Agents
Complexity of Shift Bribery in Committee Elections
Bredereck, Robert, Faliszewski, Piotr, Niedermeier, Rolf, Talmon, Nimrod
Given an election, a preferred candidate p, and a budget, the SHIFT BRIBERY problem asks whether p can win the election after shifting p higher in some voters' preference orders. Of course, shifting comes at a price (depending on the voter and on the extent of the shift) and one must not exceed the given budget. We study the (parameterized) computational complexity of S HIFT BRIBERY for multiwinner voting rules where winning the election means to be part of some winning committee. We focus on the well-established SNTV, Bloc, k-Borda, and Chamberlin-Courant rules, as well as on approximate variants of the Chamberlin-Courant rule, since the original rule is NP-hard to compute. We show that SHIFT BRIBERY tends to be harder in the multiwinner setting than in the single-winner one by showing settings where SHIFT BRIBERY is easy in the single-winner cases, but is hard (and hard to approximate) in the multiwinner ones. Moreover, we show that the non-monotonicity of those rules which are based on approximation algorithms for the Chamberlin-Courant rule sometimes affects the complexity of SHIFT BRIBERY.
Trusted Multi-Party Computation and Verifiable Simulations: A Scalable Blockchain Approach
Raman, Ravi Kiran, Vaculin, Roman, Hind, Michael, Remy, Sekou L., Pissadaki, Eleftheria K., Bore, Nelson Kibichii, Daneshvar, Roozbeh, Srivastava, Biplav, Varshney, Kush R.
Large-scale computational experiments, often running over weeks and over large datasets, are used extensively in fields such as epidemiology, meteorology, computational biology, and healthcare to understand phenomena, and design high-stakes policies affecting everyday health and economy. For instance, the OpenMalaria framework is a computationally-intensive simulation used by various nongovernmental and governmental agencies to understand malarial disease spread and effectiveness of intervention strategies, and subsequently design healthcare policies. Given that such shared results form the basis of inferences drawn, technological solutions designed, and day-today policies drafted, it is essential that the computations are validated and trusted. In particular, in a multi-agent environment involving several independent computing agents, a notion of trust in results generated by peers is critical in facilitating transparency, accountability, and collaboration. Using a novel combination of distributed validation of atomic computation blocks and a blockchain-based immutable audits mechanism, this work proposes a universal framework for distributed trust in computations. In particular we address the scalaibility problem by reducing the storage and communication costs using a lossy compression scheme. This framework guarantees not only verifiability of final results, but also the validity of local computations, and its cost-benefit tradeoffs are studied using a synthetic example of training a neural network. Machine learning, data science, and large-scale computations in general has created an era of computationdriven inference, applications, and policymaking [1], [2]. Technological solutions, and policies with far-reaching consequences are increasingly being derived from computational frameworks and data. Multi-agent sociotechnical systems that are tasked with working collaboratively on such tasks function by interactively sharing data, models, and results of local computation. However, when such agents are independent and lack trust, they might not collaborate with or trust the validity of reported computations of other agents. Quite often, these computations are also expensive and time consuming, and thus infeasible for recomputation by the doubting peer as a general course of action. In such systems, creating an environment of trust, accountability, and transparency in the local computations of individual agents promotes collaborative operation.
Indirect Reciprocity and the Evolution of Prejudicial Groups
Prejudice is a human attitude involving generally negative and unsubstantiated prejudgement of others. When acted upon, this results in wide-ranging behaviours such as sexism, ageism and discrimination against sexual preference1,2,3 through to ethnic, racial, nationalistic and religious extremism4,5, with bias and intergroup conflict characterised as a "problem of the century"6. Most recently, prejudice has been highlighted in connection to global political events: for example anti-immigration prejudice was a strong correlate of support for Brexit7. The human disposition to categorize others through their group identity creates an opportunity for discrimination8,9,10. As a consequence of in-group formation11, which occurs through cultural or biological identification with others, or as a consequence of identity-less strangers mutually cooperating12, bias can take hold in two ways.
AI Rebel Agents
Coman, Alexandra (Naval Research Laboratory) | Aha, David W. (Naval Research Laboratory)
The ability to say "no" in a variety of ways and contexts is an essential part of being socio-cognitively human. Through a variety of examples, we show that, despite ominous portrayals in science fiction, AI agents with human-inspired noncompliance abilities have many potential benefits. Rebel agents are intelligent agents that can oppose goals or plans assigned to them, or the general attitudes or behavior of other agents. They can serve purposes such as ethics, safety, and task execution correctness, and provide or support diverse points of view. We present a framework to help categorize and design rebel agents, discuss their social and ethical implications, and assess their potential benefits and the risks they may pose. In recognition of the fact that, in human psychology, non-compliance has profound socio-cognitive implications, we also explore socio-cognitive dimensions of AI rebellion: social awareness and counternarrative intelligence. This latter term refers to an agent's ability to produce and use alternative narratives that support, express, or justify rebellion, either sincerely or deceptively. We encourage further conversation about AI rebellion within the AI community and beyond, given the inherent interdisciplinarity of the topic.
Solving Large Extensive-Form Games with Strategy Constraints
Davis, Trevor, Waugh, Kevin, Bowling, Michael
Extensive-form games are a common model for multiagent interactions with imperfect information. In two-player zero-sum games, the typical solution concept is a Nash equilibrium over the unconstrained strategy set for each player. In many situations, however, we would like to constrain the set of possible strategies. For example, constraints are a natural way to model limited resources, risk mitigation, safety, consistency with past observations of behavior, or other secondary objectives for an agent. In small games, optimal strategies under linear constraints can be found by solving a linear program; however, state-of-the-art algorithms for solving large games cannot handle general constraints. In this work we introduce a generalized form of Counterfactual Regret Minimization that provably finds optimal strategies under any feasible set of convex constraints. We demonstrate the effectiveness of our algorithm for finding strategies that mitigate risk in security games, and for opponent modeling in poker games when given only partial observations of private information.
