Agents
Thirty Years of Machine Learning:The Road to Pareto-Optimal Next-Generation Wireless Networks
Wang, Jingjing, Jiang, Chunxiao, Zhang, Haijun, Ren, Yong, Chen, Kwang-Cheng, Hanzo, Lajos
Next-generation wireless networks (NGWN) have a substantial potential in terms of supporting a broad range of complex compelling applications both in military and civilian fields, where the users are able to enjoy high-rate, low-latency, low-cost and reliable information services. Achieving this ambitious goal requires new radio techniques for adaptive learning and intelligent decision making because of the complex heterogeneous nature of the network structures and wireless services. Machine learning algorithms have great success in supporting big data analytics, efficient parameter estimation and interactive decision making. Hence, in this article, we review the thirty-year history of machine learning by elaborating on supervised learning, unsupervised learning, reinforcement learning and deep learning, respectively. Furthermore, we investigate their employment in the compelling applications of NGWNs, including heterogeneous networks (HetNets), cognitive radios (CR), Internet of things (IoT), machine to machine networks (M2M), and so on. This article aims for assisting the readers in clarifying the motivation and methodology of the various machine learning algorithms, so as to invoke them for hitherto unexplored services as well as scenarios of future wireless networks.
Open-ended Learning in Symmetric Zero-sum Games
Balduzzi, David, Garnelo, Marta, Bachrach, Yoram, Czarnecki, Wojciech M., Perolat, Julien, Jaderberg, Max, Graepel, Thore
Zero-sum games such as chess and poker are, abstractly, functions that evaluate pairs of agents, for example labeling them `winner' and `loser'. If the game is approximately transitive, then self-play generates sequences of agents of increasing strength. However, nontransitive games, such as rock-paper-scissors, can exhibit strategic cycles, and there is no longer a clear objective -- we want agents to increase in strength, but against whom is unclear. In this paper, we introduce a geometric framework for formulating agent objectives in zero-sum games, in order to construct adaptive sequences of objectives that yield open-ended learning. The framework allows us to reason about population performance in nontransitive games, and enables the development of a new algorithm (rectified Nash response, PSRO_rN) that uses game-theoretic niching to construct diverse populations of effective agents, producing a stronger set of agents than existing algorithms. We apply PSRO_rN to two highly nontransitive resource allocation games and find that PSRO_rN consistently outperforms the existing alternatives.
Cooperative Online Learning: Keeping your Neighbors Updated
Cesa-Bianchi, Nicolò, Cesari, Tommaso R., Monteleoni, Claire
We introduce and analyze a cooperative online learning setting in which a network of agents solve a common online convex optimization problem by sharing feedback with their network neighbors. Agents do not have to be synchronized. At each time step, only some of the agents are requested to make a prediction and pay the corresponding loss: we call these agents "active". As the feedback (i.e., the current loss function) received by the active agents is communicated to their neighbors, both active agents and their neighbors can use the feedback to update their local models. Asynchronous online learning settings with communication constraints naturally arise in many applications. Forexample, large-scale learning systems are often geographically distributed, and in domains such as finance or online advertising, typically each agent must serve high volumes of prediction requests. If agents keep updating their local models in an online fashion, then bandwidth and computational constraints may force them to limit communication by sharing feedbacks only with their neighbors.
Hierarchical Reinforcement Learning for Multi-agent MOBA Game
Zhang, Zhijian, Li, Haozheng, Zhang, Luo, Zheng, Tianyin, Zhang, Ting, Hao, Xiong, Chen, Xiaoxin, Chen, Min, Xiao, Fangxu, Zhou, Wei
Although deep reinforcement learning has achieved great success recently, there are still challenges in Real Time Strategy (RTS) games. Due to its large state and action space, as well as hidden information, RTS games require macro strategies as well as micro level manipulation to obtain satisfactory performance. In this paper, we present a novel hierarchical reinforcement learning model for mastering Multiplayer Online Battle Arena (MOBA) games, a sub-genre of RTS games. In this hierarchical framework, agents make macro strategies by imitation learning and do micromanipulations through reinforcement learning. Moreover, we propose a simple self-learning method to get better sample efficiency for reinforcement part and extract some global features by multi-target detection method in the absence of game engine or API. In 1v1 mode, our agent successfully learns to combat and defeat built-in AI with 100\% win rate, and experiments show that our method can create a competitive multi-agent for a kind of mobile MOBA game King of Glory (KOG) in 5v5 mode.
