper formulates the CDP as a Markov decision process (MDP) and proposes a data-driven approach to derive the optimal dispatching rule-set under different scenarios. Our method stacks multi-layer images of the spatial-and-temporal map and apply multi-agent reinforcement learning (MARL) techniques to evolve dispatching models. This method solves the learning inefficiency caused by traditional centralized MDP modeling. Through comprehensive experiments on both artificial dataset and real-world dataset, we show: 1) By utilizing historical data and considering long-term revenue gains, MARL achieves better performance than myopic online algorithms; 2) MARL is able to construct the mapping between complex scenarios to sophisticated decisions such as the dispatching rule. 3) MARL has the scalability to adopt in large-scale real-world scenarios.


OpenAI launches Neural MMO, a massive reinforcement learning simulator

#artificialintelligence

Artificial intelligence that's beastly at World of Warcraft might not lie too far into the distant future, if OpenAI has its way. The San Francisco research nonprofit today released Neural MMO, a "massively multiagent" virtual training ground that plops agents in the middle of an RPG-like world -- one complete with a resource collection mechanic and player versus player combat. "The game genre of Massively Multiplayer Online Games (MMOs) simulates a large ecosystem of a variable number of players competing in persistent and extensive environments," OpenAI wrote in a blog post. "The inclusion of many agents and species leads to better exploration, divergent niche formation, and greater overall competence." AI agents spawn randomly in Neural MMO environments, which contain automatically generated tile maps of a prespecified size. Some tiles are traversable, like "forest" (which bears food) and "grass," while others aren't (such as water and stone).


A Grounded Interaction Protocol for Explainable Artificial Intelligence

arXiv.org Artificial Intelligence

Explainable Artificial Intelligence (XAI) systems need to include an explanation model to communicate the internal decisions, behaviours and actions to the interacting humans. Successful explanation involves both cognitive and social processes. In this paper we focus on the challenge of meaningful interaction between an explainer and an explainee and investigate the structural aspects of an interactive explanation to propose an interaction protocol. We follow a bottom-up approach to derive the model by analysing transcripts of different explanation dialogue types with 398 explanation dialogues. We use grounded theory to code and identify key components of an explanation dialogue. We formalize the model using the agent dialogue framework (ADF) as a new dialogue type and then evaluate it in a human-agent interaction study with 101 dialogues from 14 participants. Our results show that the proposed model can closely follow the explanation dialogues of human-agent conversations.


An Approach to Characterize Graded Entailment of Arguments through a Label-based Framework

arXiv.org Artificial Intelligence

Argumentation theory is a powerful paradigm that formalizes a type of commonsense reasoning that aims to simulate the human ability to resolve a specific problem in an intelligent manner. A classical argumentation process takes into account only the properties related to the intrinsic logical soundness of an argument in order to determine its acceptability status. However, these properties are not always the only ones that matter to establish the argument's acceptability---there exist other qualities, such as strength, weight, social votes, trust degree, relevance level, and certainty degree, among others.


Complexity Results and Algorithms for Bipolar Argumentation

arXiv.org Artificial Intelligence

Bipolar Argumentation Frameworks (BAFs) admit several interpretations of the support relation and diverging definitions of semantics. Recently, several classes of BAFs have been captured as instances of bipolar Assumption-Based Argumentation, a class of Assumption-Based Argumentation (ABA). In this paper, we establish the complexity of bipolar ABA, and consequently of several classes of BAFs. In addition to the standard five complexity problems, we analyse the rarely-addressed extension enumeration problem too. We also advance backtracking-driven algorithms for enumerating extensions of bipolar ABA frameworks, and consequently of BAFs under several interpretations. We prove soundness and completeness of our algorithms, describe their implementation and provide a scalability evaluation. We thus contribute to the study of the as yet uninvestigated complexity problems of (variously interpreted) BAFs as well as of bipolar ABA, and provide the lacking implementations thereof.


An approach to Decision Making based on Dynamic Argumentation Systems

arXiv.org Artificial Intelligence

In this paper, we introduce a formalism for single-agent decision making that is based on Dynamic Argumentation Frameworks. The formalism can be used to justify a choice, which is based on the current situation the agent is involved. Taking advantage of the inference mechanism of the argumentation formalism, it is possible to consider preference relations and conflicts among the available alternatives for that reasoning. With this formalization, given a particular set of evidence, the justified conclusions supported by warranted arguments will be used by the agent's decision rules to determine which alternatives will be selected. We also present an algorithm that implements a choice function based on our formalization. Finally, we complete our presentation by introducing formal results that relate the proposed framework with approaches of classical decision theory.


Microscopic Traffic Simulation by Cooperative Multi-agent Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Expert human drivers perform actions relying on traffic laws and their previous experience. While traffic laws are easily embedded into an artificial brain, modeling human complex behaviors which come from past experience is a more challenging task. One of these behaviors is the capability of communicating intentions and negotiating the right of way through driving actions, as when a driver is entering a crowded roundabout and observes other cars movements to guess the best time to merge in. In addition, each driver has its own unique driving style, which is conditioned by both its personal characteristics, such as age and quality of sight, and external factors, such as being late or in a bad mood. For these reasons, the interaction between different drivers is not trivial to simulate in a realistic manner. In this paper, this problem is addressed by developing a microscopic simulator using a Deep Reinforcement Learning Algorithm based on a combination of visual frames, representing the perception around the vehicle, and a vector of numerical parameters. In particular, the algorithm called Asynchronous Advantage Actor-Critic has been extended to a multi-agent scenario in which every agent needs to learn to interact with other similar agents. Moreover, the model includes a novel architecture such that the driving style of each vehicle is adjustable by tuning some of its input parameters, permitting to simulate drivers with different levels of aggressiveness and desired cruising speeds.