TStarBots: Defeating the Cheating Level Builtin AI in StarCraft II in the Full Game
Sun, Peng, Sun, Xinghai, Han, Lei, Xiong, Jiechao, Wang, Qing, Li, Bo, Zheng, Yang, Liu, Ji, Liu, Yongsheng, Liu, Han, Zhang, Tong
Starcraft II (SCII) is widely considered as the most challenging Real Time Strategy (RTS) game as of now, due to large observation space, huge (continuous and infinite) action space, partial observation, multi-player simultaneous game model, long time horizon decision, etc. To push the frontier of AI's capability, Deepmind and Blizzard jointly present the StarCraft II Learning Environment (SC2LE) --- a testbench for designing complex decision making systems. While SC2LE provides a few mini games such as \textit{MoveToBeacon}, \textit{CollectMineralShards}, and \textit{DefeatRoaches} where some AI agents achieve the professional player's level, it is still far away from achieving the professional level in a \emph{full} game. To initialize the research and investigation in the full game, we develop two AI agents --- the AI agent TStarBot1 is based on deep reinforcement learning over flat action structure, and the AI agent TStarBot2 is based on rule controller over hierarchical action structure. Both TStarBot1 and TStarBot2 are able to defeat the builtin AI agents from level 1 to level 10 in a full game (1v1 \textit{Zerg}-vs-\textit{Zerg} game on the AbyssalReef map), noting that level 8, level 9, and level 10 are cheating agents with full vision on the whole map, with resource harvest boosting, and with both, respectively \footnote{According to some informal discussions from the StarCraft II forum, level 10 builtin AI is estimated to be Platinum to Diamond~\cite{scii-forum}, which are equivalent to top 50\% - 30\% human players in the ranking system of Battle.net Leagues~\cite{liquid}. }.
Prosocial or Selfish? Agents with different behaviors for Contract Negotiation using Reinforcement Learning
Sunder, Vishal, Vig, Lovekesh, Chatterjee, Arnab, Shroff, Gautam
We present an effective technique for training deep learning agents capable of negotiating on a set of clauses in a contract agreement using a simple communication protocol. We use Multi Agent Reinforcement Learning to train both agents simultaneously as they negotiate with each other in the training environment. We also model selfish and prosocial behavior to varying degrees in these agents. Empirical evidence is provided showing consistency in agent behaviors. We further train a meta agent with a mixture of behaviors by learning an ensemble of different models using reinforcement learning. Finally, to ascertain the deployability of the negotiating agents, we conducted experiments pitting the trained agents against human players. Results demonstrate that the agents are able to hold their own against human players, often emerging as winners in the negotiation. Our experiments demonstrate that the meta agent is able to reasonably emulate human behavior.
Graph-Dependent Implicit Regularisation for Distributed Stochastic Subgradient Descent
Richards, Dominic, Rebeschini, Patrick
We propose graph-dependent implicit regularisation strategies for distributed stochastic subgradient descent (Distributed SGD) for convex problems in multi-agent learning. Under the standard assumptions of convexity, Lipschitz continuity, and smoothness, we establish statistical learning rates that retain, up to logarithmic terms, centralised statistical guarantees through implicit regularisation (step size tuning and early stopping) with appropriate dependence on the graph topology. Our approach avoids the need for explicit regularisation in decentralised learning problems, such as adding constraints to the empirical risk minimisation rule. Particularly for distributed methods, the use of implicit regularisation allows the algorithm to remain simple, without projections or dual methods. To prove our results, we establish graph-independent generalisation bounds for Distributed SGD that match the centralised setting (using algorithmic stability), and we establish graph-dependent optimisation bounds that are of independent interest. We present numerical experiments to show that the qualitative nature of the upper bounds we derive can be representative of real behaviours. Keywords: Distributed machine learning, implicit regularisation, generalisation bounds, algorithmic stability, multi-agent optimisation.
SCC-rFMQ Learning in Cooperative Markov Games with Continuous Actions
Zhang, Chengwei, Li, Xiaohong, Hao, Jianye, Chen, Siqi, Tuyls, Karl, Feng, Zhiyong, Xue, Wanli, Chen, Rong
Although many reinforcement learning methods have been proposed for learning the optimal solutions in single-agent continuousaction domains, multiagent coordination domains with continuous actions have received relatively few investigations. In this paper, we propose an independent learner hierarchical method, named Sample Continuous Coordination with recursive Frequency Maximum Q-Value (SCC-rFMQ), which divides the cooperative problem with continuous actions into two layers. The first layer samples a finite set of actions from the continuous action spaces by a re-sampling mechanism with variable exploratory rates, and the second layer evaluates the actions in the sampled action set and updates the policy using a reinforcement learning cooperative method. By constructing cooperative mechanisms at both levels, SCC-rFMQ can handle cooperative problems in continuous action cooperative Markov games effectively. The effectiveness of SCC-rFMQ is experimentally demonstrated on two well-designed games, i.e., a continuous version of the climbing game and a cooperative version of the boat problem. Experimental results show that SCC-rFMQ outperforms other reinforcement learning algorithms. A large number of multiagent coordination domains involve continuous action spaces, such as robot soccer [1] and multiplayer online battle arena game [2]. In such environments, agents not only need to coordinate with other agents towards desirable outcomes efficiently but also have to deal with infinitely large action spaces.