The Limits of Morality in Strategic Games
A coalition is blameable for an outcome if the coalition had a strategy to prevent it. It has been previously suggested that the cost of prevention, or the cost of sacrifice, can be used to measure the degree of blameworthiness. The paper adopts this approach and proposes a modal logical system for reasoning about the degree of blameworthiness. The main technical result is a completeness theorem for the proposed system.
A GFML-based Robot Agent for Human and Machine Cooperative Learning on Game of Go
Lee, Chang-Shing, Wang, Mei-Hui, Chen, Li-Chuang, Nojima, Yusuke, Huang, Tzong-Xiang, Woo, Jinseok, Kubota, Naoyuki, Sato-Shimokawara, Eri, Yamaguchi, Toru
This paper applies a genetic algorithm and fuzzy markup language to construct a human and smart machine cooperative learning system on game of Go. The genetic fuzzy markup language (GFML)-based Robot Agent can work on various kinds of robots, including Palro, Pepper, and TMUs robots. We use the parameters of FAIR open source Darkforest and OpenGo AI bots to construct the knowledge base of Open Go Darkforest (OGD) cloud platform for student learning on the Internet. In addition, we adopt the data from AlphaGo Master sixty online games as the training data to construct the knowledge base and rule base of the co-learning system. First, the Darkforest predicts the win rate based on various simulation numbers and matching rates for each game on OGD platform, then the win rate of OpenGo is as the final desired output. The experimental results show that the proposed approach can improve knowledge base and rule base of the prediction ability based on Darkforest and OpenGo AI bot with various simulation numbers.
Distributed Nesterov gradient methods over arbitrary graphs
Xin, Ran, Jakovetic, Dusan, Khan, Usman A.
Abstract--In this letter, we introduce a distributed Nesterov method, termed as ABN, that does not require doubly-stochastic weight matrices. Instead, the implementation is based on a simultaneous application of both row-and column-stochastic weights that makes this method applicable to arbitrary (stronglyconnected) graphs.Since constructing column-stochastic weights needs additional information (the number of outgoing neighbors at each agent), not available in certain communication protocols, we derive a variation, termed as FROZEN, that only requires row-stochastic weights but at the expense of additional iterations for eigenvector learning. We numerically study these algorithms for various objective functions and network parameters and show that the proposed distributed Nesterov methods achieve acceleration compared to the current state-of-the-art methods for distributed optimization. I. INTRODUCTION Distributed optimization has recently seen a surge of interest particularly with the emergence of modern signal processing and machine learning applications. A well-studied problem in this domain is finite sum minimization that also has some relevance to empirical risk formulations, i.e., min R is a smooth and convex function available at an agent i. 's depend on data that may be private to each agent and communicating large data is impractical, developing distributed solutions of the above problem have attracted a strong interest.
TSA Says the Number of Agents Skipping Work Has Spiked Due to the Shutdown
Transportation Security Administration agents help passengers through a security checkpoint at Newark Liberty International Airport in Newark. New figures released Sunday reveal a record number of agents are not showing up to work. The Transportation Security Administration has reported that the number of airport security agents not showing up to work reached an all-time high over the holiday weekend, according to the Washington Post, a side-effect of the government shutdown that the Department of Homeland Security previously stated was non a concern. TSA agents are among the estimated 800,000 federal workers who are furloughed or working without pay during a government shutdown that is reaching its 30th day. The Washington Post reported that the number of unscheduled absences hit 8 percent nationally this weekend, up from a 3 percent a year ago.
Resource-aware IoT Control: Saving Communication through Predictive Triggering
Trimpe, Sebastian, Baumann, Dominik
The Internet of Things (IoT) interconnects multiple physical devices in large-scale networks. When the 'things' coordinate decisions and act collectively on shared information, feedback is introduced between them. Multiple feedback loops are thus closed over a shared, general-purpose network. Traditional feedback control is unsuitable for design of IoT control because it relies on high-rate periodic communication and is ignorant of the shared network resource. Therefore, recent event-based estimation methods are applied herein for resource-aware IoT control allowing agents to decide online whether communication with other agents is needed, or not. While this can reduce network traffic significantly, a severe limitation of typical event-based approaches is the need for instantaneous triggering decisions that leave no time to reallocate freed resources (e.g., communication slots), which hence remain unused. To address this problem, novel predictive and self triggering protocols are proposed herein. From a unified Bayesian decision framework, two schemes are developed: self triggers that predict, at the current triggering instant, the next one; and predictive triggers that check at every time step, whether communication will be needed at a given prediction horizon. The suitability of these triggers for feedback control is demonstrated in hardware experiments on a cart-pole, and scalability is discussed with a multi-vehicle simulation.