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Active Perception in Adversarial Scenarios using Maximum Entropy Deep Reinforcement Learning

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Machine Learning

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/


Weighted Tensor Completion for Time-Series Causal Inference

arXiv.org Machine Learning

Marginal Structural Models (MSM) {Robins, 2000} are the most popular models for causal inference from time-series observational data. However, they have two main drawbacks: (a) they do not capture subject heterogeneity, and (b) they only consider fixed time intervals and do not scale gracefully with longer intervals. In this work, we propose a new family of MSMs to address these two concerns. We model the potential outcomes as a three-dimensional tensor of low rank, where the three dimensions correspond to the agents, time periods and the set of possible histories. Unlike the traditional MSM, we allow the dimensions of the tensor to increase with the number of agents and time periods. We set up a weighted tensor completion problem as our estimation procedure, and show that the solution to this problem converges to the true model in an appropriate sense. Then we show how to solve the estimation problem, providing conditions under which we can approximately and efficiently solve the estimation problem. Finally, we propose an algorithm based on projected gradient descent, which is easy to implement and evaluate its performance on a simulated dataset.


Understanding The Impact of Partner Choice on Cooperation and Social Norms by means of Multi-agent Reinforcement Learning

arXiv.org Artificial Intelligence

The human ability to coordinate and cooperate has been vital to the development of societies for thousands of years. While it is not fully clear how this behavior arises, social norms are thought to be a key factor in this development. In contrast to laws set by authorities, norms tend to evolve in a bottom-up manner from interactions between members of a society. While much behavior can be explained through the use of social norms, it is difficult to measure the extent to which they shape society as well as how they are affected by other societal dynamics. In this paper, we discuss the design and evaluation of a reinforcement learning model for understanding how the opportunity to choose who you interact with in a society affects the overall societal outcome and the strength of social norms. We first study the emergence of norms and then the emergence of cooperation in presence of norms. In our model, agents interact with other agents in a society in the form of repeated matrix-games: coordination games and cooperation games. In particular, in our model, at each each stage, agents are either able to choose a partner to interact with or are forced to interact at random and learn using policy gradients.


eugenevinitsky/sequential_social_dilemma_games

#artificialintelligence

This repo is an open-source implementation of DeepMind's Sequential Social Dilemma (SSD) multi-agent game-theoretic environments [1]. SSDs can be thought of as analogous to spatially and temporally extended Prisoner's Dilemma-like games. The reward structure poses a dilemma because individual short-term optimal strategies lead to poor long-term outcomes for the group. The implemented environments are structured to be compatible with OpenAIs gym environments (https://github.com/openai/gym) The above plot shows the empirical Schelling diagrams for both Cleanup (A) and Harvest (B) (from [2]).


Optimal Differentially Private ADMM for Distributed Machine Learning

arXiv.org Machine Learning

Due to massive amounts of data distributed across multiple locations, distributed machine learning has attracted a lot of research interests. Alternating Direction Method of Multipliers (ADMM) is a powerful method of designing distributed machine learning algorithm, whereby each agent computes over local datasets and exchanges computation results with its neighbor agents in an iterative procedure. There exists significant privacy leakage during this iterative process if the local data is sensitive. In this paper, we propose a differentially private ADMM algorithm (P-ADMM) to provide dynamic zero-concentrated differential privacy (dynamic zCDP), by inserting Gaussian noise with linearly decaying variance. We prove that P-ADMM has the same convergence rate compared to the non-private counterpart, i.e., $\mathcal{O}(1/K)$ with $K$ being the number of iterations and linear convergence for general convex and strongly convex problems while providing differentially private guarantee. Moreover, through our experiments performed on real-world datasets, we empirically show that P-ADMM has the best-known performance among the existing differentially private ADMM based algorithms.


Deep Reinforcement Learning from Policy-Dependent Human Feedback

arXiv.org Machine Learning

To widen their accessibility and increase their utility, intelligent agents must be able to learn complex behaviors as specified by (non-expert) human users. Moreover, they will need to learn these behaviors within a reasonable amount of time while efficiently leveraging the sparse feedback a human trainer is capable of providing. Recent work has shown that human feedback can be characterized as a critique of an agent's current behavior rather than as an alternative reward signal to be maximized, culminating in the COnvergent Actor-Critic by Humans (COACH) algorithm for making direct policy updates based on human feedback. Our work builds on COACH, moving to a setting where the agent's policy is represented by a deep neural network. We employ a series of modifications on top of the original COACH algorithm that are critical for successfully learning behaviors from high-dimensional observations, while also satisfying the constraint of obtaining reduced sample complexity. We demonstrate the effectiveness of our Deep COACH algorithm in the rich 3D world of Minecraft with an agent that learns to complete tasks by mapping from raw pixels to actions using only real-time human feedback in 10-15 minutes of interaction.


DADAM: A Consensus-based Distributed Adaptive Gradient Method for Online Optimization

arXiv.org Machine Learning

Adaptive gradient-based optimization methods such as \textsc{Adagrad}, \textsc{Rmsprop}, and \textsc{Adam} are widely used in solving large-scale machine learning problems including deep learning. A number of schemes have been proposed in the literature aiming at parallelizing them, based on communications of peripheral nodes with a central node, but incur high communications cost. To address this issue, we develop a novel consensus-based distributed adaptive moment estimation method (\textsc{Dadam}) for online optimization over a decentralized network that enables data parallelization, as well as decentralized computation. The method is particularly useful, since it can accommodate settings where access to local data is allowed. Further, as established theoretically in this work, it can outperform centralized adaptive algorithms, for certain classes of loss functions used in applications. We analyze the convergence properties of the proposed algorithm and provide a dynamic regret bound on the convergence rate of adaptive moment estimation methods in both stochastic and deterministic settings. Empirical results demonstrate that \textsc{Dadam} works also well in practice and compares favorably to competing online optimization methods.